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Lecture 1 Game Evolution and Game History

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Title: Lecture 1 Game Evolution and Game History


1
Lecture 1Game Evolution and Game History
  • Abdennour El Rhalibi

2
Syllabus
  • Lecture 1 Game Evolution, Game History
  • Lecture 2 Games Genres Arcade games
    characteristics
  • Lecture 3 Game Design and techniques
  • Lecture 4 Game Hardware evolution Computers
  • Lecture 5 Architecture Processor, Memory,
    Cards (Graphics, Sound)
  • Lecture 6 Game Hardware evolution Consoles
  • Lecture 7 Consoles Performance
    PS2/Xbox/Gamecube

3
Syllabus
  • Lecture 8 Input/Output game controller
  • Lecture 9 Development Tools OS/Programming
    Language Current Development Methods
  • Lecture 10 Development Tools Games
    engines/multimedia packages
  • Lecture 11 Game Future Trends
    Networking/wireless/Broadband
  • Lecture 12 Game Future Trends AI
  • Lecture 13 Revision

4
Agenda
  • Game Evolution
  • Graphics
  • Sound
  • Technology
  • Multiplayer
  • Controller
  • Game History
  • Before the Games 1889-1970
  • The Games Begin 1971-1977
  • The Golden Age 1978-1981
  • The Great Crash 1982-1984
  • Video Games Are Back 1985-1988
  • The Home Market Expands 1989-1992
  • The 32-Bit Era Begins 1993-1997
  • The Modern Age 1998-1999

5
Game Evolution
  • In just over 30 years, video games have developed
    from simple concepts like Spacewar and Pong into
    complex multimedia experiences.
  • Progress in the areas of graphics, sound,
    technology, multiplayer capability, and
    controllers have affected the way players
    experience video games. Although this progress
    has often been gradual, certain games stand out
    as breakthrough achievements.
  • Each of these milestones represents a significant
    moment in video-game history - a time when an
    important gaming concept was introduced to the
    public. The purpose of this feature is to
    document the most notable of these milestones and
    the context in which they emerged.
  • In five different categories (graphics, sound,
    technology, multiplayer, and controllers), a
    milestone from the classic and contemporary eras
    has been selected, along with a title that best
    represents that period. It is important to note
    that these games are not necessarily the first of
    their type instead, they are the games that made
    people take notice and, in some cases, launched a
    trend.

6
Game Evolution - Graphics
  • Graphics
  • Classic3D Vector Graphics Battlezone
  • The Background
  • Vector graphics have a history in the arcades
    that goes back almost as far as video games
    themselves.
  • First introduced in 1978's Space Wars, vector
    graphics were a popular alternative to
    sprite-based rendering.
  • Instead of dividing the screen area into pixels,
    vector-based games used a light beam that drew
    images onto the screen by rapidly creating a
    series of connected lines.
  • The concept was similar to that of a laser show.
    This technique allowed bright, complex images in
    both two and three dimensions. The downside was
    that these visuals had to be composed of wire
    frames rather than of solid objects.

7
Game Evolution - Graphics
Battlezone
8
Game Evolution - Graphics
  • The Milestone
  • Atari was fond of vectors, creating more than 20
    games that used the technology between 1979 and
    1985. Its first game was Lunar Lander, a
    simulation of landing a ship on the moon's
    surface. Then came Asteroids, the smash hit of
    1979. The year after that, Battlezone was
    released.
  • While Battlezone wasn't the first 3D vector game
    (that honor goes to Cinematronics' Tailgunner),
    it was the first created that had a recognizable
    3D world, complete with mountains, obstacles, and
    even a moon in the sky. As its name suggests,
    Battlezone was a game of tank warfare. Imagine a
    3D version of the tank games in the Atari 2600's
    Combat, and you have a fairly good idea of what
    it was like.
  • Your view of the battlefield was from directly
    inside a tank, and your goal was simple Destroy
    as many enemy tanks as possible without getting
    destroyed yourself. Various obstacles,
    represented by cubes and pyramids, stood in your
    way, and they could be used to block enemy fire.
  • You viewed the game through a special viewfinder
    that looked like a pair of goggles. This scheme
    blocked peripheral vision, magnified the action,
    and could be considered a precursor to
    virtual-reality headsets. Battlezone also
    featured a unique control system by using two
    joysticks - one for the x-axis and one for the
    y-axis. This allowed for a greater degree of
    control... once you figured out how it worked.

9
Game Evolution - Graphics
Star Wars The Arcade Game
10
Game Evolution - Graphics
  • The Influence
  • Although later Atari vector games like Star Wars,
    Tempest, and Major Havoc were more graphically
    impressive, Battlezone was so extraordinary for
    its time that the US Army asked Atari to develop
    a modified version of the game for use as a
    training simulator.
  • With the development of polygon graphics and the
    crash of 1984, vector-based games fell out of
    favor and soon disappeared entirely. (The last
    vector game Atari released was The Empire Strikes
    Back in 1985.) However, every modern video-game
    fan can thank Battlezone and vector graphics for
    making the world three-dimensional.

11
Game Evolution - Graphics
Tempest
12
Game Evolution - Graphics
  • Modern Polygon graphics - Virtua Racing
  • The Background
  • It's hard to believe, but polygon graphics first
    appeared in arcades way back in 1984, in a rare
    Atari-produced game called I, Robot. Like most
    ahead-of-their-time ideas, it was doomed to
    failure. Only 500 units were ever released in the
    US, so very few gamers had any exposure to the
    new technology.
  • It wasn't until 1989, with Atari's release of
    Hard Drivin' and Stun Runner, that the public got
    a first real taste of what polygons could do.
  • Hard Drivin' was a realistic, but slow, driving
    simulator, while Stun Runner was a futuristic
    racer with an emphasis on speed. Throughout the
    '80s, Atari had proved to be an innovator in the
    arcades, but it would take a game from Sega to
    usher in the new era of 3D gaming.

13
Game Evolution - Graphics
I, Robot
14
Game Evolution - Graphics
  • The Milestone
  • The game that started it all was Virtua Racing,
    released in 1992 by Sega's AM2 development team.
  • While Hard Drivin' had realism and Stun Runner
    had speed, Virtua Racing had both. Players could
    view the action from four different perspectives,
    ranging from inside the car to from high above
    it.
  • In addition to its fluid graphics, Virtua Racing
    combined a force-feedback steering wheel,
    multiplayer options, and blaring sound effects to
    create what was for the time an unparalleled
    experience.
  • The game was adapted to several home consoles,
    including the Sega Genesis (with the help of a
    DSP processor built into the cartridge), 32X, and
    Saturn.

15
Game Evolution - Graphics
Four players competing at Virtua Racing.
16
Game Evolution - Graphics
  • The Influence
  • The game represented a turning point, proving
    that polygonal graphics were the way to go,
    signaling the eventual death or seeming stasis of
    2D. J
  • ust as Battlezone created the possibility to
    create a realistic 3D environment, Virtua Racing
    proved it could be done.
  • In the years following its release, Sega
    introduced several follow-ups, including Daytona
    USA, Sega GT, and Sega Rally.

17
Game Evolution - Sound
  • Sound
  • Classic Voice - Berzerk
  • Intruder alert!
  • The humanoid must not escape!
  • The Background
  • As in the cinema, sound is an often-neglected
    aspect of video games. Try turning down the
    volume of your favorite game, and in most cases
    you'll find your enjoyment is diminished. Sound
    effects and music heighten the realism of the
    overall experience by drawing you in in ways you
    often don't realize.
  • In the early days, video games' sound effects
    consisted of little more than electronic beeps,
    but soon these beeps were strung together to form
    simple tunes.
  • The theme songs from Donkey Kong and Pac-Man, as
    basic as they are, have become ingrained in the
    minds of many gamers who grew up in the early
    '80s.
  • Beyond music and sound effects, one of the most
    popular and impressive uses of sound technology
    was in the area of digitized voice.
  • The first video game to actually speak was 1979's
    Major League Baseball for the Intellivision.
  • In 1980, voice was introduced into the arcade
    with Stratovox, a shooter in the vein of Space
    Invaders.

18
Game Evolution - Sound
Stratovox
19
Game Evolution - Sound
  • The Milestone
  • Most gamers, however, best remember the sinister
    voices emanating from Berzerk, released later
    that same year.
  • The game put you in the role of a human trapped
    in a never-ending maze filled with robots led by
    Evil Otto (a bouncing, smiley face). Armed with a
    laser, you tried to survive as long as possible
    by destroying robots, avoiding the electrified
    walls, and running from Otto, who was
    indestructible.
  • Thirty different words were combined to create
    the game's variety of spoken phrases.
  • By today's standards, the speech was barely
    intelligible, but at the time, the novelty of
    hearing "Intruder Alert! Intruder Alert!" or "The
    humanoid must not escape!" added greatly to the
    game's atmosphere and was enough to make it a
    popular choice at the arcades.
  • Berzerk eventually made its way to the Atari 2600
    and 5200, minus its voice capabilities, of
    course.

20
Game Evolution - Sound
Berzerk
21
Game Evolution - Sound
  • The Influence
  • Berzerk's popularity marked the beginning of a
    long line of arcade games that prominently
    featured voice, including Gorf, Sinistar, Track
    Field, Wizard of Wor, and Gauntlet.
  • However, voice didn't take hold in the home,
    despite Mattel's attempt to market an add-on
    voice module for its Intellivision.
  • Not until the rise of the 16-bit systems would
    consoles have enough power to make
    realistic-sounding voices a possibility.

22
Game Evolution - Sound
Atari 2600's Berzerk
23
Game Evolution - Sound
  • Modern Play-by-Play Commentary - Joe Montana II
    SportsTalk Football
  • The Background
  • Since 1979's Major League Baseball was the first
    talking video game, it also was the first sports
    game to have some form of spoken commentary
    (which consisted of a synthesized voice saying,
    "Strike," "Ball," "Out," etc.).
  • Popular sports games that followed, such as the
    NES' Tecmo Bowl and RBI Baseball, continued the
    trend of including isolated voices interspersed
    with the action.

24
Game Evolution - Sound
  • The Milestone
  • "Welcome to Joe Montana's SportsTalk Football."
    With those simple words, a milestone was
    achieved. From the moment the announcer uttered
    that phrase, no other sports game would ever be
    the same. While the Joe Montana series was not
    much competition for the John Madden series in
    terms of gameplay, SportsTalk Football had one
    overwhelming advantage continuous play-by-play
    commentary.
  • Previous sports games, including John Madden
    Football, had featured occasional outbursts of
    speech, but SportsTalk Football was the first
    game to feature an announcer describing the
    action on the field as it happened. For example,
    as you were getting ready to pass, the announcer
    said, "He goes back to pass... " and then gave
    the result of the play, all in real time. The
    number of words and phrases the game contained
    was limited, but every situation had an
    appropriate response in a crisp and easily
    understandable voice.
  • As in Berzerk, the commentary in SportsTalk
    Football enhanced the overall experience of the
    game, bringing it one step closer to reality.
    Unfortunately, the game didn't contain real NFL
    teams or players, and its gameplay was relatively
    basic.

25
Game Evolution - Sound
Intellivision's Major League Baseball
Joe Montana II SportsTalk Football
26
Game Evolution - Sound
  • The Influence
  • Ever since SportsTalk Football, play-by-play
    commentary has been a required feature of all
    sports games, from football to basketball to
    hockey.
  • With the introduction of CD-based games, the
    clarity, number of unique phrases, and fluidity
    of speech has improved dramatically over the past
    decade.
  • For instance, Sega's latest football game, NFL 2K
    for the Dreamcast, features three announcers with
    a huge vocabulary, including every player's name.
    And they don't just report what's happening on
    the field, but actually comment on a player's
    excellent catch or particularly brutal hit.
  • It all happens so seamlessly that it can barely
    be distinguished from a television broadcast.

27
Game Evolution - Technology
  • Technology
  • Classic Laserdisc - Dragon's Lair
  • The Background
  • Developed in the early '70s, laser discs were
    designed as a storage media for video and audio.
    Each disc is 12 inches in diameter and holds 60
    minutes of content per side (in CLV mode).
  • Unlike CDs, laser discs are analog (with digital
    sound), so in some ways they have more in common
    with LP records. The first laser-disc players
    were released in 1978 - about the same time as
    the VCR. For a variety of debatable reasons,
    laser discs never caught on with the general
    public however, their existence was a step
    toward more commercially successful products like
    CDs, CD-ROMs, and DVDs.
  • The development and release of laser-disc
    technology occurred at a time when video games
    were just beginning to take off. In just a few
    years, the industry had transformed from a "fad"
    to a full-blown craze. Arcades were still where
    you could find the best games, with home systems
    striving to catch up. In hindsight, it was only a
    matter of time before someone made the connection
    between laser discs and video games.

28
Game Evolution - Technology
Swinging on fire ropes
Dirk the Daring
29
Game Evolution - Technology
  • The Milestone
  • In 1983, programmer Rick Dyer and animator Don
    Bluth introduced the world to Dragon's Lair, the
    first laser-disc arcade game.
  • The game itself was about as basic as it got. In
    it, you took the role of Dirk the Daring in his
    quest to save Princess Daphne from the clutches
    of an evil dragon. As an animated sequence played
    onscreen, there were moments in which you were
    required to move the joystick in a certain
    direction. If you succeeded, you moved on. If
    not, you died. Players soon realized Dragon's
    Lair required no real skill, only memorization
    and dead-on timing.
  • Featuring rich, colorful animation from Bluth's
    studio, Dragon's Lair was (and still is) an
    amazing sight to behold. The fact that you didn't
    actually have much control over the onscreen
    action didn't seem to matter much... at first.
    Compared with the simplistic graphics of Mario
    Bros. and Spy Hunter (released that same year),
    Dragon's Lair was leaps and bounds ahead of the
    competition. While it may not be fair to compare
    animation from a laser disc to computer-generated
    graphics, the visual impact of Dragon's Lair was
    enough to set the video-game world on its ear.

30
Game Evolution - Technology
The Halycon home system
Space Ace
31
Game Evolution - Technology
  • The Influence
  • Shortly after Dragon's Lair, the laser disc was
    hailed as the savior of video games. In just a
    brief period, a handful of companies responded by
    releasing laser-disc games Coleco announced a
    never-released laser-disc add-on for the
    ColecoVision Space Ace (the follow-up to
    Dragon's Lair) hit arcades and Rick Dyer
    developed a short-lived laserdisc home system
    called Halcyon.
  • As we now know, laser-disc games were destined to
    remain a novelty. In hindsight, it's still hard
    to pin down exactly why. It could have been the
    games' lack of interaction, the company's high
    production costs, or the decline in the
    popularity of arcade games in general.
    Regardless, Dragon's Lair changed the way people
    thought about video games, proving them to be
    more than a simple collection of pixels arranged
    on a screen.

32
Game Evolution - Technology
  • Modern CD-ROM - Final Fantasy VII
  • The Background
  • NEC's TurboGraphx-16 was the first home console
    to use CD media for storage, but it required an
    add-on to do so.
  • The first CD games relied on the medium's
    increased storage capacity to "enhance" the
    gameplay experience with video clips, voice
    acting, and high-quality music.
  • Games like Sherlock Holmes Consulting Detective
    used full-motion video (FMV) as an integral part
    of the gameplay.
  • A few years later, Sega introduced Sega CD, an
    add-on for the Genesis. The system relied heavily
    on FMV games, such as Night Trap and Sewer Shark,
    for its software library. Like the laser-disc
    games of the past, these games were heavy on eye
    candy but light on interactivity.
  • Later, the 3DO and an add-on for the Atari Jaguar
    also used CD technology, but the former was too
    expensive and the latter didn't receive enough
    third-party support.
  • Tellingly, versions of Dragon's Lair and Space
    Ace appeared on all these consoles (except for
    the TG-16).

33
Game Evolution - Technology
Sherlock Holmes Consulting Detective
34
Game Evolution - Technology
  • The Milestone
  • In 1995, the Sony PlayStation arrived in the US.
    Along with the Sega Saturn, it was the first
    console to actually use the increased storage
    space of the CD to its advantage. This was made
    clear by Square's announcement that it was
    abandoning the cartridge-based Nintendo 64 in
    favor of the PlayStation. The company said the
    limitations of a cartridge were too great to
    accommodate its vision of its latest RPG, Final
    Fantasy VII.
  • When the game was released in 1997, it was a
    breathtaking combination of epic gameplay,
    stunning visuals, and amazing music. The RPG wove
    together full motion video and polygon graphics
    in a nearly seamless fashion, achieving a
    cinematic-like quality.
  • The reason why FFVII was such an achievement was
    that Square understood that the CD medium was
    fundamentally no different from a cartridge the
    only difference was that the CD had a greater
    storage capacity. Other developers had viewed the
    medium as a container that needed to be filled by
    whatever means necessary, but Square saw it
    merely as a tool to create the game it had in
    mind.

35
Game Evolution - Technology
Final Fantasy VII
36
Game Evolution - Technology
  • The Influence
  • Final Fantasy VII raised the bar for RPGs and for
    video games, in general. Along with Resident
    Evil, it is one of a handful of titles that
    defined the new standard for gaming in the late
    '90s.
  • With the next-generation consoles factoring in
    DVD, FFVII should be used as a model for how to
    use new technology rather than abuse it.

37
Game Evolution - Multiplayer
  • Multiplayer
  • Classic Four-player cooperative - Gauntlet
  • The Background
  • Multiplayer gaming is nothing new. In fact, from
    Pong forward, playing against a human opponent
    has been an integral part of gaming.
  • Early games that allowed two or more simultaneous
    players were not only common, but in many cases
    these games required more than one player. If you
    wanted to play Combat and didn't have any
    friends, you were just out of luck.
  • The Atari 2600, the most popular console of the
    late '70s and early '80s, had only two joystick
    ports, but the paddle controllers allowed for up
    to four players at once in games like Super
    Breakout, Warlords, and Video Olympics.

38
Game Evolution - Multiplayer
Super Breakout
39
Game Evolution - Multiplayer
  • The Milestone
  • Most early multiplayer games pitted players
    against each other. Atari Games' Gauntlet was one
    of the first examples of a game that required
    cooperation, not competition. Set in a dungeon
    filled with ghosts, ghouls, and demons, Gauntlet
    featured a choice of four characters - Warrior,
    Wizard, Elf, or Valkyrie - and up to four could
    play at once. The goal was to make it to the exit
    of each dungeon level by hacking, slicing, and
    shooting your way through enemy forces, while
    collecting treasure, food, and power-ups.
  • Since each character had his own strengths and
    weaknesses, it helped to work together. Warrior
    was best at hand-to-hand combat, Wizard excelled
    at using magic potions, Elf was quick on his
    feet, and Valkyrie was the most balanced
    character.
  • First released in 1985 as a quarter-munching
    arcade game, Gauntlet was later ported to the
    NES, minus the four-player ability. In 1990,
    Gauntlet II was released on the NES and took
    advantage of the "4-Score," a four-player add-on
    adapter.

40
Game Evolution - Multiplayer
Gauntlet
41
Game Evolution - Multiplayer
  • The Influence
  • In addition to spawning an arcade sequel, a
    Nintendo 64 follow-up, and PlayStation and
    Dreamcast versions (in development at the time of
    this writing), Gauntlet started a trend of
    multiplayer cooperative games.
  • Although many of these titles allowed only two or
    three simultaneous players, hits like Contra,
    Golden Axe, Final Fight, and Teenage Mutant Ninja
    Turtles all owe their existence to this classic.

42
Game Evolution - Multiplayer
Final Fight
43
Game Evolution - Multiplayer
  • Modern Four-player competitive - GoldenEye
  • The Background
  • Like it or not, competition is an integral part
    of just about every video game, whether you're
    battling it out against a computer opponent or
    against the person beside you on the couch.
    Warlords, the first truly competitive four-player
    game, made its debut in arcades in 1980 and
    reached the Atari 2600 a year later. A descendent
    of Breakout, it was unlike previous four-player
    games (like Atari Football, which divided its
    players into two teams), in that it was pure
    one-on-one-on-one-on-one action.
  • A few other four-player competitive games
    followed - Demolition Derby and Track Field to
    name a couple - but the genre mostly dried up.
    Then DOOM arrived.
  • DOOM began its life as a PC title, but it was
    eventually ported to the SNES, 32X, PlayStation,
    Jaguar, 3DO, Saturn, and N64. Strictly speaking,
    it was not the originator of the first-person
    shooter genre, though it might as well have been.
    DOOM was a revolutionary title, since the PC
    version let up to four players play at once in
    "deathmatch" mode. The game never quite gained
    the same success on the consoles as it had on the
    PC, since none of the console versions were able
    to support more than two players.

44
Game Evolution - Multiplayer
DOOM (PlayStation)
Warlords
45
Game Evolution - Multiplayer
  • The Milestone
  • The combination of GoldenEye 007 and the Nintendo
    64's four controller ports meant quality
    competitive gaming had finally come to the
    console world. Based on the 1996 James Bond film
    starring Pierce Brosnan, GoldenEye was one of the
    few movie-based games that didn't come across as
    a rushed hack job released merely to bring in
    some quick green. In fact, the game came out a
    full year after the film's release. And it was
    well worth the wait.
  • In addition to being a great single-player
    experience, GoldenEye 007 packed a wealth of
    multiplayer options that would keep gamers busy
    for weeks, months, and even years. In addition to
    the standard deathmatch, the game featured four
    other modes, each named after a Bond flick. The
    goal of The Living Daylights was to hold on to a
    flag for as long as possible Man With the Golden
    Gun featured a golden gun that let you take down
    your enemies with a single bullet License to
    Kill made every shot deadly and You Only Live
    Twice gave each player two lives. You could also
    play in teams.
  • Two years after its release, GoldenEye 007
    remains a staple of serious and casual gamers
    alike - it was the best-selling video game of
    1998 and is the second-highest-selling N64 title
    (behind Super Mario 64).

46
Game Evolution - Multiplayer
GoldenEye 007
47
Game Evolution - Multiplayer
  • The Influence
  • GoldenEye 007's success opened the door for the
    N64's abundance of four-player games like Turok
    Rage Wars, Donkey Kong 64, and Mario Party, but
    it also points to a future where interacting with
    humans, rather than computer opponents, will be
    the norm.
  • For instance, Sega Dreamcast's Internet
    capabilities will eventually make it possible to
    fight, race, and cooperate with players from all
    over the country.

48
Game Evolution - Controllers
  • Controllers
  • Classic NES controller - Super Mario Bros.
  • The Background
  • When the Atari 2600 debuted, it shipped with two
    one-button joysticks and a set of one-button
    paddles.
  • The Intellivision's controller was a combination
    of a 12-digit keypad and a thumb disc.
  • The ColecoVision's was similar, but the thumb
    disc was raised slightly, making it more like a
    joystick. The Atari 5200 controller also used the
    same configuration but featured a noncentering,
    analog joystick.
  • In 1980, Nintendo began selling the "Game
    Watch" series - a group of handheld games
    consisting of an LCD screen and a few buttons to
    control the action.
  • The first of these included basic games with
    short titles, like Ball, Vermin, Fire, and
    Manhole. From there, Nintendo developed more
    complicated games based on its arcade hits. One
    of these was Donkey Kong, released in 1982 in
    Game Watch form. Besides being one of the first
    multiscreen Game Watches, Donkey Kong is also
    notable because it introduced the world to the
    digital-pad (d-pad), which would become the
    dominant control scheme for home console use. The
    control layout of Donkey Kong was remarkably
    similar to what would later become the standard
    Nintendo Entertainment System (NES) controller.

49
Game Evolution - Controllers
Donkey Kong Game Watch
50
Game Evolution - Controllers
  • The Milestone
  • When the NES was released in the U.S. in 1984,
    its controller was different from any other
    console before it. Taking its cue from the Game
    Watch series, Nintendo designed its controller
    without a joystick or numerical keypad. In its
    place was a cross-shaped thumb controller and two
    action buttons, along with start and select
    buttons. Super Mario Bros., the NES pack-in game,
    was the perfect showcase for this new controller.
  • With a shorter "throw distance" than a joystick,
    the NES gamepad allowed for the quick, precise
    movements necessary in SMB. The two action
    buttons, labeled B and A, meant separate tasks
    could be easily performed without the confusion
    of a numerical keypad. For example, in SMB, B
    made Mario run faster and shoot fireballs, and A
    made him jump. (As if you already didn't know.)

51
Game Evolution - Controllers
NES and controllers
Super Mario Bros.
52
Game Evolution - Controllers
  • The Influence
  • Take a look at just about every controller made
    after 1984, and you'll see what an impact it had.
    More buttons have been added over the years, and
    the boxy shape has been improved on, but the
    basic layout designed by Nintendo remains intact.

53
Game Evolution - Controllers
  • Modern N64 controller - Super Mario 64
  • The Background
  • The difference between an analog joystick and a
    digital joystick is in the way it processes
    input. A digital joystick detects movement as
    either "on" or "off." If you press a digital
    joystick to the right, your character will move
    to the right at the same speed regardless of the
    amount of pressure you use.
  • On the other hand, an analog joystick can detect
    not only "on" and "off" (binary ones and zeroes)
    but also everything in between. This allows
    varying amounts of pressure on the joystick to
    have varying effects on the action.
  • The Atari 5200 was the first home system to use
    an analog controller, but it was noncentering.
    (After you pushed it in a direction, you had to
    manually push it back to the center.) Needless to
    say, it wasn't very successful. It would be
    another ten years before analog would hit it big.

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Game Evolution - Controllers
Super Mario 64
55
Game Evolution - Controllers
  • The Milestone
  • Nintendo had pioneered the use of a digital
    gamepad with the NES and had made only minor
    improvements to that design for the SNES. Other
    game consoles followed suit - even "next
    generation" systems like the PlayStation and the
    Saturn kept the general layout of the original
    NES pad.
  • With the N64, Nintendo decided to design a
    controller designed specifically for 3D games.
    The layout of the controller was quite different
    than anything before it. It included both digital
    and analog controls, two action buttons, two
    shoulder buttons, and four "camera" buttons, as
    well as a trigger button on the underside of the
    controller.
  • Super Mario 64, one of the Nintendo 64 launch
    titles, proved immediately that an analog
    controller was necessary to control a character
    in a three-dimensional environment. Mario was no
    longer restricted to a 2D side-scrolling
    playfield, and the freedom of analog meant Mario
    could creep, walk, or run, depending on how much
    pressure was exerted on the stick. This made for
    a more natural, intuitive level of control.

56
Game Evolution - Controllers
Black N64 controller
57
Game Evolution - Controllers
  • The Influence
  • Nintendo had first shown the design of their
    analog controller in 1995, allowing Sega enough
    time to develop their own version for the Saturn,
    which was released almost simultaneously with the
    N64.
  • Sony then developed the Dual Shock analog
    controller for the PlayStation, which added two
    analog sticks to the original controller.
    Although it was initially available as an add-on
    peripheral, Sony soon began including the
    controller as a pack-in item.
  • For the Dreamcast controller, Sega refined the
    N64 design by placing both the analog and digital
    controls on the same side and including analog
    shoulder buttons.
  • The PlayStation 2 controller upgrades the Dual
    Shock design with analog capabilities for all
    buttons (except for start and select).
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