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.
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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.