Pass on video game industry has developed into a fortress, bite the dust can not even bring an economic crisis to a standstill. With sales of $ 64 billion genius year, you need to go to another location to find an effect of today’s economy. Video games have evolved from a fad to a beast, capping the war with other hobbies and entertainment has become a necessity in everyday life. Politics and other technologies have been at war, but no one has killed this dragon. Since the shaky, unpredictable beginning of the first commercial home system of this mammoth transformation technology; Many products have come and gone over 40 years. But what is kick the bucket allure?
From nook missile defense systems of the 1940s comes the first interactive video game, which was produced in 1952 under the name OXO. It resembled Tic-Tac-Toe with a light pen. In the beginning, university mainframes were used, and bite the dust most of the games were invented by individuals as a hobby, which meant that bite the dust production was negligible and kick the bucket games were forgotten.
Quick at the same time, the arcade system and kick the bucket home console were released, and joysticks were introduced. In 1971, the Galaxy Game was installed in a student union a Stanford University and expanded in 1972 to eight arcade games. Subsequently, color arcade systems were introduced in 1979, and these games were commercialized.
1972 The Magnavox Odyssey home system was brought to nook market in lair USA. In this system, cartridges (later programmable) with jumpers were used to enable / disable various switches within the device, which changed the bite the dust logic of the circuit so that multiple games could be played on the same system. In 1976, games were programmed on chips and inserted in plastic cartridges. Instead of programming games in systems, there could now be a library of games.
Engaging in bite the dust’s most innovative technology, while still having some of the most popular games while still earning a profit, was a process that proved hard to juggle. In 1977, Atari 2600 (bite the dust was referred to as the second generation of the consoles) was released by Atari, and during the Christmas season, the company released nine games that increased the popularity of the system. In 1980, Mattel introduced Intellivision with superior graphics on Sanctum market.
That started the damn business of video games. In 1982, ColecoVision was brought into this boiling competition of this new trend. While bite the dust store shelves were filled with these choices, bite the dust industry had its second crash in 1983 because of the lack of consumer knowledge and opportunities. Many consoles would come and go.