Monday, November 10, 2008

Memory units

Originally console games had no additional storage memory for saving game related data. During the Nintendo Entertainment System's time on the market, battery backed cartridge games that could retain a limited number of game files were introduced. When the original Sony Playstation was released it included support for an external memory source, called a memory card. Its purpose was to store important information about the games, such as game states or scoring info. That memory card used a memory of type EEPROM. To support the growing use of these cards in normal game play and the different amounts of data to be saved, larger memory cards were created. Other consoles also adopted the use of memory cards, such as the Sega Dreamcast, whose memory card was called the Visual Memory Unit or VMU. The Dreamcast’s memory unit was unique in that it had a monochrome LCD display, a D-pad, and two buttons. A large third party memory card market also sprung up, offering cards that were often much cheaper and larger than the official released memory cards. Some unique third party cards required extra software to access the cards, or possibly increase the data capacity by compressing the contained data.

The Xbox system was sold with a new type of data storage for consoles: an internal hard drive to store information. The hard drive was 8 GB and was used as more than just a memory device. It was used in conjunction with the games to buffer some of the game data so that loading times were decreased. The hard drive also stored downloadable content from the Xbox Live service. Since the Xbox precedent, the Sony Playstation 2 had a hard drive accessory used with the Final Fantasy XI game to store character data. In the new generation of game consoles the Playstation 3 is included with one of two different sized hard drives, depending on which model of the console is purchased, the 20 GB, 40 GB, 60 GB, and 80 GB models. The Xbox 360 launched with a 20 gig hard drive. After users started to complain of lack of space due to HD content, Microsoft released a 120 GB drive bundled with their Elite model, and available for individual sale.

Accessory types

The most common accessory for video game consoles are the controllers used to play the games. The controllers have evolved since the day of Pong and the spinner. Now there are direction controls as well as many types of other inputs.

One type of directional control is the directional pad or D-Pad. The D-Pad is designed to look like an addition sign with each branch being one of the four cardinal directions; left, right, up, and down. It has been around since the original Nintendo Entertainment System, and has been in every Nintendo systems since. It is also present in all of Sony's Playstation consoles including as their portable system. Another feature in the recent console controllers are the analog sticks, used for 360ْ directional control. Often used for camera angle control, the idea is to give the player full control by allowing any direction to be used. The analog controls made their first appearance in the 1970s consoles under the name joystick; they made a reappearance in console systems with the Nintendo 64. Analog sticks have been used in every modern console since. There is no analog stick on the Wii Remote, but it is present on the Nunchuk attachment bundled with the Wii console. The most recent development in directional controls is free motion control. Using accelerometers in the Wii Remote and Nunchuk, acceleration in any direction can be detected and measured. This is still a new type of control scheme and is fully taken advantage of in the Wii as well as the PlayStation 3's SIXAXIS controller that has tilt detection.

While directional controls are one important part of controllers there are also general inputs, usually in the form of buttons either on the front or on the tope edges (shoulders) of the controller. These buttons are simply designed usually labeled either by some color, shape, or letter identification. The buttons can be used for simplistic one action ideas like jumping or performing some kind of generic mêlée attack, but they can also be used to string together combinations of maneuvers like a martial artist's attacks. In systems beginning with the Super Nintendo, buttons on the shoulders of the controller have become commonplace. In the case of the Xbox series of systems, the shoulder buttons are shaped and used more like a gun trigger.

Video game accessory

A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box (minus software): one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes (AC cords and A/V cables) as well as improving the overall experience (extra controllers for more players, or unique devices like light guns and dance pads). There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those made by the maker of the console (first-party). This is usually achieved by avoiding licensing or using cheaper materials. For the mobile systems like the Playstation Portable and Game Boy iterations, there are many accessories to make them more usable in mobile environments, such as mobile chargers, lighting to improve visibility, and cases to both protect and help organize the collection of system peripherals to. Newer accessories include many home-made things like mod chips to bypass manufacturing protection or homemade software.