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Page "1974 in video gaming" ¶ 4
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Atari and will
This can make catching syntax errors on the Atari much easier than on other editors ; most BASICs will not display the errors until the program is executed.
Due to the shape of the Supercharger, it will not fit into the ColecoVision's Expansion Module # 1, which is an adapter that allows the ColecoVision to play Atari 2600 games.
No Atari printers actually have a bell, but the computer will sound if it is written to the screen device.
Cursor movement commands ( and even carriage returns and line feeds ) from computers not using ATASCII will be nonsense on an Atari, and vice-versa.
In the Apple II and Atari 7800 versions, hostages will also die if the vehicle is not landed correctly ( it is slightly tilted ), being crushed as they attempt to board the chopper.
However, block memory moves are painfully slow in Atari BASIC, and so BASIC programs using sprites will ordinarily include short USR () routines to perform the memory moves, or utilize a large string as the player / missile memory map and perform string move commands to accomplish the high speed memory moves.
The NTSC Atari 7800 version has a confirmed bug that makes the game impossible to win ; it places some of the code pieces underneath computer terminals, which the player cannot search ( since attempting to do so will access the terminal ).
The Atari version has at least one bug: the game will sometimes hang randomly when a player is trying to save their current game.
In level 5 for example, it may be required to kill an antelope, but it isn't possible to tell from the mugshot alone where in the level it is ( an enemy carrying a scroll will flash on the 8-bit versions, or have an arrow on top of it on the Amiga and Atari ST versions ).
It will also allow for the integration of many I / O ports that are currently only available through extensive hardware modification on the Atari platform.
However, it seems the following will be in the final design according to Atari Coldfire Project homepage:
No official word on when Atari Inc. will release this revision.

Atari and continue
Jay Miner and company had approached former employer Atari, and the " Warner owned " Atari had paid Amiga to continue development work.
While JTS announced plans to continue both brands, within a few weeks of the merger becoming official on July 30, 1996, the majority of former Atari employees were dismissed and Atari's remaining inventory was sold to liquidators.
When software is no longer sold or supported, the product is said to have reached end-of-life, to be discontinued or obsolete, but user loyalty may continue its existence for some time, even long after its platform is obsolete — e. g., the Atari ST and Commodore's Amiga.
After the demise of Atari Teenage Riot, Empire's major releases for DHR sought to continue in the guitar-based, punk-influenced vein of the band.
In 2002, Shiny Entertainment was acquired by Atari, Inc. in a US $ 47M deal, with Perry signed to a long-term contract to continue on as President.
Unable to continue due to high costs, it was sold to Atari, renamed, and sold as the Atari Lynx.
A company called Lead Pursuit which has been formed around many known names of the Falcon modding community has gained a license from Atari to continue Falcon 4. 0 development.

Atari and use
It had simple digital joysticks and was almost fully backward-compatible with the Atari 2600, the first console to have backward compatibility without the use of additional modules.
A common criticism of the 7800 regards its use of the TIA to provide 2-channel sound effects and music, resulting in sound quality that is virtually identical to the Atari 2600 VCS from 1977.
For example, a Commodore 64 user calling an Atari BBS would use ASCII rather than the machine's native character set.
In return Atari was to get one-year exclusive use of the design as a video game console.
By the mid-1980s, falling production cost made the 68000 viable for use in personal and home computers, starting with the Apple Lisa and Macintosh, and followed by the Commodore Amiga, Atari ST, and Sharp X68000.
It saw use in some late-model Amiga machines and Amiga accelerator cards as well as some Atari ST clones and a Falcon accelerator board ( CT060 ), and very late models of the Alpha Microsystems multiuser computers before their migration to x86, but Apple Inc. and the Unix world had moved onto various RISC platforms by the time the ' 060 was available.
Early personal computers of the late 1970s and early 1980s, such as those from Apple, Atari and Commodore, did not use RGB as their main method to manage colors, but rather composite video.
Football, by Atari, released in 1978, is commonly misunderstood to be the first arcade game to use a trackball, but in The Ultimate History of Video Games by Steven L. Kent the designer of Football, Dave Stubben, claims they copied the design from a Japanese soccer game by Taito.
Atari continued to be interested in the team's efforts throughout this period, and funded them with $ 500, 000 in capital in return for first use of their resulting chipset.
He would use his love for games and theme parks to help launch both Atari and Chuck E. Cheese's Pizza-Time Theaters.
Video sampling tends to work on a completely different scale altogether thanks to the highly nonlinear response both of cathode ray tubes ( for which the vast majority of digital video foundation work was targeted ) and the human eye, using a " gamma curve " to provide an appearance of evenly distributed brightness steps across the display's full dynamic range-hence the need to use RAMDACs in computer video applications with deep enough colour resolution to make engineering a hardcoded value into the DAC for each output level of each channel impractical ( e. g. an Atari ST or Sega Genesis would require 24 such values ; a 24-bit video card would need 768 ...).
Similarly, further, on the family of processors use by Atari machines, in the assembly language "" introduced a hexadecimal number, or it was suffixed subscripted with its radix, so, for example, "" is "< code > 128 < sub > 10 </ sub ></ code >", "", or "< code > 80 < sub > 16 </ sub ></ code >".
It was Atari's first to use the Atari System 1 hardware and to be programmed in the C programming language.
Following the North American video game crash of 1983, video game development within Atari focused on providing a distinctive experience through the use of a unique control system and by emphasizing a simultaneous two-player mode.
Cerny decided to use a trackball system ( marketed by Atari as Trak-Ball ) to give the game a unique control system, and he chose a motorized trackball for faster spinning and braking when the in-game ball traveled downhill and uphill, respectively.
After Atari installed a circuit to fix a compatibility issue with the 2600 version of Dark Chambers, it subsequently caused incompatibility with the Supercharger and some other games that use bank switching.
Before game engines, games were typically written as singular entities: a game for the Atari 2600, for example, had to be designed from the bottom up to make optimal use of the display hardware — this core display routine is today called the kernel by retro developers.
On February 23, 1998, JTS sold the Atari intellectual property to Hasbro Interactive for $ 5 million in cash ( the name had already been sold to THQ for home use and Midway / Williams for arcade use ).
Atari Teenage Riot's sound was characterised by the use of breakbeats ( again sampled from funk and rap, but replayed at more than twice their original speeds ), heavy guitar riffs, and the shouting of politically driven lyrics and slogans by the band members ( as well as sampled dialogue ).
In addition the XEGS can use the standard Atari 8-bit peripherals, allowing the use of devices such as disk drives, modems and printers.
The agreement between Tramiel and Warner Communications was that Atari Games must always include the " Games " after " Atari " on its logo and that Atari Games could not use the Atari brand at all in the consumer market ( computers and home consoles ).

Atari and Kee
Breakout, a discrete logic ( non-microprocessor ) game, was conceptualized by Nolan Bushnell and Steve Bristow, after the latter had " rejoined " Atari after the merge of Atari subsidiary Kee Games.
Combat was based on two earlier black-and-white coin-operated arcade games produced by Atari: Tank ( published under the Kee Games name ) in 1974 and Anti-Aircraft II in 1975.
* Atari acquires Kee Games as a " marketing ploy.
* Prior to their acquisition by Atari, Kee Games releases Tank to video arcades.

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