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- <title font-color="green">GAME ZONE</title>
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- <td colspan="3" height="100" class="header">MY WEB IS GOOD</td></tr><tr>
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- <u><h2><font color="#00FFFF">Category</h2></u>
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- <li><a href="action.html">Action</a>
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- <h2>GAME</h2>
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- <p>
- A video game is an electronic game that involves human interaction with a user interface to generate visual
- feedback on a video device. The word video in video game traditionally referred to a raster display device,
- but it now implies any type of display device that can produce two or three dimensional images. The electronic
- systems used to play video games are known as platforms; examples of these are personal computers and video game
- consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games
- such as arcade games, while previously common, have gradually declined in use. Video games have gone on to become an
- art form and industry.
- </p>
- <p>
- The input device primarily used to manipulate video games is called a game controller, and varies across platforms.
- For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons
- and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly,
- required the user to buy a separate joystick with at least one button. Many modern computer games allow or require
- the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mouses,
- keyboards, and joysticks.
- </p>
- <p>
- Video games typically use additional means of providing interactivity and information to the player. Audio is almost
- universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals,
- such as vibration or force feedback, with vibration sometimes used to simulate force feedback.
- In the early days of cartridge consoles, they were sometimes called TV games.
- </p>
- <p>
- Early games used interactive electronic devices with various display formats. The earliest example
- is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by
- Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992.[3]
- </p><p>
- Inspired by radar display tech, it consisted of an analog device that allowed a user to control a
- vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings
- fixed to the screen.
- </p>
- Other early examples include:
- <ul>
- <li>The Nimrod computer at the 1951 Festival of Britain
- <li>OXO a tic-tac-toe Computer game by Alexander S. Douglas for the EDSAC in 1952
- <li>Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958
- <li>Spacewar!, written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1
- computer in 1961.
- </ul><p>
- Each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO
- used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view
- of a tennis court, and Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other.
- Nolan Bushnell at the Game Developers Conference in 2011
- </p><p>
- In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold,
- coin-operated video game. It used a black-and-white television for its display, and the computer system
- was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green.
- Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late
- 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it also used a standard television.
- These were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975
- that dramatically increased video game popularity.] The commercial success of Pong led numerous other companies
- to develop Pong clones and their own systems, spawning the video game industry.
- </p><p>
- A flood of Pong clones eventually led to the video game crash of 1977, which came to an end with the
- mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age
- of arcade video games and inspiring dozens of manufacturers to enter the market. The game inspired
- arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts,
- restaurants, and convenience stores. The game also became the subject of numerous articles and stories
- on television and in newspapers and magazines, establishing video gaming as a rapidly growing mainstream hobby.
- Space Invaders was soon licensed for the Atari VCS (later known as Atari 2600), becoming the first "killer app"
- and quadrupling the console's sales. This helped Atari recover from their earlier losses,[18] and in turn
- the Atari VCS revived the home video game market during the second generation of consoles, up until the North
- American video game crash of 1983. The home video game industry was revitalized shortly afterwards by the
- widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video
- game industry from
- the United States to Japan during the third generation of consoles.
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