Sunday, 2 June 2013

Action Sports Games

Action Sports Games History

Source(google.com.pk)

A sports game is a video game that simulates the practice of traditional sports. Most sports have been recreated with a game, including team sports, athletics and extreme sports. Some games emphasize actually playing the sport (such as the Madden NFL series), whilst others emphasize strategy and organization (such as Championship Manager and Out of the Park Baseball). Some, such as Arch Rivals or Punch-Out!!, satirize the sport for comic effect. This genre has been popular throughout the history of video games and is competitive, just like real-world sports. A number of game series features the names and characteristics of real teams and players, and are updated annually to reflect real-world changes.
Contents  [hide] 
1 Game design
2 History
2.1 Beginnings of sports games
2.2 1980s
2.3 1990s
2.4 Extreme sports enters into the mainstream
2.5 Sports games became big business
2.6 Motion detection
2.6.1 Sega Activator: IR motion detection
2.6.2 Wii Remote: IR motion detection with acceleromatry
2.7 Sports games today
3 Types
3.1 Arcade
3.2 Management/Simulation
3.3 Multisport
4 Games and televised sports
5 See also
6 References
7 External links
Game design [edit]

This section requires expansion. (February 2009)
Sports games involve physical and tactical challenges, and test the player's precision and accuracy.[1] Most sports games attempt to model the athletic characteristics required by that sport, including speed, strength, acceleration, accuracy, and so on.[1] As with their respective sports, these games take place in a stadium or arena with clear boundaries.[1] Sports games often provide play-by-play and color commentary through the use of recorded audio.[1]
Sports games sometimes make use of different modes for different parts of the game. This is especially true in games about American football such as the Madden NFL series, where executing a pass play requires six different gameplay modes in the span of approximately 45 seconds.[1] Sometimes, other sports games offer a menu where players may select a strategy while play is temporarily suspended.[1] Soccer video games sometimes shift gameplay modes when it is time for the player to attempt a penalty kick, where a single athlete tries to kick a goal passed the other team's goal keeper with no presence from other players.[1] Some sports games also require players to shift roles between the athletes and the coach or manager. These mode switches are more intuitive than other game genres because they reflect actual sports.[1]
Older 2D sports games sometimes used an unrealistic graphical scale, where athletes appeared to be quite large in order to be visible to the player. As sports games have evolved, players have come to expect a realistic graphical scale with a high degree of verisimilitude.[1] Sports games often simplify the game physics for ease of play, and ignore factors such as a player's inertia.[1] Games typically take place with a highly accurate time-scale, although they usually allow players to play quick sessions with shorter game quarters or periods.[1]
Sports games sometimes treat button-pushes as continuous signals rather than discrete moves, in order to initiate and end a continuous action. For example, football games may distinguish between short and long passes based on how long the player holds a button. Golf games often initiate the backswing with one button-push, and the swing itself is initiated by a subsequent push.[1]
History [edit]

See also: History of video games
Beginnings of sports games [edit]
In 1958, William Higinbotham created a game called Tennis for Two, a competitive two-player tennis game played on an oscilloscope. The players would select the angle at which to put their racket, and pressed a button to return it. Although this game was incredibly simple, it demonstrated how an action game (rather than previous puzzles) could be played on a computer.[2]
Video games prior to the late 1970s were primarily played on university mainframe computers under timesharing systems that supported multiple computer terminals on school campuses. The two dominant systems in this era were Digital Equipment Corporation's PDP-10 and Control Data Corporation's PLATO. Both could only display text, and not graphics,originally printed on teleprinters and line printers, but later printed on single-color CRT screens.
Around that time, electro-mechanical sports arcade games were being produced. Examples include Taito's Crown Soccer Special (1967),[3] Sega's racing game Grand Prix (1969),[4][5] and Chicago Coin's racing game Speedway (1969).[6] In the 1970s, arcade video games began to appear, many of them centred around the sports genre, after it was popularized by the first commercially successful video game, Atari's Pong (1972).
In 1973, Taito released an early team sport video game, Davis Cup, a tennis doubles game with similar ball-and-paddle gameplay but played in doubles, with both players controlling two paddles each.[7] That year, Taito also released another early team sport video game, Soccer,[8] based on association football; it was also a ball-and-paddle game, but with a green background to simulate a playfield, allowed each player to control both a forward and a goalkeeper, and let them adjust the size of the players who were represented as paddles on screen.[9] Both Davis Cup and Soccer were designed by Tomohiro Nishikado of Space Invaders fame.[8] Early hockey video games were also released in 1973: Sega's Hockey TV,[10] and Taito's Pro Hockey, which had similar gameplay to Pong but with boundaries around the screen and only a small gap for the goal.[11]
In 1974, Taito released Basketball, an early basketball game. It was an early example of a video game that displayed sprite images, both for the players and the baskets, and an early attempt at accurately simulating a team sport. Each player controlled two team members, a forward and a guard, both represented as sprite character images. The ball could be dribbled and passed between team members before shooting, and the ball had to fall into the opposing team's basket to score a point.[12] That same year, Sega released an association football game, Goal Kick, which was played like an early vertical ball-and-paddle game.[13] The first driving video games were also released that year: Taito's Speed Race (1974)[8][14] which introduced scrolling graphics,[15] and Atari's Gran Trak 10. In 1976, the driving subgenre was extended into three dimensions, with the forward-scrolling third-person perspective of Sega's motorbike racing game Moto-Cross,[16] soon re-branded as Fonz that same year,[17] and with the first-person perspective of Atari's Night Driver.
In 1975, Universal Research Laboratories (URL) released an early four-player multiple-sports game, Video Action, which featured several different sporting minigames, including Pong-style variants of tennis, hockey, and association football, as well as an early volleyball game and a unique four-court tennis game. Video Action was also an early example of cooperative gameplay, as each sport could be played in teams of two.[18] That same year, Nintendo released EVR-Race, an early horse racing simulation game with support for up to six players.[19] In 1976, Sega released an early combat sport game, Heavyweight Champ, based on boxing and now considered the first fighting game.[20] In 1978 Atari released Atari Football, which is considered to be the first video game to accurately emulate American football;[21] it also popularized the use of the trackball, having been inspired by an earlier Taito soccer game that used a trackball.[22] Taito also released an early bowling game in 1978, Top Bowler,[23] followed by an early baseball game in 1979, Ball Park.[24]


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