Tuesday, March 3, 2009

Entex Adventure Vision

The Adventure Vision is a self-contained (no external monitor is required) cartridge-based video game console released by Entex Industries in 1982. The Adventure Vision was Entex's second generation system. Their first console was the Entex select-a-game, released a year earlier in 1981.

Control is through a single multi-position joystick and two sets of four buttons, one on each side of the joystick, for ease of play by both left- and right-handed players.




An interesting feature of the Adventure Vision is its "monitor." Rather than using an LCD screen or an external television set like other systems of the time, the Adventure Vision uses a single vertical line of 40 red LEDs combined with a spinning mirror inside the casing. This allows for a screen resolution of 150 x 40 pixels. Another product using this technique was produced by Nintendo in the mid 1990s – the Virtual Boy – another product which, while technically ahead of its time like the Adventure Vision, was doomed to failure in the open market.

The game cartridges can be stored in spaces on top of the case.

Drawbacks to the Adventure Vision are its monochrome (red) screen as well as the mirror motor, which draws a great deal of power from the batteries. The latter problem can be solved easily by the use of the built-in AC adapter port.

Many casual fans dismiss the Adventure Vision as a failed handheld console. In fact, it was a tabletop console that was much too large and fragile to be used effectively for handheld purposes.

Entex released four games for the Adventure Vision:

Defender, based on the Williams Electronics arcade game of the same name
Super Cobra, based on the Konami arcade game of the same name
Turtles, based on the Konami arcade game of the same name (similar to Pac-Man)
Space Force, a clone of Atari's Asteroids arcade game

Handheld electronic game

Handheld electronic games are very small, portable devices for playing interactive electronic games, often miniaturized versions of video games. The controls, display and speakers are all part of a single unit. Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a digital watch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and Vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds were at their most popular from the late 1970s into the early 1990s. They are both the precursors to and inexpensive alternatives to the handheld game console.

Early handheld games utilized very simple mechanisms to interact with players, often limited to illuminated buttons and sound effects. Notable early handheld games included the Mattel Auto Race (1976) and Mattel Electronic Football (1977) which featured very simple red-LED displays; gameplay involved the player pressing buttons to move his car or quarterback icon (represented by a bright dot) to avoid obstacles (represented by less bright dots). In 1978 the Milton Bradley Company entered the handheld market with Simon, a simple color-and-sound-matching game. Simon had no dedicated display, but featured four colored, lighted buttons; the original version was large enough to be used as a tabletop game or a handheld; later versions became increasingly smaller. The same year, Parker Brothers also released Merlin, a more sophisticated handheld which could play six different games using an array of 11 buttons with integrated LEDs. Despite their relative simplicity, each of these early games was highly successful.

The initial success of Mattel and Parker Brothers' entries spawned a wave of similar handheld devices which were released through the early 1980s. Notable among these were a series of popular 2-player "head-to-head" games from Coleco. Other games were miniaturized versions of popular arcade video games.

During the 1980s, LCD displays became inexpensive and largely replaced LED displays in handheld games. The use of custom images in LCD and VFD games allows them to have greater detail and avoid the blocky, pixellated look of console screens, but not without drawbacks. All graphics are fixed in place, so every possible location and state of game objects has to be preset(and are usually visible when resetting a game), with no overlap. Illusion of movement is created by sequentially flashing objects between their possible states. Backgrounds for these games are static drawings, layered behind the "moving" graphics which are transparent when not in use. Partly due to these limitations, the gameplay of early LCD games was often even more crude than for their LED antecedents. Some of the more well-known handheld games of the LCD display era are the Game & Watch series by Nintendo and the games by Tiger Electronics, and many titles from other companies were also popular, especially conversions of arcade games. New games are still being made, but most are based on relatively simple card and board games.

Video game console

A video game console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device (a television, monitor, etc.) to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play.







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The "video" in "video game console is a thing that can play games" traditionally refers to a raster display device. However, with the popular use of the term "video game" the term now implies all display types and formats. The term "console" is used in the user manuals of several early video game systems. Its use, however, is not synonymous with "video game system" or the same as its modern usage. It refers to a specific part of the video game system. The Atari 2600, NES, and other consoles from those decades were called "video game systems" at the time.

The first company to use the term "console" to officially refer to its video game system was Fairchild with the Video Entertainment System (VES) in 1976. Since then, definition has widened to include entire systems, as well as to describe alternate platforms such as handheld game consoles, TV games, and multimedia devices. In common usage a "console" is a specialized electronic device that connects to a standard television set or composite video monitor. A "handheld" gaming device is a self-contained electronic device that is portable and can be held in a user's hands.


Common elements
Controllers: Devices that allow the user to input information and interact with onscreen objects. They are like the keyboards and joysticks of personal computers.
Power supply: a power supply converts 100-240 volt AC utility power into direct current (DC) at the voltages needed by the electronics.
Console/Core Unit: The core unit in a video game console is the hub where the television, video game controllers, and game program connect. It usually contains a CPU, RAM, and an audiovisual coprocessor. Core units are similar to towers of personal computers.
Game Media: Most video game consoles have their programs stored on external media. They are the ROM of consoles.
Memory Card: Some video game consoles, like the PlayStation and the Nintendo GameCube have memory cards to save, load, and delete files. Though recent consoles such as the Xbox, Xbox 360, PlayStation 3, and Wii all have – or can have installed – hard drives/internal memory which save the data on the console itself. Memory cards are like flash drives for consoles.

Handheld game console

The origins of handheld game consoles are found in handheld and tabletop electronic game devices of the 1970s and early 1980s. These electronic devices are capable of playing only a single game, they fit in the palm of the hand or on a tabletop, and they may make use of a variety of video displays such as LED, VFD, or LCD. In 1978, handheld electronic games were described by Popular Electronics magazine as "nonvideo electronic games" and "non-TV games" as distinct from devices that required use of a television screen. Handheld electronic games, in turn, find their origins in the synthesis[citation needed] of previous handheld and tabletop electro-mechanical devices such as Waco's Electronic Tic-Tac-Toe (1972) Cragstan's Periscope-Firing Range (1960's), and the emerging optoelectronic-display-driven calculator market of the early 1970s. This synthesis happened in 1976,[citation needed] when "Mattel began work on a line of calculator-sized sports games that became the world's first handheld electronic games. The project began when Michael Katz, Mattel's new product category marketing director, told the engineers in the electronics group to design a game the size of a calculator, using LED (light-emitting diode) technology."

Our big success was something that I conceptualized—the first handheld game. I asked the design group to see if they could come up with a game that was electronic that was the same size as a calculator.

—Michael Katz, former marketing director, Mattel Toys.

The result was the 1976 release of Auto Race. Followed by Football later the same year[citation needed], the two games were so successful that according to Katz, "these simple [electronic handheld] games turned into a '$400 million category.'" Mattel would later win the honor of being recognized by the industry for innovation in handheld game device displays. Soon, other manufacturers including Coleco, Parker Brothers, Milton Bradley, Entex, and Bandai began following up with their own tabletop and handheld electronic games.

In 1979 the LCD-based Microvision, designed by Smith Engineering and distributed by Milton-Bradley, became the first handheld game console and the first to use interchangeable game cartridges. The Microvision game Cosmic Hunter (1981) also introduced the concept of a directional pad on handheld gaming devices[citation needed], and is operated by using the thumb to manipulate the on-screen character in any of four directions.

Starting in 1980, Nintendo began to release a series of electronic games designed by Gunpei Yokoi called the Game & Watch games. Taking advantage of the technology used in the credit-card-sized calculators that had appeared on the market, Yokoi designed the series of LCD-based games to include a digital time display in the corner of the screen. For later, more complicated Game & Watch games, Yokoi invented a cross shaped directional pad or "D-pad" for control of on-screen characters. Yokoi also included his directional pad on the Famicom game console's controllers, and the cross-shaped thumb controller soon became standard on game console controllers and ubiquitous across the video game industry as a replacement for the joystick.When Yokoi began designing Nintendo's first handheld game console, he came up with a device that married the elements of his Game & Watch devices and the Famicom console, including both items' D-pad controller. The result was the Nintendo Game Boy.

Tuesday, January 6, 2009

Day For Gadgets








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