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A Star Raiders ROM cartridge for an Atari computer. A ROM cartridge, usually referred to in context simply as a cartridge, cart, cassette, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electronic musical instruments.
The console had over 500 games created by more than 60 companies, each with a legal license to produce compatible game cartridges. [2] By design, these cartridges were difficult for unauthorized third-parties to alter or reverse engineer. [3]
The 32-bit/64-bit era is most noted for the rise of fully 3D polygon games. While there were games prior that had used three-dimensional polygon environments, such as Virtua Racing and Virtua Fighter in the arcades and Star Fox on the Super NES, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D on video game consoles.
Gerald Anderson Lawson (December 1, 1940 – April 9, 2011) was an American electronic engineer.Besides being one of the first African-American computer engineers in Silicon Valley, Lawson was also known for his work in designing the Fairchild Channel F video game console, leading the team that refined ROM cartridges for durable use as commercial video game cartridges.
The transition from handheld "electronic" games to handheld "video" games came with the introduction of LCD screens. These screens gave handheld games the flexibility to play a wide range of games. Milton Bradley's Microvision, released in 1979, used a 16x16 pixel LCD screen and was the first handheld to use interchangeable game cartridges. [17 ...
Cartridge-based handheld game consoles became prominent during this time, such as the Nintendo Game Boy, Atari Lynx, Sega Game Gear and TurboExpress. Nintendo was able to capitalize on its success in the third generation , and managed to win the largest worldwide market share in the fourth generation as well.
The earliest consoles had game cartridges; the Intellivision cartridge packaging featured a box color-coded to the "network" or category of the game (one of several themes, such as "action", "sports", etc.). The front cover opened up, book style; on the inner front cover, a slot retained the paper manual – a simple booklet, as well as the ...
Inside Electronic Game Design (ISBN 1-55958-669-9) by Arnie Katz and Laurie Yates. Introduction to Game Development (ISBN 1-58450-377-7) by Steve Rabin Level Up! The Guide to Great Video Game Design (ISBN 0-470-68867-X) by Scott Rogers. The Meaning and Culture of Grand Theft Auto: Critical Essays (ISBN 978-0-7864-2822-9) edited by Nate Garrelts