Monday 8 November 2010

Game History 1980 - 1990


In 1980 – 1990 era a lot more games were produced and become categorized in genres to cater towards a player’s preference and interests.
Beat em up
Beat em up genre represents competitive fighting matches featuring two playable characters facing off into a battle to the death. The battles consist of several rounds, for players to master, physical fighting techniques, combos, counter attacks and blocks to defeat there opponent.
The first defined Fighting game “Heavyweight Champ” released by Sega for Arcade gaming in 1976 featured black and white graphics combined with plastic boxing gloved controllers attacked to the Arcade machine.  
This title had no real influence on later succeeding fighting games titles, ‘Karate Champ’ and ‘The way of the Exploding Fist’ popularised martial arts close combat games in the mid 80s.
Capcom later produced Street Fighter in 1987, which did not achieve the same worldwide popularity as its later sequel SF2. If only Capcom knew how successful there game concept was going to turn out in future development.

 Universal – Arcade game producer created the first platform game In 1981, ‘Space Panic’ which mainly consists of the player climbing ladders and running across platform levels, collecting objects and avoiding the enemy.

Many other genres were produced along side
Platform  Games
Adventure1980 – Zork
1980 - Mystery House
1984 - King’s Quest


Role-playing Games1980 –Akalabeth
1985 – Dragon Slayer II
1985 – The Bards Tale
1986 – Dragon Quest
1987 – Megami Tensei
Vehicle simulation games
1981 – Turbo
1982 – Pole Position


Rhythm game

1987 – Dance Aerobics
Scrolling shooters
1980 – Defender
1982 – Moon Patrol
1986 - Thrust
Stealth games
1981 – 005
1987 - Metal Gear
Survival horror
1981 - Haunted House
1989 – Sweet Home
Interactive Movie
1983 – Dragons Lair (First Laserdisc video game, introduced full-motion video)

Maze games

1980 – Pacman
1981 – 3D Monster Maze

Competition/Rivalry
In the 1980s Personal Computers were able to connect to a TV set offering colour graphics, and improved sound capabilities. Compared to consoles made in that era PCS generally had more memory available, games could be copied from floppy disks or cassettes tapes instead of ROM modules. Not only did PCs offer more in way of gaming but could also be used for tasks such as word processing and home accounting.
This did not go in the Console Game Industries favour which encouraged the Crash of 1983 - 1984
Consoles 1980-1890 era / Crash
The video game crash also known as Atari Debacle, fell into effect in 1983 – 1984 from a widespread market chain of low quality produced video games.
A major flood of new games in 1982s market meant stores had insufficient space to store new games and consoles. Game companies struggled to commit to Retailers refunds and quickly folded.
The quality was affected and suffered from short deadlines span and hastily financed startup companies.

Games damaged Industry reputation and profitability
E.T the Extra-Terrestrial
Pac-Man (Atari 2600 Port version)
1980 Intellivision -
http://en.wikipedia.org/wiki/Intellivision
1981 Commodore series (Vic 20, 640) - http://en.wikipedia.org/wiki/Commodore_64
1982 ZX Spectrum - http://en.wikipedia.org/wiki/ZX_Spectrum
1983 MSX - http://en.wikipedia.org/wiki/MSX
1984 Amstrad - http://en.wikipedia.org/wiki/Amstrad_CPC



This forced Industry companies that produced home computers and video consoles in America into bankruptcy causing what could be the end of second generation console video games.
In 1985 Nintendo’s resurrection of the Nintendo Entertainment System (SNES) made widespread success during 1987 which brought back the gaming market.   
Rival Sega later joined Nintendo in competition with the Sega master system in 1989, from what I can remember being born in that era, you either backed and brought Nintendo (Super Mario) or Sega(Sonic) I had Nintendo, unless you’re were rich and brought both.
1985 Nintendo Entertainment System (NES) - http://en.wikipedia.org/wiki/Snes
1988 Sega Mega Drive - http://en.wikipedia.org/wiki/Sega_Mega_Drive


                                                 1980 - Defender

1989 - Teenage Mutant Ninja Turtle



The difference in quality from 1980 – 1985 consoles from the Crash to 1985 – 1990 Nintendo and Sega’s quality from 1 year gap is major achievement, in overall graphics, game play, story and power.
1980 to 1990 era was a major development drive for the Computer Games Industry, thanks to Nintendo and Sega.


Bibliography

http://www.designboom.com/eng/education/pong4.html

Wednesday 3 November 2010

Experiences.. Progress.. and Reflection




I really dislike writing..
After reading other people’s blogs, I noticed they write more freely, opinionated with humor compared to my.. down to the point, Hitler,.. fact based. (zZzZzZz) :D
Im really bad with humor.. people think im so gullable i never really understand it lol

Ive never made a blog before, and I generally rarely write anything.. 
so I’ve decided to add more.. random feeling/thoughts/work progress and weekly encounters just to loosen up.
I’m SO USED to writing 3000 word essays.. fact/structured based for college, so I don’t know how to write any different.. as you can see with my earlier blogs T_T;

I did write.. a few notes, during my first 2 weeks

1st Entry
“I was told the 1st years the hardest (Boot Camp), you have to overcome you’re fears, youre insecurities, you’re will to not give up every time you get frustrated and want to quit because you don’t understand.
3DS Max gives me a headache modelling the Dalek, when you have no one but yourself to figure out different methods of modelling limitedly sparing Polygons Is nerve racking under a timescale.”


2nd Entry
“I’m becoming increasingly worried about my visual design perspective drawings, I am minorly behind as I draw very slow and do not get enough sketches in for the deadline asked.”
I didn’t understand perspective, and it was frustrating me!
I kind of still don’t get it..   mhm ;_;          ..Practice makes perfect..

Imagining a random vanishing point behind brick walls and unforeseeable environment puzzled me..
Inez explained it to me, at the canal and I carried on practicing and Im getting better
 
 



I later realised, my thumb nails were too detailed, and were purely for figuring out the right perspective, horizon line + vanishing point for your scene.


I have been ill with the flu for 2 weeks to.. so sitting outside in the freezing cold on the floor for 4 hours a day wasn’t helping. I think it was because my radiator broke, and my room was like an iceburg for 3 weeks K
I FINALLY got it fixed today, so im happy and warm :D
ehm..   Im happy we have a free week in week 4, I have so much to catch u on.. 
Im also looking forward to the Industry speaker next Wednesday ^ #

Catch up week is going too fast.. !
I dont draw fast enough n_n;

I still need to learn texturing.. and texture my bin
write my blog
and model a snooker table for my guru/grasshopper project..

but Ive been busy trying to finish my canal/arch way sketchs
I havent even started 2d perspective yet :D lol
no sweat right?  @_@;

  

 
Wednesday Today!

Its amazing to have the Art Director from Blitz do a talk and answer questions
It was interesting to learn what actually goes on in the behind closed doors, find out what there really after in recruitment potential, and know what it takes to get to the level they expect by graduation.
It defiantly gave me more drive to keep on track, and concentrate on my art skills over 3D.
One thing that did stick out to me was Visual problem solving, the most important skill an artist can have as well as there traditional skills. (Del's potential)
Im yet to figure out how to obtain this, but I’m assuming its just traditional art practice, anatomy and real life drawings, train your brain to visually problem solve over time.