In the history of video games, the third generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer (commonly abbreviated to Famicom) and Sega's SG-1000. When the Famicom was not released outside of Japan it was remodelled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo (which started in 1980) and the Milton Bradley Microvision (which came out in 1979) that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.
Improvements in technology gave consoles of this generation improved graphical and sound capabilities, comparable to golden age arcade games. The number of simultaneous colors on screen and the palette size both increased which, along with larger resolutions, more sprites on screen, and more advanced scrolling and pseudo-3D effects, which allowed developers to create scenes with more detail and animation. Audio technology improved and gave consoles the ability to produce a greater variation and range of sound. A notable innovation of this generation was the inclusion of cartridges with on-board memory and batteries to allow users to save their progress in a game, with Nintendo's The Legend of Zelda introducing the technology to the market. This innovation allowed for much more expansive gaming worlds and in-depth story telling, since users could now save their progress rather than having to start each gaming session at the beginning. By the next generation, the capability to save games became ubiquitous—at first saving on the game cartridge itself and, later, when the industry changed to read-only optical disks, on memory cards, hard disk drives, and eventually cloud storage.
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Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. The technique grew out of the multiplane camera technique used in traditional animation since the 1930s. Parallax scrolling was popularized in 2D computer graphics with its introduction to video games in the early 1980s. Some parallax scrolling was used in the arcade video game Jump Bug (1981).
Castlevania (ˌkæsəlˈveɪniə), known in Japan as Akumajō Dracula, is a gothic horror action-adventure video game series and media franchise about Dracula, created and developed by Konami. It has been released on various platforms, from early systems to modern consoles, as well as handheld devices such as mobile phones. The franchise has expanded into several spin-off video games and other media, including comic books and an animated television series.
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This chapter presents a dataset of 1,725 historical video games released between 1981 and 2015, with a particular focus on the distribution of these games across platforms, genres, and historical eras over time. The same importance is given in this large-s ...
In recent years the computing landscape has seen an increasing shift towards specialized accelerators. Field programmable gate arrays (FPGAs) are particularly promising for the implementation of these accelerators, as they offer significant performance and ...