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Play consoles are computers or computer-similar devices, which were originally developed for video games. Apart from playing play consoles offer increasingly further functions (e.g. Rendition of audio CDs and DVD video).

One differentiates between stationary freestanding devices, which are usually attached to a television, and portable play consoles with inserted monitor (see Handheld console).

In their respective development period the technical conditions of the play consoles correspond approximately in each case to that of the current computer models or lie under it for price reasons easily.

The advantage of the consoles for the play developers is in it that they have to do it with a uniform in each case hardware platform, for whom it the software optimize can, while PCs consist of most different components. For the user the advantage consists of the fact that no system maintenance and operating system installation are necessary.

The disadvantage of the consoles consists of the fact that the platform on a uniform level of development froze and the efficiency in the life cycle of the play console stays increasingly behind the current personal computers. An increase in output by exchange of individual components, how it is often possible with PCs, is usually not and/or only conditionally possible with play consoles.

History

One can divide these up to the year 2006 roughly in seven generations, whereby the counting method varies however. In particular "„lateborn "“often ignore the beginnings before the 1983er-Crash and count those here "„third generation "“of devices mentioned as "„the first generation "“. See also history of the video games.

1. Generation (, no processor hard-wires, until approx. 1977)

The first play console of the world was the 1969 Magnavox Odyssey developed by Ralph bear. Since the devices of the first generation for the connection were designed to commercial televisions, they were usually called in Germany Telespiele. To the first plays Pong belonged. The Telespiele offered only given play variants, modules were mostly intended. With these devices it did not concern yet computers in the actual sense; there were no programs, but the individual plays were produced directly through hard-wired electronic circuits.

2. Generation ("„8-bits "“, before Crash, 1977-1983)

Simple few colors, no diagram acceleration, very limited memory. Modules as storage media.

  • Interclay/tone VC4000
  • Grundig Superplay computer 4000
  • Channel F
  • Atari 2600
  • Vectrex
  • Intellivision (the first 16 bits console!)
  • Colecovision
  • Atari 5200
  • Philips G7000

In the year 1983 the video game market, the gap in play console history crashte by home computers was filled; see history of the video games.

3. Generation ("„8-bits "“, after Crash, 1985 and later)

Improved more colors, diagram acceleration, somewhat larger memory

  • NES (Nintendo Entertainment system), in Japan Family computer (Famicom).
  • Sega master system
  • PC engine
  • Atari 7800

4. Generation (at the beginning of 1990er)

Usually 16-bit-Prozessoren, extensive possibilities for larger memory modules and extensions.

  • Sega mega drive, in America Sega genesis (16 bits)
  • Super NES, in Japan super Famicom mentioned (16 bits)
  • SuperGrafx of NEC (16 bits)
  • Neo geo of SNK (16 bits)
  • CD-i von Philips (16 bits)

5. Generation (center to end of 1990er)

Simple with most transition from the module to CD as storage medium.

  • Pippin of Apple and Bandai
  • Saturn of Sega (32 bits)
  • Nintendo 64 of Nintendo (64 bits)
  • PlayStation of Sony (32 bits)
  • Panther of Atari (32 bits; however before introduction on the market from Jaguar one replaced)
  • Jaguar von Atari (64 bits; appeared in October 1993)
  • Jaguar 2 of Atari (64-Bit, 64 MHz; Introduction on the market for at the beginning of of 1996 planned, then called off)
  • CD32 von Commodore international (32 bits; at the beginning of the 1990er already appeared)
  • Virtual Boy of Nintendo (32 bits)
  • 3DO von Panasonic (32 bits)

6. Generation (at the beginning of 2000er)

Partly extended (film DVDs playable), improves 3D-Grafik, on-line entrance.

  • Dreamcast of Sega (128 bits)
  • PlayStation 2 of Sony (128 bits)
  • GameCube of Nintendo (128 bits)
  • Xbox of Microsoft (32 bits Pentium III)
  • Announced, but the Infinium never appeared phantom of the Infinium labs
  • Somewhat becomes outdated (32 bits) and cut to children up to the primary school also the V-Smile of VTech appeared exclusive parallel to this generation.

7. Generation (2006)

Microsoft and Sony continue to develop their consoles consistently with a substantial increase with arithmetic performance and diagram abilities, development of on-line functionality and extension of the integrated Multimediafunktionen. Nintendo tries with an unorthodox a hand CONTROLLER, which makes a control possible alone over movements to address additional groups of buyers.

  • Wii (work title: Revolution) by Nintendo
  • Xbox 360 by Microsoft
  • PlayStation 3 by Sony

Film Disc version

  • Nintendo Wii: DVD
  • Xbox 360: DVD and HD-DVD (external Hp-DVD-drive assembly)
  • Playstation 3: DVD and Blu ray Disc

Video expenditure

  • Nintendo Wii: SDTV - 480p
  • Xbox 360: HDTV - 1080i
  • Playstation 3: HDTV - 1080p

Literature

Related links

  • www.8bit-museum.de - the virtual computer museum contains sides on zig (of "„the Steinzeit "“(starting from 1958), over "„Arcade automats "“(70's/80's), "„home video games "“(80's), to "„computer games "“(starting from 80's)) all worth knowing one over the emergence of the video games.
  • '' Life after The video Game Crash '' - over the crisis of the play industry (English)

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