The Best Innovations That Went 
  Into Games
And Game Systems
When people think of innovations in the area 
of videogames and game systems, they may think in terms of technology like the 
game storage format going from cartridges to compact disks to DVD-ROMs, or going 
from flat 2D "sprite" images to 3D-polygonal characters and playfields.  
Admittedly, these are noteworthy innovations that have allowed game designers 
more freedom to create games that fully realize their vision.  However, not 
all the best innovations come in the most obvious of packages.  In fact, 
some of them have managed to sneak in when we least expected and made themselves 
at home in our game systems.  This article will cover what I think are the 
best innovations that have come along over the years that rank as significant as 
the advances in home gaming technology:
1. Pause buttons -- Playing a 
  videogame can be so involving to where a single distraction can throw a 
  player's concentration out of whack, resulting in some onscreen damage or the 
  loss of a gaming life.  Whether it's the telephone that needs to be 
  picked up, or being called to the dinner table, or having to leave the game in 
  order to go to the bathroom for immediate relief, or whatever else, these 
  distractions may force the player to abandon the game in progress in order to 
  deal with them.  While it's probably not a very big innovation, the pause 
  button does allow for players to keep their current game going, stopping in 
  midgame and then picking it back up at any time.  The Mattel 
  Intellivision system had a built-in pause feature that required the player to 
  press two keypad buttons (1 and 9) together in order to activate it, blanking 
  out the screen in the process, with only the press of a button or the control 
  disc to reactivate play.  The Atari 5200 had a pause button right on the 
  controller itself, while the Atari 7800 and Sega Master System put theirs 
  right on the console, making it less convenient for players to just stop their 
  game in midplay.  Fortunately, Nintendo made the controller's Start 
  button that also acted as a pause button a common feature on videogame systems 
  from the NES onward. 
 
2. Game saving -- As games became 
  increasingly longer and more complex, another innovation came along to help 
  keep players' interest in finishing the game they're playing and to keep 
  players from going back to the beginning of the game to retread on familiar 
  territory -- game saving.  Originally a feature that appeared on personal 
  computer games of the early 1980s, it would make its entry onto the videogame 
  scene with two different methods -- battery-backed file saving and passcode 
  reentry.  The former, which made its debut in 1987's Legend Of Zelda 
  by Nintendo for the NES, simply just takes all the necessary data of what the 
  player has accumulated and where he's at in the game and all and just saves it 
  into memory, where it can be easily retrieved at a later date to pick up the 
  game where the player left off.  The latter form, which is commonly 
  called "password entry" but I will call "passcode reentry" for the following 
  reason, just gives the player a code that can be entered that will allow the 
  player to resume the game where he left off or start a new game on the last 
  level that he was on.  Passcode reentry made its appearance with the 1987 
  release of Metroid for the NES.  At present, though, games that 
  now do game-saving are mostly using optional memory cards for memory storage 
  since compact disks do not at present have the ability to store any 
  information directly on them like cartridges did.  The X-Box, however, is 
  using a built-in hard drive for this purpose, though with the next generation 
  of systems, Microsoft's successor system might end up using memory cards for 
  game saving.
 
  
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3. Game cheating devices such as 
  the Game Genie -- This particular innovation, which had its origins in the 
  game systems of the early 1980s with Answer Software's Personal Game 
  Programmer device for the Atari 2600, has both proponents and opponents of 
  such devices being made available.  Those who favor the likes of Game 
  Genie, Game Shark, and Action Replay say that they help weaker players enjoy 
  the games that would otherwise defeat them, while those who disfavor them say 
  they remove the challenge that's part of playing the game.  Regardless of 
  which side of the issue you're on, Nintendo had balked at the idea of the Game 
  Genie for the original NES being released since they feared lost profits from 
  games that were rented and beaten overnight by gamers using such devices, and 
  so for a time ruled against Galoob (the American distributor for Codemasters, 
  the makers of the Game Genie) in court and stopped them from selling Game 
  Genies in the United States until a year later, when the court decision was 
  overturned in Galoob's favor.  (Interestingly, the Canadian distributor 
  of the Game Genie, Camerica, was allowed to manufacture the device across the 
  border, and some gamers even went so far as to buy Game Genies from Canada.)  
  While the Game Genie had the shortcoming of having the player input codes 
  every time the game system gets turned on to play a game, the later-released 
  Game Shark and pretty much all other game cheating devices in this era have 
  built-in codes that the player can access for the game he or she wants to 
  play, and would also allow new codes to be directly downloaded into the device 
  from their computers.  One particular device I owned, the Game Action 
  Replay for the NES, not only allowed for game saves for games that didn't have 
  game-saving but also would allow for games to be slowed down to more 
  manageable speeds for players who could not handle playing them at regular 
  speeds. 
 
4. Online gaming devices -- 
  Originally online gaming was solely in the domain of personal computers using 
  acoustic modems that ran much slower than today's high-speed Internet 
  counterparts, but the seeds for such use with videogame systems were laid with 
  the CVC Gameline modem for the Atari 2600 where, at the very least, gamers 
  could download various games to play on their home console.  Direct 
  online gaming with another person, however, would wait until the mid-1990s 
  with Catapult Entertainment bringing forth the X-Band modem for the Super NES 
  and Genesis systems, allowing players of those systems to compete against each 
  other on Doom, Mortal Kombat II, Super Mario Kart, 
  Super Street Fighter II, and some of Electronic Arts' annually-released 
  sports games.  The short-lived Sega Dreamcast system would feature a 
  built-in 56K-speed modem that would allow not only for online gaming with 
  other Dreamcast owners, but also for emailing and doing websurfing.  
  Right now, the three major game systems on the market -- the X-Box, the 
  Gamecube, and the Playstation 2 -- use optional modem accessories for games 
  specially designed for online playing.  And if Infinium Labs' 
  intended-for-public-release Phantom game system has its way, gamers may end up 
  buying and downloading games directly online onto their game systems, 
  eliminating the use of compact disks and DVD-ROMs.