8-Bit Silver Screen: The Early Years of Video Games & Their Movies

Abstract

A broad historical survey of the video game industry and the cinema that it has inspired. This project examines the allure of gaming from its initial days as a programming tool for computer engineers to the modern at home and public arcade gaming systems. How these games were subsequently adapted into movies and what the audience for these movies look like.

Introduction

Video games have become a mainstay of contemporary media and an industry worth hundreds of billions of dollars. The allure of simulated realities has changed greatly over the years. Initially the province of engineers, computer scientists and programmers, the advent of home gaming consoles and personal computers brought these games to the public.

A blend of original style, challenging game mechanics, and quality gameplay would be the aspects that would make these games a success. Until the advent of the smartphone and the casual gaming, it would bring to the larger public, video games were for a long time strictly a part of youth culture. The appeal of games, therefore, depended on unique game design, interactivity, and the sense of escape and yet agency that these games enabled for their young users.

Furthermore, improvements in gaming hardware would also come drive the success or failure gaming systems from generation to generation of gamin consoles. The companies who would meet the demands of modern gaming through careful development of quality hardware and games would stand the test of time. While others who scrambled to produce new hardware ahead of their competition would find themselves with sub-bar systems, cumbersome add-ons, and a steady dwindling in their user base. The allure of gaming reflects the desires of gamers of the time. While the basic demands of gamers such as quality gameplay mechanics, fair challenges, and user engagement remain a constant. As gaming technology evolves so too does the expectation of what these qualities in a system or in a game should look and sound like. The challenge to gaming companies has always been to consistently improve the quality of their systems thereby creating an environment for spectacular experiences in their video games.

 

 

1940s & 50s

Early Days

^
1947

Goldsmith and Mann submitted a patent for the Cathode-Ray Tube Amusement Device: The first electronic gaming device.

Thomas T. Goldsmith Jr. spent the better part of his life working with electronics. In high school and during college at Furman University he was obsessed with crystal radio technology. He attended Cornell University in 1931 for a Ph.D. in physics, where he spent his time researching the cathode-ray tube. Goldsmith was later hired to Allen B. DuMont’s small New Jersey laboratory as the lab’s head of research, where he developed early color television in the late 1930s. During World War II DuMont’s laboratory would aid in manufacturing military technology like radar and missile launching systems. After the war Dumont attempted to transfer its previously developed military technology into consumer products. One such application was the Goldsmith’s cathode-ray tube amusement device. Utilizing radar applications, electromagnetic beams, and a closed-circuit television, the player would use a controller to guide a beam of light on the screen to hit various targets such as pictures of airplanes manually placed on the tube. Goldsmith would patent the device in 1947; however, the game itself would remain largely forgotten in the decades to follow.

^
1950

Josef Kates Releases “Bertie the Brain.”

Josef Kates fled Austria during the Third Reich in 1938. He was sent to Canada by way of England. While interned at a refugee camp, he studied for a high school equivalency and was ranked the highest scorer in all of Quebec. When he was released, he moved to Toronto and joined the University of Toronto’s Mathematics and Physics program. There Kates led, with electrical engineer Alfred Ratz, a team building the University of Toronto Electronic Computer (UTEC). Kates designed the computer’s memory and control systems which at the time required nearly a dozen radio vacuum tubes for binary addition, making the UTEC far too large, cumbersome, and expensive to be practical. To address this issue, Kates would invent a new tube that would fit inside a conventional electronic vacuum tube to handle the binary addition, which Kates named the Additron Tube. This device would be able to replace the network of ten interconnected radio tubes to do the same calculations, helping to make computers smaller and less expensive. For the 1950 Canadian National Exhibition, the UTEC team would create Bertie the Brain to demonstrate the possibilities of the Additron tube. The game of tic-tac-toe was chosen as it was an excellent display of Bertie’s electrical agility. With long lines from the first day of the Expo, Kates had designed the game with varying levels of difficulty. When set at full difficulty Bertie was unbeatable, though Kates would often lower it for most attendees, particularly children. Shortly after its run at CNE, Bertie the Brain would be dismantled and forgotten. In the following decade solid-state devices would render the Additron tube obsolete.

^
1952

Sandy Douglas releases “OXO.”

Created by University of Cambridge student Alexander Sandy Douglass in 1952, OXO was used as an example to prove his theories on human-computer interactions for his Ph.D. thesis. Th game was programmed on the first stored-program computer, the Electronic Delay Storage Automatic Calculator (EDSAC). The game itself was an electronic rendering of Tic-Tac-Toe that pitted the player against a computer. The player played as “X” with the EDSAC playing “O.” The player would select which square to occupy by dialing the corresponding  number into the EDSAC’s telephone dial.  Despite OXO being one of the first video games, like its predecessors, it too was overlooked at the time. The EDSAC computer at the University of Cambridge was the only unit in existence and was not made accessible to the public.

 

1960s

The Birth of the Console

^
1962

MIT students Steve Russell and friends develop and release “Spacewar!” on the PDP-1 minicomputer.

  • The first computer game widely circulated.
  • Two user multiplayer game.
  • Improved upon by both original MIT developers and use of the open source software by other universities.
  • Would inspire arcade games like Computer Space and Atari’s Asteroids in the years to come.

In the spring of 1962, Spacewar! was completed, created by a team of eight MIT students: Martin Graetz, Steve Russell, Robert Saunders, Steven Piner, Wayne Wiitanen, Dan Edwards, Peter Samson, and Alan Kotok. Developed on the Digital Equipment Corporation’s PDP-1 computer, Spacewar! was created to get people who might otherwise avoid the machine to engage with the large, imposing computer . The game pits two players controlling two torpedo armed spaceships in orbit around a central deadly star; the background was a black void with randomly generated stars. In the first iteration of the game the physical forces were limited to the ships’ thrusters and avoiding the obstacle was little trouble. In subsequent updates Peter Samson would replace the randomly generated stars with a backdrop taken from the night sky. The star map would update based on the amount of time the game was played. Dan Edwards’ update would free up memory to enable additional calculations allowing the central star to have a gravitational pull and giving the player limited fuel. This created a more tense and challenging game experience. The development also introduced a hyperspace function that would allow novice players the option to quickly get away from their opponent by being randomly moved to a different part of the map while running the risk of respawning on top of an obstacle. When the game was finished, the MIT team demoed the game for the Digital Equipment Corporation, who were so impressed with the software that DEC would preload all subsequent PDP-1 units with the game. Soon the game would be played in university computer labs across the country. With modified versions of the game including invisible ships (called Minnesota Spacewar!), a version with a view from the cockpit, and even an early VR version played at Harvard. The features of this game characterize the best examples of what makes a great game popular. Unique and challenging gameplay paired with an original style that utilizes everything the hardware system has to offer.

^
1967

Ralph Baer creates TV Game Unit #1 for Sanders Associates, Inc., a prototype device that interfaces with television monitors to control images on screen.

 While working at Sanders Associates Inc. in 1961, engineer Ralph Baer began working on interactive games as way to develop new television technologies. By 1967 Baer had created his first of several prototype gaming units called TV Game Unit #1 (TVG#1). When used in conjunction with an alignment generator the TVG#1 would produce a dot on the screen that could be controlled by the user. This initial prototype would be the basis for Baer’s development of more sophisticated interfaces and future intellectual property lawsuits.

^
1967

Baer further developed  the TVGU1 into a multiplayer gaming system prototype called “Brown Box.”

 

Later in 1967 Ralph Baer would produce the TV Game Unit #7, a prototype for the first multiplayer, multiprogram gaming system. Better known by its nickname “The Brown Box” the system had a variety of games that included ping-pong, checkers, a target game complete with light gun, four sports games, ang golf putting. Sanders Associates would license the “Brown Box” to Magnavox, releasing it as the Magnavox Odyssey in 1972.

1970s

Video Games

take off

^
1971

Nutting Associates released “Computer Space” as a coin operated arcade game.

Based on the Spacewar! game previously developed at MIT, youthful entrepreneur Nolan Bushnell would give Nutting Associates the idea for Computer Space, which Nutting would release for arcades in 1971. Due, however, to the game’s overly complex gameplay mechanics, it was not a hit.

^
1972

Magnavox licenses the “Brown Box” and releases it as the Magnavox Odyssey.

  • The first commercially produced video game console.
  • A multiplayer device.
  • Shipped with a plentiful library of games.
  • Poor graphics quality.
  • Abysmal marketing and sales strategies.
  • Retailed at $100 in 1972 ($613.37 in 2020 dollars).
  • 350,000 units sold worldwide.
  • Discontinued in 1975.

The very first commercially released gaming system, the Magnavox Odyssey suffered from poor marketing by Magnavox’s salespeople. Many consumers assumed the device would not work on non-Magnavox TV sets and in hopes of selling more TVs, the company’s sales reps did not correct this mistake. As a result, the Odyssey under performed upon its initial release. The Magnavox Odyssey also had very primitive graphics capable of producing only squares. The Odyssey came with plastic graphic overlays that would be placed over the TV set to play certain games. Also the unit did not keep score users would have to keep track themselves.

^
1972/1975

Atari, Inc. is founded and releases Pong as a coin-operated game.  Later released as a home version in 1975.

  • Hugely successful arcade and console sales.
  • Arcade games typically collected $10 per day Pong collected $40 in the 1970s.
  • Atari would eventually sell 35,000 arcade units at $900 each.
  • The home console version of Pong was a massive success during its limited release with Sears in 1975. Atari would sell 150,000 units during that holiday season alone.

Undeterred by the failure of Computer Space, Nolan Bushnell would set out to create an arcade version of the Magnavox Odyssey’s table tennis game, which he had witnessed at a demonstration in May 1972. With his business partner Ted Dabney, the two founded Atari in June 1972, releasing their version Pong that same year. Following the huge success of the game on the arcade platform, Atari partnered with Sears, Roebuck’s & Company in 1975. This prompted Magnavox to sue for patent infringement, with Atari settling with Magnavox to avoid a costly and likely futile court case.

^
1977

Atari Releases the Video Computer System, better known as the Atari 2600.

  • First console to use interchangeable cartridges giving gamers the ability to build their own game libraries.
  • A truly engaging gaming unit for its time the quality of graphics and multiplayer games made the console a hit among young gamers.
  • Sales reached 1 million in 1979 and 10 million by 1982 following the release of Space Invaders.
  • 64 million Atari 2600 console units sold in total.

During the latter part of the 1970s several companies had gotten into the games console market. Around the same time that Atari was releasing its Atari 2600, Mattel had its Intellivision and Coleco its ColecoVision. This generation of consoles would utilize game cartridges sold separately from the console unit rather than the preloaded consoles for yesteryear. This would allow gamers to collect their own game libraries. However, with more and more retail systems and cartridges, an oversaturation of consoles and games would eventually lead to the industry crashing in the mid-1980s.

Video Games

Before and after the crash

^
1983/1984

Video game console and cartridge sales plummet.

The advent of the personal computer,  with the releases of the Apple II, the Radio Shack TRS-80, and the Commodore 64, made computing more accessible. The newly discovered functionality of personal computing for gaming meant that demand for specialized gaming consoles began to dwindle. This technological shift was paired with an overdevelopment of subpar cartridge games such as the video game adaptation of E.T. The Extra Terrestrial (widely considered to be one of, if not the, worst game ever released commercially) led to a massive drop in video game sales between 1983 and 1984.

^
1981

Nintendo releases the arcade game Donkey Kong, introducing the world to Mario.

  • Introduced the world to the now iconic Nintendo characters Donkey Kong and Mario, who would become Nintendo’s mascot.
  • A massively successful arcade game with 132,000 cabinets sold and $280,000,000 in revenue by 1982.

Released in 1981 Donkey Kong was developed in about five months by first-time game director Shigeru Miyamoto. Donkey Kong introduced the world to Mario, who has since become the mascot for Nintendo’s video game business. During the game’s production Miyamoto would spend nearly all his time on Nintendo’s company property. The game was produced to replace the failed arcade game Radarscope, which had left Nintendo of America with hundreds of unsold cabinets laying fallow in company warehouses. Miyamoto thought up much of the game’s design in the Nintendo company bathtub. The game pitted the character Mario against the title character Donkey Kong, who has kidnapped the Princess Peach and locked her in a cage. The player must ascend a series of platforms, jumping over a constant series of barrels being thrown by the gorilla Donkey Kong, until the player can get Mario to the top platform and reunite with the princess. At this point, Kong would take the Princess away to the next level, and Mario would then fight his way to the top again and again. Donkey Kong wound up becoming a massive hit for Nintendo, selling an estimated 132,000 cabinets in total. Popularizing the platformer style of video game which would become a fixture of the video game landscape of the 1980s and 90s. Donkey Kong would go on to spawn some 29 sequel games and the spin-off franchise Mario Bros.

^
1985

Nintendo releases its Nintendo Entertainment System (NES).

  • Famicom/NES had significantly improved graphics and sound quality for a console of its time.
  • Strict quality control on third-party developers would lead to excellent game sales.
  • 91 million console units sold.
  • 01 million games software sold.

In July of 1983 Nintendo released its Famicom system in Japan, with plans to release it in the U.S. via a distribution agreement from Atari. However, Atari withdrew from negotiations at the last minute following the 1983 Consumer Electronics Show (CES), where Atari executives had seen a port of Nintendo’s Donkey Kong game on the Coleco Adam computer. When Atari returned to the bargaining table, the video game crash of 1983 had decimated the American market. Two years later Nintendo would showcase its own system to the American market at the 1985 CES: the Nintendo Advanced Video System (AVS). An impressive piece of hardware for its time, the AVS came with controllers, a light gun, and cassette drive, all interfaced wirelessly through an infrared system. Unfortunately, the American video game market was still recovering and an expensive system such as this garnered a tepid reception at its public showing at CES.

Nintendo would, however, continue to develop the system into the Nintendo Entertainment System, which struck a balance between hardware performance and a relatively inexpensive cost of components. To avoid the issue of third-party developers flooding the market with NES games, which had doomed many console companies in the years leading up to the crash in 1983. Nintendo required third party developers to be licensed to produce games for the Nintendo system. These licensing terms would prohibit developers from releasing games for other systems and allowed them to release only two games per year. To ensure that games released for the NES system would be released under these conditions the NES was built with the proprietary lockout hardware 10NES. A chip on the cartridge circuit board would interface with a chip on the console’s motherboard and allow the game to run. Tengen, a subsidiary of Atari, would attempt to circumvent this by using Nintendo’s copyright documentation to reverse engineer the 10NES and create its own compatible chip, the “Rabbit.” Nintendo would then sue Tengen for patent infringement, with the judge ruling in favor of Nintendo. Nintendo chose to quietly launch the product in the New York market in October of 1985. While the system launched with 17 games upon its initial release, the system only sold roughly 50,000 units that holiday season–half of what Nintendo manufactured. Nonetheless Nintendo would continue to pursue the American market, opening offices in Los Angeles, Chicago, and San Francisco in 1986. By the end of that year the NES had gone national, bundled with the American version of Super Mario Bros.  Nintendo had successfully brought back video games to the US and remained the industry leader, eventually selling 61.9 million NES units. Nintendo would dominate the video game market for the rest of the decade, largely unchallenged until Sega’s US release of the Genesis three years later.

Play Super Mario Bros.

^
1989

Nintendo release the Gameboy, its first handheld gaming system.

  • Introduced mobile gaming to the market in 1989 eighteen years before the first iPhone and the smartphones that followed made mobile gaming an everyday activity.
  • The Gameboy system and its successor the Gameboy Color shipped with the incessantly addictive Tetris the console’s bestselling game of all time with over 35 million copies sold.
  • The Gameboy would also be the first to bring Pokémon to the gaming market with Pokémon Red, Green and Blue. Selling a whopping 31.3 million copies in total.
  • The Gameboy system is Nintendo’s second top selling console and the third best selling console to date with 118.69 million units sold throughout its production. Behind the PlayStation 2 and Nintendo DS.

In July of 1989 Nintendo released the Game Boy, an 8-bit handheld system with interchangeable cartridges, the screen only supported four shades of gray. At release, the Game Boy was bundled with a port of the Russian-developed Tetris (originally released in 1984). A moving puzzle game, Tetris challenges the player to erect walls from a set of geometric shapes built around cubes. At the time, the U.S. would also see the release of Super Mario Land for the Game Boy, yet Tetris was significantly more successful, selling 35 million copies. It was the best-selling game for the Game Boy system.

^
1989

Sega releases the Sega Genesis in the US.

  • Sega Genesis/Mega Drive introduces 16-bit processing to home gaming consoles.
  • Becomes the first challenger to Nintendo sparking the first of many console wars in the early 1990s.
  • Sega targeted a more mature gaming audience by targeting teenagers and young adults in its marketing as well as game releases. Nintendo’s would prevent Mortal Kombat’s release from showing blood in its SNES release. While Sega Genesis allowed users to unlock the digital gore.
  • By 1992 Sega had matched Nintendo in US Sales. Going from $800 million in 1989 to $3.6 billion in 1993.
  • The introduction of Sonic the Hedgehog in 1991 led to a boom in sales and gave Sega a mascot and gaming competitor to Nintendo’s Mario franchise.
  • The Sega CD add on would hurt the company’s future by requiring consumers to own a Sega Genesis to use the new system.

When Sega released its Mega Drive system in Japan in 1988, Nintendo dominated the video game console market with 95% of the market share at the time. Despite being the world’s first 16-bit gaming system at its launch, the Sega Mega Drive was not widely successful in Japan at the time. Still, Sega’s American co-founder David Rosen was determined to make the product a hit in the US. The console was technically superior to the Nintendo Entertainment system: with its 16-bit processor, the Mega Drive had superior color, sound, and processing power to support accurate arcade ports. To get American gamers on board, Rosen renamed the console the Sega Genesis, which he thought would appeal to gamers, but which also reflected the rebirth of the Sega Brand. Rosen brought Michael Katz on as CEO, an aggressive executive who had years of experience with major companies such as Proctor & Gamble, as well as a brief tenure at early console company Coleco. Katz would conduct a brash advertising campaign with the slogan “Genesis does what Nintendon’t.” Sega then went after celebrity endorsements, outbidding Nintendo by a couple of hundred thousand dollars to license Joe Montana Football. The advertising blitz paid off, and the Sega Genesis would become the best-selling console in the United States despite launching with only five video game titles. A year later the Sega library would expand to some thirty titles and a dozen or so third-party games. The Genesis would go on to sell 38.7 million consoles worldwide, proving to be a legitimate contender to Nintendo. Sega had kicked off the first of many console wars. Just two years later Nintendo would join the 16-bit revolution with the Super Nintendo Entertainment System. By the mid-90s Sega had wasted its goodwill with consumers by releasing poor performing add-on peripherals to boost the capabilities of the aging Genesis. These missteps, along with the failures of the Sega Saturn being released a year ahead of Sony’s PlayStation in 1994 and the Sega Dreamcast release a year before the PlayStation 2 in 1999, would see the ambitious gaming company leave the console market entirely.

1990’s

Holly

wood Comes to play

^
1991

Super Nintendo

  • Shipped with Super Mario World which helped the Nintendo reach 49.1 million Super NES consoles sold.
  • Nintendo’s mid-90s releases for the games would come to soar over that of Sega. With Donkey Kong Country selling some 6 million cartridges, Street Fighter II for another 6 million, and Star Fox with 4 million.

Nintendo’s second home console system is released in the US, the Super Nintendo Entertainment System (SNES). While still quite the successful, the SNES never reached the level of popularity of the original NES system, selling 49.1 million SNES consoles worldwide.

^
1992/1993

Mortal Kombat & Mortal Kombat 2

 In 1992 Midway releases Mortal Kombat as an arcade game. It was later ported to Nintendo Super NES and Sega Genesis in September of 1993, just a few months after the release of its sequel Mortal Kombat 2. A highly controversial video game series, the first iteration of Mortal Kombat went directly after the audience of Capcom’s Street Fighter series. Its use of real actors performing moves using a process that digitized video footage for the game distinguished it from the cartoon-like animations of the widely popular Street Fighter series. Its use of blood and gore infatuated young gamers at the time, while horrifying parents and politicians alike, with Connecticut Senator Joe Lieberman testifying before Congress in a hearing on video game violence and minors. Nintendo would wind up entirely censoring the game’s violence in its port of the game, while Sega censored the game but included a cheat code allowing for the more grisly scenes to be unlocked. The game’s sequel Mortal Kombat 2 and its subsequent legislative controversies would lead the video gaming industry to create its own ratings board with the Entertainment Software Ratings Board (ESRB).

Try Mortal Kombat (1993)

^
1993

Super Mario Bros. movie is released.

The Super Mario Bros. movie adaptation was the first live-action cinematic adaptation of a video game ever. With a star-studded cast including Bob Hoskins (famous in part for his role in Who Framed Roger Rabbit), John Leguizamo and Dennis Hopper, the film was produced under the Disney subsidiary Hollywood Pictures. However, despite its major $40 million budget, the film’s dark, dystopian take on the source materials’ colorful fantasy world failed to connect with audiences. The film would only garner a box office take of roughly $20 million, resulting in directors Rocky Morton and Annabel Jankel (previously of Max Headroom fame) becoming outcasts of mainstream Hollywood cinema. Nintendo for its part would not greenlight another of its properties for a live-action film adaptation for over 20 years, until the appearance of Detective Pikachu in 2019.

 

^
1995

Sony PlayStation.

  • Popularized the use of CD-ROM for gaming consoles. Which would become standard to future generations of consoles.
  • Effectively implemented 3D graphics in video games.
  • 4th highest selling gaming console of all time.
  • Dominated the of third-party developed games launching now historic franchises.

Back in 1988 Nintendo partnered with Sony to develop a CD-ROM-based add-on to Nintendo’s upcoming Super NES console, the PlayStation. However, after a contract dispute, Nintendo pulled out of the deal and partnered with Phillips Electronics instead. Sony would continue to develop the PlayStation into its own standalone console system. The Nintendo-Phillips deal would also fall apart, and Nintendo would seek to curtail the PlayStation’s development when they caught wind that Sony was using the technology developed under their previous deal. Nintendo sued Sony, with the case being decided in favor of Sony.

 

  • The PlayStation was a 32-bit system that utilized CD-ROMs to package its games, which were far superior to cartridges in their ability to render 3D graphics and audio. CD-ROMs also made it far cheaper to produce games at a high volume. However, because PlayStation was late to the console market, they had not formed an in-house development studio for games. Nonetheless, Sony’s choice of CD-ROM based games made third-party development highly accessible to interested companies, with whom Sony partnered early on. So, with a relatively small library of now mostly forgotten games, the PlayStation had its US launch in 1995.  The 3D console would quickly become home to some of the most successful and influential games of the 1990s, with titles like Resident Evil in 1996, Final Fantasy VII in 1997 and Metal Gear Solid in 1998–all games that would spawn franchises that are still producing titles to this day.

 

^
1995

Mortal Kombat movie released.

While the film Mortal Kombat received mixed reviews amongst critics, it was a box office success. On a budget of roughly $20 million, it garnered $122 million in box office worldwide. Unlike the Super Mario Bros. adaptation, Mortal Kombat stayed largely true to the lore set forth by its video game source material. While not the most sophisticated film, it adheres to a straightforward hero’s journey where the game’s main characters Liu Kang, Johnny Cage and Sonia Blade are mentored by the thunder god Raiden in their battle against the evil sorcerer Sang Tsung. Each character has their own motivations for pursuing the Mortal Kombat tournament and must overcome their own struggles, making for largely satisfying character arcs.

^
1996

Nintendo 64

  • Introduced 3D graphics to Nintendo’s line of consoles.
  • First system to use an analog control stick.
  • Pioneered first person shooters in console gaming with 1997’s
  • Not nearly as successful as Nintendo’s three previous consoles with only 32.93 consoles sold.

The Nintendo 64 console system was a significant milestone in gaming technology. It was the first console to incorporate an analog control stick. With its 1997 title Golden Eye, Nintendo made first-person shooters a mainstay of consoles. Star Fox 64, which was bundled with the Nintendo Rumble Pack, introduced controller shake, which has become standard on all future consoles. The N64 also supported four controllers, where previously gaming consoles were limited to two players. Unfortunately for Nintendo the N64 was not the major hit of fifth-generation gaming consoles, with only about 33 million units sold. This was in large part due to Nintendo’s longstanding policy of restrictive licensing agreements with third-party developers. In the early years of the NES this protected Nintendo’s business model by ensuring game quality and standards. However, by the mid-90s, Nintendo was no longer the dominant gaming company and third-party developers had more options in the way of consoles to release their games. Without the hot third-party titles that Sony was quickly releasing, Nintendo lost its hold on the console gaming market.

Despite the early failure of the Super Mario Bros. movie, Hollywood studios would continue to produce more and more video game adaptations. The early success of Mortal Kombat provided the industry with a formula for success. First is choosing a widely successful gaming property secondly acknowledging the video game source material and building upon its lore and third working within a straightforward screenplay structure. The movies that stuck with these elements would be the ones to manage to bring in the target audience of young gamers dragging along their begrudging parents. Over the last few years indie gaming companies have returned to the aesthetics of the 8-bit and 16- bit generation of graphics. Calling back to the gaming systems of the 1980s and 90s. With the average age of 35 for gamers today there is a good deal to be gained from this nostalgic approach to game development. However, gamers still demand quality gameplay and challenge even in these retro styled games in the modern age. In the ongoing battle for market dominance, gaming console companies continued to leverage breakthroughs in graphics technology and console prices to ensure success.

 

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Madison Wise is a graduate student in the SF State School of Cinema’s Master of Fine Arts program. Growing up in Los Angeles, California he has directed four narrative short films, co-directed an international documentary short film as well as crewing half a dozen music videos and documentary programs.