Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Friday, November 03, 2006

32X History - 32X games and History


The Sega 32X (Japanese: スーパー32X) is an add-on for the Sega Mega Drive/Sega Genesis video game console by Sega.
In Japan, it was distributed under the name Sega Super 32X. In North America, its name was the Sega Genesis 32X. In Europe, Australia, and other countries that use PAL, it was called the Sega Mega Drive 32X. Most gamers, for simplicity's sake, refer to it as just the "32X".

Market history
With the release of the Super Famicom in Japan and the Super NES in North America, Sega needed to leapfrog Nintendo in the technological department. The Sega Mega-CD, known as Sega CD in North America, had not worked as well, in a business sense, as Sega had wanted it to. Sega had various developments underway, named after planets. Some used System 16 technology, as the Sega Mega Drive/Sega Genesis, as well as other arcade games, did.
The 32X was released in mid-November 1994 in North America for $150, Japan on December 3rd 1994 for ¥16,800, and Europe in January 1995 for £170 / DM 400.

Technical aspects
The Sega 32X can only be used in conjunction with a Mega Drive/Genesis system; it is plugged in where the cartridge bay is. Besides playing its own cartridges, it also acts as a passthrough for Mega Drive games so it can be a permanent attachment. (The SVP based Virtua Racing was the only exception.) The 32X came with several spacers so it would work with all (then current) versions of the Mega Drive. (The Genesis 3, which lacks circuitry needed, and appropriate plugs, to work with the 32X, was introduced later.) It could be used with the Sega Multi-Mega/Sega CDX system, but the spacers would not accommodate the CDX, which created a number of user-unfriendly conditions in the unit. Without the use of the spacers, some of the 32X hardware was left exposed and vulnerable. The combined unit was also very prone to tipping over, risking damage to the unit and games. In addition to the physical problems, there was also an issue with FCC approval.
Most 32X games cannot be played unless the distribution region of the game matches the region of the console. A few games are not locked and can be played on a console from any region (e.g. Fifa 96). Two games, Darxide and FIFA Soccer '96, were only released for the PAL 32X.
All but one of the games released for the Japanese market were released in the United States, albeit some had different names. The one Japanese-only game was Sangokushi IV (known as "Romance of the Three Kingdoms IV").
In addition to regular cartridge-based 32X games, there were also a very small number 32X CD games. As the name suggests, these required both the 32X and Mega-CD/Sega CD addons. The lack of a significant userbase due to the high cost of purchasing all three necessary components saw only five games released, only one of those developed by Sega. The most notable of these was a new version of the infamous Night Trap with 32,768 onscreen colors instead of the 64 found on the regular Mega-CD/Sega CD version.

Technical specifications
Processor: Twin SH2 32 bit RISC processors with a clock speed of 23 MHz, 40 MIPS each
Video RAM: Two linear framebuffers with support for RLE compression and an overdraw mode to simplify compositing objects with transparency. All scaling, rotation, and 3D operations are performed in software on the SH2 processors.
Color depth: 32,768 simultaneous colors on screen at standard Mega Drive/Genesis resolution. Video output can overlay Mega Drive/Genesis graphics or vice versa. Mega Drive/Genesis video effects such as shadow or hilight do not affect 32X video.
Memory: 256KB (2 MBit) program RAM and two 128KB (1 MBit) framebuffers.
Audio: Stereo 10-bit PWM (Pulse Width Modulation) mixing with Mega Drive/Genesis sound for a total of 12 audio channels of varying capability, 22 with the addition of a Mega-CD/Sega CD.
I/O: Same as Mega Drive/Genesis.
Storage: 32X cartridges are fundamentally the same as Mega Drive/Genesis cartridges with some small differences in the plastic casing. A few CD-ROM games were developed that also required a Mega-CD/Sega CD.
Compatibility: Compatible with Mega Drive/Genesis models 1 and 2, JVC Wondermega/X'Eye and the Multi-Mega/CDX. The 32X does not work with the Genesis 3 which lacks some of the necessary interface logic.

History

Development
On January 8, 1994, Hayao Nakayama, then CEO of Sega, ordered his company to make a 32-bit cartridge based console that would be in stores by Christmas 1994. This would at first be named "Project Jupiter", but after Sega found CD technology cheaper, they decided to modify it instead of dropping the cartridge project (that would be called "Project Saturn"). Hideki Sato and some other Sega of Japan engineers came over to collaborate about the project with Sega of America's Joe Miller. The first idea was a new Mega Drive/Genesis with more colors and a 32-bit processor. Miller thought that an add-on to the Mega Drive/Genesis would be a better idea, because he felt that gamers would not buy an improved version of the Mega Drive/Genesis. And so, this project was codenamed Project Mars, and Sega of America was going to shape the project.
At the same time, however, Sega of Japan was working on the Sega Saturn, a CD-based 32-bit videogame system. Sega of America did not learn of this until Project Mars was already in progress.

Launch
The video-gaming public first got a glimpse at the Summer 1994 CES in Chicago, Illinois. Players highly anticipated the system, because it would make the Genesis superior to the Super Famicom/SNES. The console was unmasked as the 32X, with a price projection of $170 (USD), at a gamers' day, held by Sega of America in September 1994.
The 32X hit the market in North America in November 1994, during the same month the Sega Saturn was released in Japan. Many industry insiders speculated that the 32X was doomed from the beginning as the Sega Saturn hardware was widely regarded as more powerful than the 32X and had the support of many Japanese third party software developers (a necessary resource required for any gaming platform's long term success) which the 32X was sorely lacking.
Only 500,000 consoles had been produced for North American consumption, yet orders were in the millions. The console allegedly had numerous mechanical problems. Games had been rushed for the system in the run up to Christmas 1994. Some early games came with errors in programming, causing crashes and glitches on certain titles. Other games required leaving out parts in order to make the Christmas deadline; Doom 32X is missing almost half the levels present on the PC. Many complained that their 32X was not working with their Mega Drive/Genesis or television. Sega was forced to give away adapters.
Since this was an expensive add-on system, Sega decided to offer a £50 discount on games with the console in Europe. However, the offer came in the form of rebate vouchers, which were difficult to take advantage of. Just like its North American counterpart, this console was initially popular. Orders exceeded one million, but not enough were produced, and supply shortage problems arose.

Decline
By mid-1995, the time the Sega executives realized their blunder, it was too late. Developers and licensees had abandoned this console in favor of what they perceived to be a true 32-bit console, the Sega Saturn. Even though the 32X was a 32-bit system, the games did not appear to take full advantage of 32 bit processing; many games were rushed and produced in 2D. Many were just slightly-enhanced ports of Genesis or old arcade games such as Mortal Kombat II and Space Harrier.
Due to successful marketing, customers perceived the Sega Saturn, Nintendo 64 and the PlayStation as the true next-generation consoles, due to their rich launch titles and 3D graphics. Also, customers perceived that Sega abandoned the 32X despite promises to the contrary, due to the launch of the Saturn.
Console makers, prior to the launch of PlayStation 2, would often abandon platforms and offer no backwards compatibility with older systems. For this reason Sega's 32X customers felt cheated because of the apparent lower quality of the game, and the inevitability of obsolescence.
Store shelves became littered with unwanted Sega 32X systems, and prices for a new one dropped as low as $19.95. Sega planned a console named the Sega Neptune, which would have been a Genesis and 32X in one. However, by the time a prototype was developed, the Sega Saturn was going to be released, and Sega cancelled the Neptune.
The situation became so bad that the 32X was actually mocked on Saturday Night Live, as well as in the gaming magazine Electronic Gaming Monthly, which likened the 32X to a 'waffle maker' and the games as 'batter'. The Sega 32X fiasco is now considered one of the most poorly planned console releases ever.
The last game made for the 32X in the US was Spider-Man: Web of Fire (1996). The last ever 32X game was Darxide, which had been intended by Frontier Developments to be a launch title for the ill-fated Neptune. Both these games now command a high value from collectors — but especially Darxide (up to $1000) due to its scarcity, reputation and auspicious creator (David Braben, co-writer of the groundbreaking game Elite). Nevertheless, it is exceeded in rarity by the European PAL versions of the games Primal Rage and T-Mek. For obscure reasons a mere handful of copies of these games are known to be in circulation - with T-Mek being so scarce that until a copy surfaced on eBay in late 2005, it was widely held that the PAL release was only a rumour. The appearance of a copy has fuelled speculation that other rumoured but unconfirmed PAL games may also exist, in particular BC Racers.
For many years prior, console makers promised devices like the 32X (for consoles such as the Colecovision, Intellivision II, and some Atari systems) that would extend and enhance the original system. The 32X was the first product released that fundamentally altered the original console's abilities. However, deficient in software titles and lacking the 3D capabilities the gaming community demanded, the add-on represented a technological dead end, ultimately punishing early adopters. Ignorant of the idea that console systems' primary strength is in standardization, Sega had created three different platforms (the Sega Mega Drive/Genesis, and the Mega-CD/Sega CD and the 32X add-ons) all under the same banner, stealing valuable shelf space from itself and confusing both vendors and consumers in the process. The entire episode demonstrated that producing such add-ons is likely to have detrimental effects on a system's brand marketing strategy.
The system ended production worldwide in 1996.

Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.Subject to disclaimers.

Sunday, October 29, 2006

Ms. Pac-Man Trivia


A Ms. Pac-Man machine has a storyline based around it in the Friends episode The One Where Joey Dates Rachel. The plotline revolves around Chandler entering rude words onto the game's high-score screen and then attempting to beat his scores (thus removing them) before Ross's seven year old son arrives. In reality, Ms. Pac-Man doesn't have a high-score screen, displaying only the single best score, and the game doesn't allow players to enter their initials.
In one series of strips in Bill Amend's popular newspaper comic strip FoxTrot, Jason Fox, who is in fifth grade and still detests girls, has a nightmare in which he is romanced by Tomb Raider heroine Lara Croft. In one of these strips, Lara keeps trying to persuade Jason to play her game, and Jason declares that he'll never play a video game starring a girl. At this point, Lara says, "Permit me to reintroduce you to someone," and Ms. Pac-Man appears: "Hi, Jason. Remember me?"
A Ms. Pac-Man unit appears in the 1983 movie "WarGames", in the 1983 movie "Joysticks", in the 1984 movie "Tightrope" (the cabinet appears in the background of the bar scene), in the 1990 movie "The Grifters", in the 1999 movie "Man On The Moon" and in the 2002 movie "Van Wilder".
A Ms. Pac-man machine is seen in Scrubs in the episode My Own Private Practice Guy. Todd comments "Oh Ms. Pac-man I would sex that bow right off your head. Eat those dots you naughty, naughty girl."
The Ms. Pac-Man world record of 933,580 points was achieved by Abdner Ashman, of Queens, NY, on Thursday, April 6, 2006 at the Apollo Amusements showroom in Pompano Beach, FL, as verified by official referees from the Twin Galaxies Intergalactic Scoreboard, who were present to witness the accomplishment.
Some versions of the game had an "expert" level, where if you hold the joystick up while pressing the start button, the whole game speed doubled (including music and sound effects). Others have Ms. Pac-Man going twice her speed while the rest of the game went normal speed. The latter allowed for people to obtain much higher scores.
Many people have mistakenly called the game Mrs. Pac Man, which can upset many a video game purist.
In the 1980's cartoon version of Pac-Man, she was named Pepper (while the male Pac-Man was often called Packie) because she was never given a name.
In 1982, R. Cade and the Video Victims recorded a song titled "Ms. Pac-Man", using sound effects from the game, and released it on the album "Victim of the Video", a lesser-known video game song album.
While not inspired by the game, the song Game Over by rapper Lil Flip samples heavily from it.
In the movie Are We There Yet?, Lindsay tells Nick that Kevin had a bad dream playing Ms. Pac-Man at the mall but refers to her as Lady Pac-Man.
There is an obscure glitch in the original arcade game. If the player inserts a coin at the title screen, before Blinky appears, and begins, the walls of the first maze will be blue instead of pink.
At least one version of the game (found in a diner near the Kansas-Nebraska border) has the monsters turn into blue mice when Ms. Pac-Man eats the energizers.

Tuesday, October 17, 2006

Krisalis Software - Company Profiles






Formerly known as Teque, Krisalis was a leading UK developer and publisher of quality strategy and soccer games. Here's a brief profile from the company's website back in 1996: "As well as producing games for Spectrum, Amiga, ST and many consoles, Krisalis was an ardent supporter of the slightly neglected Archimedes market. Krisalis brought major games created by other companies to Archimedes owners that they would have otherwise missed out on such as Chuck Rock, Populous, James Pond, Lemmings and Lotus Challenge. The number of people employed by Krisalis has continued to increase steadily over the years, and the number of staff on the Krisalis books now nears 40. As the numbers increased, so did the need for more office space, and so 1996 saw the expansion into adjacent buildings. As computers and consoles have come & gone, so Krisalis have evolved and looked to the next wave of machines. From development of games for Spectrum, C64, Amstrad CPC and MSX, through Amiga, ST, Megadrive, Archimedes, SNES and 3D0, we are now focused on both original titles and conversions for Playstation and Dreamcast. Nobody can tell what's coming next, but Krisalis will certainly be there. Generally, Krisalis are feeling very positive towards the Jaguar and think that if Atari can get enough machines into the market place, backed up with sufficient marketing, then it could be a great success. However, if they delay much longer then Sony may well steal this success away from them. Timing and marketing will prove to be crucial factors. Krisalis do see themselves as pioneers, and are already planning to release three Jaguar titles. Those currently in development include the highly-acclaimed platformer Soccer Kid and Battle Chess for other publishers. Work is also about to commence on a new football game. Krisalis believe that if developers don't commit to the Jaguar at this early stage it could well damage the console's changes. It's a good product. It's got good press. It has been very well received. They should go for it."
Tony Kavanagh (Managing Director)


From 2001 and until 2003 Krisalis games were published by The 3DO Company.




Games Published

Amiga
Arabian Nights
Sabre Team A1200

Amiga CD32
John Barnes Football
Soccer Kid

PC
Laser Squad
Sabre Team

Sinclair ZX Spectrum
Manchester United
Manchester United Europe

Games Developed

3DO
Cannon Fodder

Amiga
Arabian Nights
Sabre Team A1200

Nintendo 64
Airport Inc.

PC
Airport Tycoon
Laser Squad
Lego Land
Sabre Team

PlayStation
Black & White

Sinclair ZX Spectrum
Manchester United Europe

Super NES
The Adventures of Kid Kleets (Soccer Kid)

Monday, October 16, 2006

Sega Dreamcast History






The Sega Dreamcast (Japanese: code-named "Blackbelt," "Dural," and "Katana" during development) was Sega's seventh & final video game console and the successor to the company's Sega Saturn. An attempt to recapture the console market with a next-generation system, it was designed to supersede Sony's PlayStation and Nintendo 64, and although generally considered to be "ahead of its time" (literally fifteen months before the PlayStation 2 and three years (based on original release dates, not U.S. release dates) before GameCube or Xbox) it failed to gather enough momentum before the release of the PlayStation 2 in March 2000. After the Dreamcast was discontinued, Sega withdrew entirely from the console hardware business.

History

When the time came to design the successor to the Sega Saturn, the new President of Sega, Shoichiro Irimajiri, took the unusual step of hiring an outsider. He hired Tatsuo Yamamoto from IBM Austin to head a skunkworks group to develop the next-generation console. It soon became apparent that the existing Japanese hardware group led by Hideki Sato did not want to relinquish control of the hardware department, bringing rise to two competing designs led by two different groups.

Design

A timeline of the development of the console's GPU may be found here.

The Japanese group led by Hideki Sato settled on an Hitachi SH4 processor with a PowerVR graphics processor developed by VideoLogic (now Imagination Technologies) and manufactured by NEC. This was originally codenamed "White Belt". The first Japanese prototype boards were silkscreened "Guppy", and the later ones "Katana".

The US skunkworks group (in a secret suite at the 303 Twin Dolphin Drive building) led by Tatsuo Yamamoto settled on an IBM/Motorola PowerPC 603e processor with a 3dfx Voodoo 2 graphics processor, which was originally codenamed "Black Belt". The first US prototype boards were silkscreened "Shark".

The Japanese hardware was codenamed "Dural", then later, "Katana". "Black Belt" and "Shark" were the only codenames used by the US hardware team (the hardware team was called "Black Belt team"; the "Shark" was in response to the Japanese team's "Guppy").

When 3dfx declared its Initial Public Offering (IPO) in April 1997, it revealed every detail of the contract with Sega. Sega had been keeping the development of its next-generation console secret during this competition, and was outraged when 3dfx publicly laid out its deal with Sega over the new system in the IPO.

In July 1997, perhaps as a result of 3dfx's IPO, it was decided that the Japanese "Katana" would be the chosen format, renamed Dreamcast. In September 1997, 3dfx filed a lawsuit against Sega and NEC (later including VideoLogic), stating "breach of contract", and accusing Sega of starting the deal in bad faith to take 3dfx technology, although they later settled.

Launch

The Dreamcast was released on November 27, 1998 in Japan, on September 9, 1999 in North America (the date 9/9/99 featured heavily in US promotion) and on October 14, 1999 in Europe. The tagline used to promote the console in the US was, "It's thinking", and in Europe "Up to 6 Billion Players".

The Dreamcast was the first console to include a built-in modem and Internet support for online gaming (besides the NES, Satellaview, and the Nintendo 64DD). It enjoyed brisk sales in its first season, and was one of Sega's most successful hardware units. In the United States alone, a record 300,000 units (citation Maclean's September 24, 1999) had been pre-ordered before launch and Sega sold 500,000 consoles in just two weeks (including 225,000 sold on the first 24 hours which became a video game record until the PlayStation 2 launched a year later). In fact, due to brisk sales and hardware shortages, Sega was unable to fulfill all of the advance orders. Sega confirmed that it made $98.4 million on combined hardware and software sales with the Dreamcast with its September 9, 1999 launch. Sega even compared the record figure to the opening day gross of Star Wars Episode I: The Phantom Menace, which made $28.5 million during the first 24 hours in theaters.

Before the launch in the United States, Sega had already taken the extra step in displaying Dreamcast's capabilities in stores nationwide. Much like the PlayStation's launch in North America, the displays of titles such as Soul Calibur, Sonic Adventure, Power Stone, and Hydro Thunder helped the Dreamcast succeed in the first year.

Electronic Arts announced it would not support the Dreamcast unless it sold 1 million units. When this happened within a record 90 days, EA went back on their word and declined to support the Dreamcast in favor of Sony's upcoming PlayStation 2. Although the Dreamcast had none of EA's popular sports games (due in part to EA's losses from the past Sega Saturn), Sega Sports titles helped to fill that void.

Competition

In April 1999, Sony announced its PlayStation 2, designed to be backwards-compatible with the older PlayStation. The actual release of the PS2 was not until March 2000 in Japan, and late October 2000 in the US. Sony's press release, despite being a year ahead of the launch of the PS2, was enough to divert a lot of attention from Sega. With the looming PS2 launch in Japan, the Dreamcast was largely ignored in that territory. The Dreamcast had great initial success in the US, but had trouble maintaining this with the PS2's release.

Dreamcast's overall superior games (vs. early PS2 games), online capabilities including SegaNet (the PS2 would not go online until late 2002), and significantly lower price (1/2 cost) did little to help sales once the Playstation 2 was launched. American public attention was focused upon the Playstation 2's much hyped graphics and its ability to play DVDs (the DVD format did not catch on in Japan until after the release of the PS2 as the LD was the established standard). During the holiday season of 2000, the Dreamcast was largely ignored even as the PlayStation 2 was plagued by production shortages, as people often paid in excess of $1000 on eBay for Sony's next-generation console.

The biggest competition between the two systems in the US was their football games (NFL 2K1 vs. Madden NFL 2001). Both games were highly regarded with NFL 2k1 having the advantage of online play (coinciding with release of SegaNet) and Madden arguably having a graphics edge. NFL 2K1 outsold Madden 2001. It sold about 410,000 copies which was about the number of PS2s sold in America [citation needed].

Quality of the overall PlayStation 2 library wouldn't catch up until a year later after developers abandoned Dreamcast development en masse and cancelled many nearly completed projects. Sony already enjoyed brand-name dominance over Sega after the huge success of the original PlayStation and commercial failure of the Sega Saturn, Sega 32X, and Sega CD, which contributed to poorer sales of the Dreamcast.

In 2000, the announcement of the Microsoft Xbox and Nintendo GameCube was widely regarded as the last straw for the Dreamcast, since both competitors had deep pockets, which fueled speculation that Sega did not have the resources for a prolonged marketing campaign.

Sega's decision to release the Dreamcast early, or even at all, is still debated. While it was largely regarded as a risky gamble, the Dreamcast was initially successful. Ultimately, anticipation of competitors' newer consoles resulted in stagnation of Dreamcast sales. The GameCube and Xbox weren't released until well after the Dreamcast was officially discontinued (nearly a year later).

End of production

On January 31, 2001, Sega announced that production of Dreamcast hardware was to be discontinued by March of that year, although the 50 to 60 titles still in production would be published. The last North American release was NHL 2K2, which was released in February 2002. With the company announcing no plans to develop a next-generation successor to the Dreamcast, this was Sega's last foray into the home console business. By the time Sega decided to cease development of the Dreamcast, about 10 million consoles had been sold. One key reason cited for the failure of the Dreamcast was Sega's poor relations with the games publishers (such as Electronics Arts, following the poor performance of previous consoles.

Though the Dreamcast was officially discontinued in early 2001, commercial games were still developed and released afterwards, particularly in Japan. Many consider the critically acclaimed arcade shooter Ikaruga developed by Treasure to be the Dreamcast's swan song. It was released in September 2002 in Japan only after a large amount of speculation on the game's fate; its US release was on the GameCube in April 2003. Hacked unreleased games like Propeller Arena and Half-Life continued to become available to the public by warez groups like Echelon.

On February 24, 2004, Sega released their final Dreamcast game, Puyo Pop Fever, although a small number of third-party games are still being released, such as Trizeal, Rajirugi, and most recently Under Defeat (released in March 2006).

Despite its short lifespan, the Dreamcast is still a very popular and highly-regarded console among many fans due to its impressive library of both mainstream and quirky titles. It is even starting to become a cult classic, as the system is getting harder to find (in fact, although the Dreamcast was officially discontinued in January 2001, Sega continued to produce the console for a short time afterwards due to rising demand, not least among collectors and hardcore fans).

Several Dreamcast emulation projects have emerged after the Dreamcast's end of production, with Chankast being the most notable.

GD-ROM

The Dreamcast used a proprietary format called GD-ROM or "GigaDisc" for storing games and software. Sega chose the GD-ROM format for its increased capacity while using inexpensive compact disc technology. All Dreamcast consoles could also play audio compact discs until the introduction of revised GD-ROM drives in 2001 that could not read burned CDs of any kind.


Windows CE

Microsoft co-operated with Sega in hopes of promoting its Windows CE operating system for video games. Windows CE offered easy porting of existing PC applications, but offered limited capabilities compared to the Dreamcast's native operating system. When developers took advantage of the easy development offered by Windows CE, the resulting games (e.g., Sega Rally 2) lagged in performance and framerate. The only Windows CE application known by most users was the pack-in CD containing a CE-based dialer and web browser.

The Dreamcast used the same technology as the Sega NAOMI arcade game hardware platform, therefore NAOMI-based games such as Crazy Taxi were easily ported to the Dreamcast. The Dreamcast, however, had less memory and games were loaded from GD-ROM discs (while some NAOMI games were released on GD-ROM most used ROM boards).


Graphics Output

The Dreamcast is able to output true 640x480 VGA (480p60 EDTV), which (at the time) set it apart from other consoles. The system, when combined with the VGA adapter accessory (mentioned below), had the ability to display high-res, non-interlaced picture(s).

The feature was underused by the public despite the potential for improved video quality with the use of a PC monitor or HDTV set. This was likely due to lack of knowledge on the subject. Also, a few notable games were not compatible with this mode, including certain Capcom fighting games and 2D shoot-'em-up games.

Other well known graphic implementations such as, cel-shading and bump mapping, were first seen on Sega's console. In fact, the first completely cel-shaded animation game was Jet Set Radio (Jet Grind Radio in US), released in 2000 on the Dreamcast.


Connectivity

Much like the successive GameCube, the Dreamcast has the ability to connect to a handheld gaming unit. Using a special cable, with specific games, the Dreamcast could connect with the Neo Geo Pocket. SNK and Capcom took advantage of the connectivity to allow players of Capcom vs SNK and The King of Fighters to trade points between the console and handheld versions of their games.


Online

Dreamcast consoles came packed with a disc containing web browser software allowing dial-up Internet access. Dream Passport was the Japanese browser, Planetweb was used in America, and DreamKey in Europe. Version 3.0 of Planetweb included broadband capabilities, Java, Flash, and mouse support. In Europe, the final version of DreamKey was 3.0.

While Planetweb was a browser created specifically for the US market, Europe's DreamKey was in fact a translated version of the Japanese Dream Passport. It was used on some American game releases (such as Metropolis Street Racer); here it was called Internet Viewer.

The Dreamcast was one of the first home console systems to offer online gameplay with the game ChuChu Rocket! (which was distributed free to Dreamcast owners in Europe). Sega also has the honors of the first online console sports title (Sega Sports NFL 2K1) as well as the first ever online console RPG (Phantasy Star Online). The SegaNet online dial-up service (US$29/month membership) attracted 750,000 subscribers in America alone. About twenty-two games, including Quake III Arena and Phantasy Star Online, supported SegaNet. Other major online games include 4x4 Evolution (first crossplatform online game), Starlancer, and Ferrari F355 Challenge. Although the online features of most commercially-released online-capable Dreamcast games are no longer supported, with the complete shut-down of support in the US, some games are still playable online in Japan. Yet, fans have developed servers for playing Phantasy Star Online and the North American version of Quake III Arena which can still be played online by finding or setting up a server using software and a map pack released by Sega. The games still playable online are Quake III Arena, Starlancer, 4x4 Evolution, Phantasy Star Online, Maximum Pool Online, and Sega Swirl, which still have dozens of players online.

In Europe, the online service was known as Dreamarena. This was created and operated for Sega Europe by a partnership between ICL and BT (ICL developed the web sites and software, with BT providing the dial-up capabilities and network infrastructure). The service was free and the game servers hosted within it could not otherwise be accessed from the Internet. Dreamarena ran until the beginning of March 2002. As the DreamKey web browser was customised to only work with Dreamarena, Sega subsequently offered a free replacement version which would allow connection with the user's own Internet service provider.

The modem module in the Dreamcast could easily be replaced with a broadband module to allow networked gaming over Ethernet. Phantasy Star Online, Quake III Arena, Unreal Tournament, Outtrigger, Bomberman Online, and POD Speedzone included support for this device. It should be noted, however, that not all of those games supported the Ethernet adapter; the US release of Phantasy Star Online only officially supported dial-up connectivity, however it was possible to use the Japanese version of the game to configure usage of the Ethernet adapter (or, alternatively, another Japanese title that configured the same settings in the system BIOS) and then play the US release of the game with the Ethernet adapter.

The standard Dreamcast unit is made of white and grey plastic. The power light, like the Dreamcast logo in NTSC regions, is orange (this color was chosen because the Japanese consider it to be lucky). Games were sold in jewel cases which initially had the Dreamcast name and logo on a white background, but later games used a black background (blue in Europe).

The unit was packaged with a video cable which supports composite video and right/left stereo audio. Available separately were an S-Video cable, a RF connector (included as standard in the UK and Portugal) and a VGA adapter (see accessories below).

In the United States, a black Dreamcast was released in limited numbers with a sports pack which included two Sega Sports titles. Electronics Boutique offered a blue Dreamcast through its website. Similar offerings were sold through the Lik-sang website. Cases of different colors like blue, red, orange, and green were sold for replacements of the original casing. In Japan, Sega released many varieties of the system, including limited edition Sonic anniversary editions, and Hello Kitty outfits. The Sega Dreamcast Hello Kitty was released in 2000 in Japan. Due to its limited production, it has become an extremely rare collector's piece. The package contains a keyboard, a controller, a VMU, a mouse, and a Hello Kitty trivia game. The console and accessories are translucent pink in color with some printed designs. The Sega Dreamcast Hello Kitty special edition was also available in a blue with all the same accessories.

The Brazilian version, manufactured by Tec Toy under license, was essentially the same as the US version, however its video output was converted to the PAL-M standard and it didn't come with the modem, which was available separately.

The Dreamcast in Europe had its spiral logo in blue, similar to the logo on earlier Sega systems. This change in logo is thought to have been for copyright reasons. A German company, Tivola, had been using a similar swirl logo years before Sega branded the Dreamcast with the orange swirl. As well as the VGA mode (again using an adapter), the European Dreamcast supported PAL video, in both 50Hz and 60Hz modes. This was a first for games consoles, as no previous PAL console had offered the option to play games at full speed, using the ability of more modern PAL televisions to operate at 60Hz. This became a feature of all major consoles released since. The 60Hz option had to be enabled on the game disc, however, but only a small number of games lacked this. Games in Europe were sold in jewel cases exactly twice as thick as their US counterparts, possibly to enable the inclusion of thick instruction booklets containing instructions in multiple languages.

A third-party company from China named Treamcast released a portable modified Dreamcast which used the original first party Dreamcast components with a custom made plastic casing. This small system with its fold-down display resembled the later PS One. Many companies included software and a remote with the unit that enabled it to play MP3s and Video CDs. When the internet import videogame store, Lik-Sang, contacted Sega to ask permission to sell a modified version of the system with Sega trademarks on the system, they were told that Sega did not approve of the unit, and felt that it violated their trademarks. In reality, this system is not any different from selling a Dreamcast pre-modified with a third party shell, as the system's internals still use first party hardware, and contain no modifications whatsoever aside from the outside casing and modifications for internal sound and video.

Recently, in 2005, the internet import store, Lan-Kwei, has started selling a "Treamcast" portable modified Dreamcast with a 16:9 widescreen LCD. Aside from the cosmetic differences in the case to accommodate the larger screen, there are no differences between the original Treamcast portable modified Dreamcast and the newer widescreen model.


The Visual Memory Unit, or "VMU", was the Dreamcast's memory card. It had a monochrome LCD screen, a D-Pad, and two gaming buttons. It could play minigames loaded onto it (a Chao game was obtainable in Sonic Adventure, for example). It could also display a list of the saved game data stored on it, and two VMUs could be connected together (end-to-end, needing no other hardware) to exchange data.

Standard memory cards could also be purchased without the additional features of the VMU. Most of these were manufactured by third-party companies (such as the Nexus Memory Card), although Sega eventually released a 4X memory card. The 4X cards did not have the VMU screen or stand-alone abilities, but they had four times the space by switching between four 200-block sectors.

Controller and Rumble Pack Most Dreamcast games supported a rumble pack ("Jump Pack"), which was sold separately and could be plugged into the controller. In Japan, the Jump Pack was named the "Puru Puru Pack".

The Dreamcast controller offered an analog stick, a D-pad, a Start button, four gaming buttons (labeled A, B, X, and Y), and two analog index finger triggers on the underside. It also contained two slots which fit memory cards or the rumble pack; the uppermost one had a window through which the VMU's display could be seen. The Dreamcast controller was somewhat large and a few players found it difficult to hold.

VGA Adapter Unique to the Dreamcast among current console gaming systems, it could use a VGA adapter for output to a computer display and HDTV compatible sets (which provided much better quality than a television set).

Not all games are compatible with the VGA adapter, but there are work arounds to trick all but a handful of games into working with it.

Dreamcast Mouse and Keyboard The Dreamcast supported a mouse as well as a keyboard which was useful when using the included web browser, but was also supported by certain games such as The Typing of the Dead, Quake 3, Phantasy Star Online and Railroad Tycoon 2. Other games such as REZ offer undocumented mouse support.

Fishing Rod A motion sensitive fishing rod was released for the few fishing games on the system.

Microphone There was a microphone peripheral used for Alien Front Online, version 2.6 of the Planetweb Web browser (long distance calling support), the European Planet Ring collection and Seaman (the first console game to use voice recognition in the US).

Lightgun

Sega also produced a light gun for the system, although this was not sold in the US presumably because Sega did not want its name on a gun in the light of recent school shootings. American versions of light gun games even blocked out using the official gun. Several third parties made compatible guns for the few light gun games released, including The House of the Dead 2 and Confidential Mission. The only other light gun compatible games were Death Crimson OX and its Japanese only prequel, Virtua Cop 2 on the Sega Smash Pack, and a light gun minigame in Demolition Racer No Exit.

Arcade Stick Sega also released the heavy-duty Arcade Stick, a digital joystick with six buttons using the same microswitch assemblies as commercial arcade machines. Although it could not be used for many Dreamcast games due to the lack of an analog joystick, it was well received and helped cement the Dreamcast's reputation for 2D shooters and fighting games. The Arcade Stick itself lives on beyond the Dreamcast, as adaptors are now available to use it on other hardware platforms.

Third-party sticks were also made, like the ASCII Dreamcast fighting Pad, which some regard as having a more comfortable 6-button configuration and a more precise digital direction pad.

Twin Sticks A twin stick peripheral was released specifically for use with the game Virtual-On. This add-on mimicked the original dual arcade stick setup and made gameplay much more precise. They are extremely rare and versions that appear on ebay sell for over $100.

Dreameye Sega developed the Dreameye, a digital camera for the Dreamcast, but it was only released in Japan.

Samba de Amigo controller Sega developed a special "maracas" controller for the Samba de Amigo music game.

Cancelled Accessories Toward the end of the Dreamcast's lifespan, Sega created and displayed prototypes of a high-capacity VMU/MP3 player, DVD player, and Zip drive peripherals. None of these items became available to the public.

Sega 32X - From Wikipedia, the free encyclopedia


The Sega 32X (Japanese: スーパー32X) is an add-on for the Sega Mega Drive/Sega Genesis video game console by Sega.
In Japan, it was distributed under the name Sega Super 32X. In North America, its name was the Sega Genesis 32X. In Europe, Australia, and other countries that use PAL, it was called the Sega Mega Drive 32X. Most gamers, for simplicity's sake, refer to it as just the "32X".


Market history
With the release of the Super Famicom in Japan and the Super NES in North America, Sega needed to leapfrog Nintendo in the technological department. The Sega Mega-CD, known as Sega CD in North America, had not worked as well, in a business sense, as Sega had wanted it to. Sega had various developments underway, named after planets. Some used System 16 technology, as the Sega Mega Drive/Sega Genesis, as well as other arcade games, did.
The 32X was released in mid-November 1994 in North America for $150, Japan on December 3rd 1994 for ¥16,800, and Europe in January 1995 for £170 / DM 400.


Technical aspects
The Sega 32X can only be used in conjunction with a Mega Drive/Genesis system; it is plugged in where the cartridge bay is. Besides playing its own cartridges, it also acts as a passthrough for Mega Drive games so it can be a permanent attachment. (The SVP based Virtua Racing was the only exception.) The 32X came with several spacers so it would work with all (then current) versions of the Mega Drive. (The Genesis 3, which lacks circuitry needed, and appropriate plugs, to work with the 32X, was introduced later.) It could be used with the Sega Multi-Mega/Sega CDX system, but the spacers would not accommodate the CDX, which created a number of user-unfriendly conditions in the unit. Without the use of the spacers, some of the 32X hardware was left exposed and vulnerable. The combined unit was also very prone to tipping over, risking damage to the unit and games. In addition to the physical problems, there was also an issue with FCC approval.
Most 32X games cannot be played unless the distribution region of the game matches the region of the console. A few games are not locked and can be played on a console from any region (e.g. Fifa 96). Two games, Darxide and FIFA Soccer '96, were only released for the PAL 32X.
All but one of the games released for the Japanese market were released in the United States, albeit some had different names. The one Japanese-only game was Sangokushi IV (known as "Romance of the Three Kingdoms IV").
In addition to regular cartridge-based 32X games, there were also a very small number 32X CD games. As the name suggests, these required both the 32X and Mega-CD/Sega CD addons. The lack of a significant userbase due to the high cost of purchasing all three necessary components saw only five games released, only one of those developed by Sega. The most notable of these was a new version of the infamous Night Trap with 32,768 onscreen colors instead of the 64 found on the regular Mega-CD/Sega CD version.


History


Development
On January 8, 1994, Hayao Nakayama, then CEO of Sega, ordered his company to make a 32-bit cartridge based console that would be in stores by Christmas 1994. This would at first be named "Project Jupiter", but after Sega found CD technology cheaper, they decided to modify it instead of dropping the cartridge project (that would be called "Project Saturn"). Hideki Sato and some other Sega of Japan engineers came over to collaborate about the project with Sega of America's Joe Miller. The first idea was a new Mega Drive/Genesis with more colors and a 32-bit processor. Miller thought that an add-on to the Mega Drive/Genesis would be a better idea, because he felt that gamers would not buy an improved version of the Mega Drive/Genesis. And so, this project was codenamed Project Mars, and Sega of America was going to shape the project.
At the same time, however, Sega of Japan was working on the Sega Saturn, a CD-based 32-bit videogame system. Sega of America did not learn of this until Project Mars was already in progress.


Launch
The video-gaming public first got a glimpse at the Summer 1994 CES in Chicago. Players highly anticipated the system, because it would make the Genesis superior to the Super Famicom/SNES. The console was unmasked as the 32X, with a price projection of $170 (USD), at a gamers' day, held by Sega of America in September 1994.
The 32X hit the market in North America in November 1994, during the same month the Sega Saturn was released in Japan. Many industry insiders speculated that the 32X was doomed from the beginning as the Sega Saturn hardware was widely regarded as more powerful than the 32X and had the support of many Japanese third party software developers (a necessary resource required for any gaming platform's long term success) which the 32X was sorely lacking.
Only 500,000 consoles had been produced for North American consumption, yet orders were in the millions. The console allegedly had numerous mechanical problems. Games had been rushed for the system in the run up to Christmas 1994. Some early games came with errors in programming, causing crashes and glitches on certain titles. Other games required leaving out parts in order to make the Christmas deadline; Doom 32X is missing almost half the levels present on the PC. Many complained that their 32X was not working with their Mega Drive/Genesis or television. Sega was forced to give away adapters.
Since this was an expensive add-on system, Sega decided to offer a £50 discount on games with the console in Europe. However, the offer came in the form of rebate vouchers, which were difficult to take advantage of. Just like its North American counterpart, this console was initially popular. Orders exceeded one million, but not enough were produced, and supply shortage problems arose.


Decline
By mid-1995, the time the Sega executives realized their blunder, it was too late. Developers and licensees had abandoned this console in favor of what they perceived to be a true 32-bit console, the Sega Saturn. Even though the 32X was a 32-bit system, the games did not appear to take full advantage of 32 bit processing; many games were rushed and produced in 2D. Many were just slightly-enhanced ports of Genesis or old arcade games such as Mortal Kombat II and Space Harrier.
Due to successful marketing, customers perceived the Sega Saturn, Nintendo 64 and the PlayStation as the true next-generation consoles, due to their rich launch titles and 3D graphics. Also, customers perceived that Sega abandoned the 32X despite promises to the contrary, due to the launch of the Saturn.
Console makers, prior to the launch of PlayStation 2, would often abandon platforms and offer no backwards compatibility with older systems. For this reason Sega's 32X customers felt cheated because of the apparent lower quality of the game, and the inevitability of obsolescence.
Store shelves became littered with unwanted Sega 32X systems, and prices for a new one dropped as low as $19.95. Sega planned a console named the Sega Neptune, which would have been a Genesis and 32X in one. However, by the time a prototype was developed, the Sega Saturn was going to be released, and Sega cancelled the Neptune.
The situation became so bad that the 32X was actually mocked on Saturday Night Live, as well as in the gaming magazine Electronic Gaming Monthly, which likened the 32X to a 'waffle maker' and the games as 'batter'. The Sega 32X fiasco is now considered one of the most poorly planned console releases ever.
The last game made for the 32X in the US was Spider-Man: Web of Fire (1996). The last ever 32X game was Darxide, which had been intended by Frontier Developments to be a launch title for the ill-fated Neptune. Both these games now command a high value from collectors — but especially Darxide (up to $1000) due to its scarcity, reputation and auspicious creator (David Braben, co-writer of the groundbreaking game Elite). Nevertheless, it is exceeded in rarity by the European PAL versions of the games Primal Rage and T-Mek. For obscure reasons a mere handful of copies of these games are known to be in circulation - with T-Mek being so scarce that until a copy surfaced on eBay in late 2005, it was widely held that the PAL release was only a rumour. The appearance of a copy has fuelled speculation that other rumoured but unconfirmed PAL games may also exist, in particular BC Racers.
For many years prior, console makers promised devices like the 32X (for consoles such as the Colecovision, Intellivision II, and some Atari systems) that would extend and enhance the original system. The 32X was the first product released that fundamentally altered the original console's abilities. However, deficient in software titles and lacking the 3D capabilities the gaming community demanded, the add-on represented a technological dead end, ultimately punishing early adopters. Ignorant of the idea that console systems' primary strength is in standardization, Sega had created three different platforms (the Sega Mega Drive/Genesis, and the Mega-CD/Sega CD and the 32X add-ons) all under the same banner, stealing valuable shelf space from itself and confusing both vendors and consumers in the process. The entire episode demonstrated that producing such add-ons is likely to have detrimental effects on a system's brand marketing strategy.
The system ended production worldwide in 1996.
All text is available under the terms of the GNU Free Documentation License.

Nintendo 64 - Ultra 64 - Brief history (Wikipedia)



The Nintendo 64 (Japanese: ニンテンドウロクジュウヨン Nintendō Rokujūyon), commonly called the N64, is Nintendo's third home video game console for the international market. The N64 was released on June 23, 1996 in Japan; September 29, 1996 in North America; March 1, 1997 in Europe/Australia, September 1, 1997 in France, October 15, 1997 in Brazil (the system also saw a release in Latin America, albeit an unofficial one). It was released with three launch games in Japan (Super Mario 64, Pilotwings 64 and Saikyou Haniu Shogi), and two in North America and PAL region (Super Mario 64 and Pilotwings 64). The Nintendo 64 cost $199 at launch in the United States.
The N64 was first publicly introduced on November 24, 1995 as the Nintendo Ultra 64 at the 7th Annual Shoshinkai Software Exhibition in Japan (though preview pictures from the Nintendo "Project Reality" console had been published in American magazines as early as June 1993). The first published photos from the event were presented on the web via coverage by Game Zero magazine two days after the event.[2] Official coverage by Nintendo soon followed a few weeks later on the nascent Nintendo Power website, and then in volume #85 of their print magazine.
During the developmental stages the N64 was referred to by its code name, Project Reality. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current supercomputers. Once unveiled to the public the name changed to Nintendo Ultra 64. Nintendo dropped "Ultra" from the name on February 1, 1996, just months before its Japanese debut, because the word "Ultra" was trademarked by another company, Konami, for its Ultra Games division.


After first announcing the project, two companies, Rareware (UK) and Midway (USA), created the arcade games Killer Instinct and Cruis'n USA which claimed to use the Ultra 64 hardware. In fact, the hardware had nothing to do with what was finally released; the arcade games used hard drives and TMS processors. Killer Instinct was the most advanced game of its time graphically, featuring pre-rendered movie backgrounds that were streamed off the hard drive and animated as the characters moved horizontally.
Nintendo touted many of the system's more unusual features as groundbreaking and innovative, but many of these features had, in fact, been implemented before by the Atari Jaguar. Regardless, the Nintendo 64 was the first popular system to combine these features and make a significant impact upon gamers.
The system was designed by Silicon Graphics Inc., and features their trademark dithered 32-bit graphics. The early N64 development system was an SGI Indy equipped with an add-on board that contained a full N64 system.


All text is available under the terms of the GNU Free Documentation License

Sega Saturn History - from Wikipedia


The Sega Saturn (セガサターン, Sega Satān?) is a 32-bit video game console, first released on November 22, 1994 in Japan, April 27, 1995 in North America and July 8, 1995 in Europe. Approximately 170,000 machines were sold the first day of the Japanese launch. 5,000 were sold in the weekend following the United Kingdom launch.
At one time, the Sega Saturn held second place in the console wars, placing it above Nintendo's Super Famicom in Japan and Nintendo's Super Nintendo Entertainment System (SNES) in North America and Europe, but the Saturn slowly lost market share to Sony's PlayStation and, outside Japan, the cartridge-based Nintendo 64.
The Japanese Saturn was rushed to the market, just a few weeks ahead of its rival, Sony's PlayStation. This led to very few games being available at launch.
The system was supported in North America and Europe until late 1998, and in Japan until the end of 2000. The last official game for the system, Yukyu Gensokyoku Perpetual Collection, was released by Mediaworks in December that year. Interestingly, a game called Sega Saturn: Lost & Found VOL #1 was released in the US by Older Games in August of 2004 (although it is not playable with a retail, unmodified Saturn).


Development
Sega's 27-member Away Team, comprising employees from every aspect of hardware engineering, product development and marketing, worked exclusively for two years to ensure the Sega Saturn's hardware and design met the precise needs of both the U.S. and Japanese markets. The Saturn was a powerful machine for the time, but its design, with two CPUs and 6 other processors, made harnessing its power extremely difficult. Rumours suggest that the original plan called for a single processor, but a second one was added late in development to increase potential performance.

One very fast central processor would be preferable. I don't think that all programmers have the ability to program two CPUs - most can only get about one-and-a-half times the speed you can get from one SH-2. I think only one out of 100 programmers is good enough to get that kind of speed out of the Saturn.

Yu Suzuki Regarding the Sega Saturn's complicated architecture.
Third-party development was further hindered by the initial lack of useful software libraries and development tools, requiring developers to write in assembly language to achieve decent performance. Programmers would often utilize only one CPU to simplify development in titles such as Alien Trilogy.
The main disadvantage of the dual CPU architecture was that both processors shared the same bus, and besides 4K of on-chip memory, all data and program code for both CPUs were located in the same shared 2 MB of main memory. This meant that without very careful division of processing, the second CPU would often have to wait while the first CPU was working, reducing its processing ability.
The hardware also lacked light sourcing and hardware video decompression support. Nevertheless, when properly utilized, the dual processors in the Saturn could produce impressive results such as the 1997 ports of Quake and Duke Nukem 3D by Lobotomy Software, and later games like Burning Rangers were able to achieve true transparency effects on hardware that used simple polygon stipples as a replacement for transparency effects in the past.
From a market viewpoint, the architectural design problems of the Saturn meant that it quickly lost third party support to the PlayStation. Unlike the Playstation's use of triangles as its basic geometric primitive, the Saturn rendered quadrilaterals. This proved a hindrance as most industry standard design tools were based around triangles, and multiplatform games were usually developed with triangles and the Playstation's larger market share in mind.
If used correctly the quadrilateral rendering of the Saturn would show less texture distortion than was common on Playstation titles, as demonstrated by several cross-platform titles such as Wipeout and Destruction Derby. The quadrilateral-focussed hardware and a 50% greater amount of video RAM also gave the Saturn an advantage for 2D game engines and attracted many developers of RPGs, arcade games and traditional 2D fighting games. A 4 MB RAM cart, released only in Japan, boosted available memory even further for games such as Capcom's X-Men Vs Street Fighter.

The unreleased Saturn version of Shenmue.
Tomb Raider was originally designed for the Saturn's quadrilateral-based hardware and as a result was incapable of displaying levels containing any triangular parts. This restriction remained in place for most of the 32-bit sequels. On the other hand, the quadrilateral ability allowed the Saturn to render First-person shooter games better than other consoles at the time, games like Quake, Powerslave, Duke Nukem 3D, HeXen. Also, the extra video RAM allowed larger levels than in PlayStation versions.
A true example of the Saturn's capability is widely considered to be the systems version of Shenmue, Yu Suzuki's multi-million dollar project that would eventually find a new home on the Saturn's successor, the Sega Dreamcast. Work on the title is believed to have been fairly complete, and several technical demos and gameplay footage have since been released to the public. The footage displays a system capable of producing fully rendered, entirely 3D locations and characters.


This article is licensed under the GNU Free Documentation License

History of Nintendo Super NES


The release of the Mega Drive and Turbografix-16 consoles in 1989 meant that Nintendo too had to come up with a 16-bit machine to stay in the game. It did not release the SNES in Japan until November 1990, known there as the Super Famicom, in the US in September 1991 and in the UK in April 1992, simply because the NES was doing well and new games were still being released for it. When it finally hit the market though, it proved to be a powerful and impressive competitor to Sega's Mega Drive and NEC's Turbografix-16.
The SNES had a much slower processor then the Mega Drive, but it really excelled when it came to its graphics processor. It could produce 32K colors, 256 of which could be displayed on screen at the same time, and had special hardware modes that allowed for effects such as scaling, rotating and transparency. This was the SNES's strong point.
Animation effects in games that involved scaling objects (i.e. zooming in and out of screen) or rotating them required lots of graphical sequences at a high frame rate that took up lots of space and processing power. The SNES's solution was to provide abstract hardware modes that a game could use in order to achieve effects like scaling, rotation and transparency. The famous Mode 7 was the hardware mode responsible for scaling and rotating.
In addition to its built-in hardware modes, Nintendo later released a whole array of chips that added processing power as well as other features to games. They came built into games' PCBs as opposed to plugging into the console's extension port. The Super FX chip, which allowed for 3D graphics to be rendered in games, upped the SNES's speed to 10.5MHz and the Super FX2 upped it to 21MHz. Many more chips were made available, and most of them played a large part in keeping the SNES competitive even in the face of the newer 32-bit consoles.
One thing Nintendo did differently this time round was they didn't force software developers to write games exclusively for them. Actually, this wasn't even an option for Nintendo because the major third-party software developers were already signed up with Sega. The move was a right one, and many quality games available for the Mega Drive got written for the SNES. Others, such as the arcade hit Street Fighter II, made their debut on the SNES. The censored version of Mortal Kombat was a bit embarrassing, but anyway...
Of course, there was that whole issue with Nintendo and Sony (and later on Philips) who were working on a CD add-on for the SNES. When Nintendo decided that loading times would plague games and broke the deal, Sony decided to start work on their own CD-based console, and we all know what happened next. More on this in the Playstation section.
The SNES retailed for $200 in the US and £150 in the UK. Over 46 million units were sold worldwide. The one pictured below is the European version. The US version has a completely different look. Much like Beauty and the Beast.
Technical Specs:
CPU: 16-bit 65816 (3.58MHz)RAM: 128KB (1Mb), 64KB (0.5Mb) Video RAMGraphics: Dedicated graphics processorColors: 32768 (256 on screen)Sprites: 128Sprite Size: 64x64 pixelsResolution: 512x448 pixelsSound: 8-channel 8-bit Sony SPC700 digitized sound

Sunday, October 15, 2006

Atari Jaguar Console - Brief History



In 1993 Atari Corp finally returned to the home video game console market with its advancement 64 bit multimedia entertainment system called the Atari Jaguar 64. This system featured high resolution graphics, superb stereo sound and DSP expansion capabilities which made it the perfect platform for a whole new generation of video games and accessories. However, Atari Corp's short lived re-entry back into the market would not last long, with Sega's Saturn and Sony's Playstation consoles looming on the horizon and Jaguar 64 sales not meeting expectations the plug was pulled on both the Jaguar 64 and Atari Corp itself in 1996 when Atari allowed itself to be reverse merged with JTS Corp, a little known hard disk manufacture who was hungry for a fresh injection of fast cash and an easy route to becoming a company with publicly traded stock. ATC ceased to exist on the stock exchange and JTS took its place. The stock then proceeded to nose dive from $3-4 per share to .65 cents per share (one time as low as .12 cents) and had held around that number until the company went bankrupt.
JTS management then liquidated the remaining stock of Jaguar 64's and related products and ceased support to the Jaguar 64 line. Under the shadow of an SEC investigation for not maintaining Atari's business as specified in the reverse merger agreement, JTS quickly sold the Atari division.
On March 3, 1998 JTS sold its Atari division to Hasbro Interactive for $5 million and Hasbro began to sell retro-game versions of Atari's most popular titles for the PC and Playstation markets. Hasbro only pursued software releases of Atari titles and no plans of utilizing any of Atari proprietary hardware designs for any new console or handheld games ever came about. Hasbro Interactive was purchased among other US companies by Infogrames, a well known European game company. All of the US companies were pulled together an became Atari, Inc. In 2004 Atari would make its first return into the console market with the Flashback-1 console, other consoles are on the horizon including Flashback 2.0, a 100% 2600 VCS compatible game console and rumor has it other more powerful consoles based on Atari proprietary chip designs are in the works.

Atari had many bold plans and announcements for the Jaguar platform when it came out, however many of the promises quickly fell short, It was these unfortunate turns of events which caused certain projects to be cancelled and products which were completed to never see the site of day. Above you see the Jaguar 64 as we know it, in other sectoins you will see an image of what the Jaguar developers system looked like in 1993. You will also see an image of a completely finished Atari product which could have given the Jaguar 64 some real power, other unusual and possibly breakthrough products never saw the light of day

History Of Atari


The trials and tribulations of Atari could fill a small book (and, in
fact, once did). To summarize VERY briefly, the history of Atari is as
follows:

1972 Atari Inc. founded by Nolan Bushnell from a $250 investment.
Pong arcade game becomes a smash sensation.
1976 Atari Inc. sold by Bushnell to Warner Inc. for $28 million.
1980 Atari Inc. posts record sales. $2 billion profits annually.
Atari occupies 80 offices in Sunnyvale, CA.
1983 Decline of video games and irresponsible spending by Atari Inc.
results in record losses ($536 million, up to $2 million
daily).
1984 Warner divides Atari Inc. Home division (Atari Corp.) is sold to
Jack Tramiel.
1985 Atari Corp. releases Atari ST home computer.
1989 Atari Corp. releases Atari Lynx, the world's first color
hand-held video game system (see the Atari Lynx FAQ).
1993 Atari Games becomes Time-Warner Interactive.
1993 Atari Corp. releases Atari Jaguar, the world's first 64-bit home
video game system.
1996 Time-Warner Interactive (Atari Games) sold to WMS.
1996 Atari Corp. announces reverse merger with JTS Corporation.
1996 Atari Corp. and JTS connsumate deal on July 31 1996.
1998 Hasbro acquires the rights to Atari Corp.'s name and properties
1999 Hasbro releases their rights to the Jaguar to the public; Atari
is reborn as their new home video game label.

History of the Philips CD-i



1984
Philips and Sony began independently to work on another derivative of CD which would combine audio, text and graphics.
1985
The two companies joined forces to develop a draft standard at the beginning of 1985, and later that year Matsushita joined in to work on the development of integrated circuits.
1986
The first public announcement of the new product - Compact Disc-Interactive - was made at the first industry conference convened in March 1986 to promote CD-ROM in the United States. A provisional standard (the ‘Green Book’) was issued in May.
1987
A full functional specification of the system was issued in March 1987.CD-i discs and prototypes were demonstrated to licensees in June 1987.
1988
The first working samples of players were distributed to developers in Autumn 1988.


1990
Philips introduced a range of hardware options and developers’ tools to encourage small software houses to enter the industry. A package was released, aimed at users who wanted to evaluate CD-i, both through playing back existing software, and/or use the supplied software to emulate a CD-i disc. The package, launched in February 1990 in the United States, and from mid-1990 in Europe, comprised the 180 player/controller/interfaces together with a monitor, a 100 Mbyte hard disc, and basic authoring software which allowed the user to put together graphics, text and audio using a sequence editor. The price also included limited studio services for processing images and audio, as well as one place on two training courses for designers and programmers. For users who were already experienced at software development on PC systems, one of the erstwhile ‘taboo’ products — the PC Bridge — enabled video, audio and text files to be created within the PC operating system MS-DOS, and then converted to CD-i format.
1991-1993
The 16-bit CD-ROM based system was not promoted as a gaming platform. In advertising, Phillips highlighted the multimedia applications that the CD-i would be able to perform. Dutch electronics giant Philips, begins to introduce its Compact Disc Interactive (CD-i) technology to industrial users before marketing it as an entertainment system for consumers. It is based on CD-ROM ('Read Only Memory') technology which stores and reads information in the same way as a compact disc. CD-i systems can play audio discs and films as well as numerous other publications from computer games to illustrated encyclopaedias.Philips sold various professional CD-i players next to the standard consumer models. Both types of players comply fully to the CD-i standard as defined in the Green Book and were based on the same CPU and audio and video ICs, but the professional players usually offered some extra features. There were professional players with an integrated floppy disk drive, parallel ports to connect a printer or ZIP-drive, SCSI-ports, Ethernet network connections or with up to 5 MB of extra RAM. Some players had a feature that enabled the users to customise the start-up screen of the player shell. Several professional players were especially made for CD-i development studios since they included input ports to connect an emulator to simulate the playback of a CD-i disc from an external hard disk for testing purposes.Although there were various models of CD-i players, every CD-i disc performed exactly the same in terms of system speed or audio and video quality on every CD-i system. The Green Book extensively specifies how and at what speed the audio and video data should be read from the disc and parsed trough the appropriate decoding ICs. Even if a faster CPU was used in a CD-i player (which is allowed by the Green Book, but never implemented in any CD-i player) system performance would only rise slightly because the real-time retrieval of audio and video from a disc is not influenced by the processor.
1994
By 1994, with low sales, Philips decided to alter its approach to advertising the CD-i. It was finally marketed as videogame platform. The console was redesigned to more resemble a standard gaming system. The price was lowered to $299 and a pack-in game named Burn:Cycle was included.
1995
Philips' decision had been made too late. By this time there was heavy anticipation centered on the upcoming release of the Sega Saturn and Sony Playstation systems. Sales for the revamped CD-i were poor. In the summer of 1995, Philips began to release versions of CD-i software for play on the Sega Saturn and PC. Also in the summer of 1995, Philips announced plans to release a modem add-on for the CD-I, though there was no set date.
1996
In the summer of 1996, Philips announced that they would be discontinuing the CD-i system. Reportedly, Philips had lost close to one billion dollars on the console since its introduction to the US.In early fall 1996; Philips did eventually release an Internet terminal designed for use with television sets. It retailed for $329.

Atari 2600 - History (1977-1991)



Considered the granddaddy of video game systems, the Atari 2600 was the first to effectively penetrate the home market. The system got off to a slow start after its 1977 release, but its popularity soared with the release of arcade translations like Space Invaders and Asteroids. By the start of the 80's, the system was a legitimate phenomenon, making Atari one of the most recognized brand names in the world. The 2600 introduced several practical innovations that boosted its popularity, including removable cartridges, detachable controllers, different types of controllers, and the ability to select different game variations from a single cartridge. Although many other technically superior consoles were released during the 80's, the Atari 2600 remained in production in one form or another long after most of its competitors had folded, all the way up until 1991.
Console design: A-. The Atari 2600 was practical in design, with easy-access cartridge slot and a series of silver switches across the front. The system went through several incarnations during its lifetime, but the original version with six switches and distinctive fake wood facade is the most sought-after by collectors. The second version, which is far more common, raised the controller ports on the back (making them easier to reach) and moved the difficulty switches to the back (making them harder to reach). The third iteration replaced the wood front with a solid black strip labeled with a white "Atari 2600" insignia. The final version had a slim, compact design not much larger than a VHS tape. It was produced in modest quantities from the mid-80s until the end of the system's lifetime.
Console durability: B. Built like tanks, the 2600 consoles are highly durable, and it's not hard to find one in good working condition. Compared to newer consoles like the NES, the 2600 has aged extremely well.
Controllers: B. One strength of the 2600 is its ability to support third-party controllers. The standard Atari joystick was cheap and prone to breakage, but several other companies stepped in to produce quality alternatives. One limitation of the Atari 2600 joysticks is their single button configuration, although certain games came up with imaginative ways to overcome this. In addition to joysticks, analog "paddle" controllers were shipped with the early systems, providing unique precision control and also allowing for four-player simultaneous play. The paddles do however have a tendency to get "shaky" over time, but this problem can be remedied with cleaning and oil.
Media: A. Being a pioneer in removable games, Atari designed their cartridges perfectly. Compact, handsome, and nearly indestructible, the games easily stack and have a handy label on the outer edge. Large enough to display artwork, Atari plastered its games with dramatic, artistic mosaics that tended to belie the actual content of the game. Activision took a different approach with its game labels, displaying an actual screen shot of the game. Third party companies experimented with a number of cartridge designs, and you can often identify the manufacturer of most Atari 2600 games by simply looking at the cartridge color and shape.
Packaging: B. Atari 2600 games were sold in cheap but attractive boxes. Most games, especially those from Atari, feature elaborate artwork across the front. The back usually displays a screenshot and a brief description of the game. Most boxes made by Atari and Activision were printed in an array of colors. Although there wasn't any apparent rhyme or reason behind the colors used, the boxes definitely look nice lining a shelf. Atari eventually moved to a "silver with red trim" color scheme to maintain consistency with their 5200 line.
Games: B. The number of high-quality, inexpensive titles in the 2600 library easily compensate for the substantial number of "duds". Atari's initial games (pre-1980) tended to be very rudimentary, but as the newer, arcade-style games demanded richer visuals, the quality of the 2600's graphics increased. In 1980 a group of ex-Atari employees formed Activision, the first third-party software company. Activision carved out a sizeable chunk out of Atari's market by producing some of the best titles for the system, including Pitfall, River Raid, and Kaboom. Inspired by Activision's success, other companies, both established and new, jumped into the fray with their own lines of games. The resulting glut, combined with a general lowering of quality, ultimately led to a dramatic video game "crash" in 1983, of which few video game companies survived.
Graphics: C+. The early Atari 2600 games were primitive and blocky, but the system's flexible architecture gave programmers the freedom to develop techniques to squeeze more and more out of the system. Thanks to Activision and other third-party developers pushing the envelope, Atari 2600 games gradually became more sophisticated, with high-resolution, flicker-free graphics and impressive special effects.
Audio: C+. Like the graphics, developers gradually learned how to harness the system's sound capabilities, eventually producing games with realistic sound effects and even harmonized music.
Collectability: A. Due to its massive popularity and incredibly long lifespan, the Atari 2600 is an ideal system for collectors. Literally hundreds of titles were produced for the system, including a long list of classics like Adventure, Space Invaders, Missile Command, Battlezone, Asteroids, and Frogger. Fortunately, the best titles are very cheap and easy to find, and all instruction manuals are available online (at www.atariage.com). The cartridges work like new after a proper cleaning, although the label quality can vary. Most games are easy to play and provide timeless fun.
Innovations: Removable cartridges, detachable controllers, joystick controllers, paddles controllers, four-player games, game variations, difficulty switches, black and white TV switch.