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The game was afterwards re-created under the name of 'SAME GAME' in 1992 for UNIX platforms by Eiji Fukumoto (Kyoto), followed by the one for NEC PC-9801 series by Wataru Yoshioka (W. In 1993 it was ported to Windows 3.1 by Ikuo Hirohata. For instance, Insane Game for Texas Instruments calculators uses; Ikuo Hirohata's implementation uses the formula. The Bubble Breaker implementation for Windows Mobile uses the formula. The 2001 version released by Jeff Reno uses the formula.
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Pc game formats for widows 7. Three same color ball game free downloads;Same Game 1. The Windows version of Same.
Game was created Ikuo Hirohata, who is also the author of Nankin. It was first released in August 1993 and translated to.
Contents. History SameGame was originally created as Chain Shot! In 1985 by Kuniaki Moribe. It was distributed for 's and platforms in a Japanese monthly magazine called.
In 1992, the game was ported as SameGame to platforms by Eiji Fukumoto, and to the NEC series by Wataru Yoshioka. In 1993, it was ported to by Ikuo Hirohata. This version was translated into English by Hitoshi Ozawa, and is still available from his software archive.
In 1994, Takahiro Sumiya ported it to. This version has some gameplay differences—three, instead of five, colors—and is probably the most widely distributed of the original series. It was the basis for the Same Gnome and KSame variations created for. In 2001, Biedl et al. Proved that deciding the solvability (whether all blocks can be removed) of 1-column (or 1-row) 2-colour Clickomania can be done in. Deciding the solvability of 2-column, 5-colour Clickomania is. Deciding the solvability of 5-column 3-colour Clickomania is also NP-Complete.
Gameplay Game mechanics SameGame is played on a rectangular field, typically initially filled with four or five kinds of blocks placed at random. By selecting a group of adjoining blocks of the same color, a player may remove them from the screen. Blocks that are no longer supported will fall down, and a column without any blocks will be trimmed away by other columns always sliding to one side (often the left). The goal of the game is to remove as many blocks from the playing field as possible.
In most versions, there are no time constraints during the game. However, some implementations gradually push the rows upward or drop blocks from above.
Sometimes the player can control the number and timing of blocks that drop from above in certain ways. For example, on some implementations for the, this can be done by shaking the device. The game ends if a timer runs out or if no more blocks can be removed.
Some versions, including some versions for, include both portrait and landscape. Gallery.
SameGame for Mac, by Takahiro Sumiya Variations In one variation, the game starts with no blocks on the field. Blocks fall down to the playing field, and must be removed before they reach the top. If they reach the top and overflow, the game is over. In some variations, such as Bubble Bang, circles or balls are used instead of blocks—which alters the gameplay, as the balls form different shapes than square blocks. In three-dimensional variants, the playing field is a cube (containing smaller cubes) instead of a rectangle, and the player has the ability to rotate the cube.
'Cubes' for iPhone OS uses this approach. Some versions allow the player to rotate the playing field 90 degrees clockwise or counter-clockwise, which causes one of two things to happen:. The left and right sides become the bottom and the top, and the blocks fall to the new bottom. The orientation switches between portrait and landscape.
NeoSameGame for iPhone OS uses this approach. The blocks fall to the left or right side, but the player must rotate the field back to portrait orientation (which is fixed). Bubblets Tilt for iPhone OS uses this approach.
In some variations, blocks can be removed when connected to blocks of the same color diagonally, not just horizontally and vertically. Some versions introduce new types of blocks. The different types of blocks interact in various ways with the play field; for example, one type might remove all the blocks in a row. An example of this is the 'Revenge mode' in PocketPop Revenge ( ) for iPhone OS. Rules variations.
The game ends when the playing field is cleared, or if the remaining blocks cannot be removed. At the end of play, the player receives a score. When the playing field is cleared, instead of ending the game, a new level appears—usually harder, with more block types or lower time limits, or both. The condition for winning may vary between levels. Instead of clearing the whole level, for example, a certain score or a certain number of removed blocks must be reached. When the needed score is reached, in most versions the player is allowed to clear the rest of the level.
![Same game for windows by ikuo hirohata Same game for windows by ikuo hirohata](http://home.halden.net/vkp/vkp/nankin_small.gif)
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If the player cannot reach the needed score—or if the timer runs out—the game ends, and the player receives a final score. In an 'endless' variant, the game starts with an empty field. The blocks or balls start falling down; but if they reach the top, new blocks stop falling, so they do not overflow—thus, the game never ends. The player can end the game at any time by waiting for blocks to reach the top, then performing a special action (for example, right-click instead of left-click).
Some versions have. If a player reaches a losing condition one time, the game does not end; instead, a life is lost. If all lives are lost, the game ends. In the 'continuous' variant, whenever a vertical set of blocks has been cleared and the remaining blocks have shifted to one side, a new, randomly selected column of blocks will pop up on the other side, thereby allowing a game to be played for an extended amount of time. In the 'shift' variant, when a set of blocks has been cleared, all remaining blocks to the top and left will shift down and to the right. The 'megashift' variant is a combination of the rules of the 'continuous' and 'shift' variations.
Scoring. – A personal computer is a multi-purpose electronic computer whose size, capabilities, and price make it feasible for individual use. PCs are intended to be operated directly by a end-user, rather than by an expert or technician. In the 2010s, PCs are typically connected to the Internet, allowing access to the World Wide Web, personal computers may be connected to a local area network, either by a cable or a wireless connection. In the 2010s, a PC may be, a multi-component desktop computer, designed for use in a location a laptop computer, designed for easy portability or a tablet computer.
In the 2010s, PCs run using a system, such as Microsoft Windows, Linux. The very earliest microcomputers, equipped with a front panel, required hand-loading of a program to load programs from external storage. Before long, automatic booting from permanent read-only memory became universal, in the 2010s, users have access to a wide range of commercial software, free software and free and open-source software, which are provided in ready-to-run or ready-to-compile form. Since the early 1990s, Microsoft operating systems and Intel hardware have dominated much of the computer market, first with MS-DOS.
Alternatives to Microsofts Windows operating systems occupy a minority share of the industry and these include Apples OS X and free open-source Unix-like operating systems such as Linux and Berkeley Software Distribution. Advanced Micro Devices provides the alternative to Intels processors. PC is an initialism for personal computer, some PCs, including the OLPC XOs, are equipped with x86 or x64 processors but not designed to run Microsoft Windows. PC is used in contrast with Mac, an Apple Macintosh computer and this sense of the word is used in the Get a Mac advertisement campaign that ran between 2006 and 2009, as well as its rival, Im a PC campaign, that appeared in 2008. Since Apples transition to Intel processors starting 2005, all Macintosh computers are now PCs, the “brain” may one day come down to our level and help with our income-tax and book-keeping calculations.
But this is speculation and there is no sign of it so far, in the history of computing there were many examples of computers designed to be used by one person, as opposed to terminals connected to mainframe computers. Using the narrow definition of operated by one person, the first personal computer was the ENIAC which became operational in 1946 and it did not meet further definitions of affordable or easy to use. An example of an early single-user computer was the LGP-30, created in 1956 by Stan Frankel and used for science and it came with a retail price of $47, 000—equivalent to about $414,000 today. Introduced at the 1965 New York Worlds Fair, the Programma 101 was a programmable calculator described in advertisements as a desktop computer. It was manufactured by the Italian company Olivetti and invented by the Italian engineer Pier Giorgio Perotto, the Soviet MIR series of computers was developed from 1965 to 1969 in a group headed by Victor Glushkov 2.
– Among these is Apples macOS, which is the Unix version with the largest installed base as of 2014. Many Unix-like operating systems have arisen over the years, of which Linux is the most popular, Unix was originally meant to be a convenient platform for programmers developing software to be run on it and on other systems, rather than for non-programmer users. The system grew larger as the system started spreading in academic circles, as users added their own tools to the system. Unix was designed to be portable, multi-tasking and multi-user in a time-sharing configuration and these concepts are collectively known as the Unix philosophy. By the early 1980s users began seeing Unix as a universal operating system.
Under Unix, the system consists of many utilities along with the master control program. To mediate such access, the kernel has special rights, reflected in the division between user space and kernel space, the microkernel concept was introduced in an effort to reverse the trend towards larger kernels and return to a system in which most tasks were completed by smaller utilities. In an era when a standard computer consisted of a disk for storage and a data terminal for input and output. However, modern systems include networking and other new devices, as graphical user interfaces developed, the file model proved inadequate to the task of handling asynchronous events such as those generated by a mouse.
In the 1980s, non-blocking I/O and the set of inter-process communication mechanisms were augmented with Unix domain sockets, shared memory, message queues, and semaphores. In microkernel implementations, functions such as network protocols could be moved out of the kernel, Multics introduced many innovations, but had many problems. Frustrated by the size and complexity of Multics but not by the aims and their last researchers to leave Multics, Ken Thompson, Dennis Ritchie, M. McIlroy, and J. Ossanna, decided to redo the work on a much smaller scale.
The name Unics, a pun on Multics, was suggested for the project in 1970. Salus credits Peter Neumann with the pun, while Brian Kernighan claims the coining for himself, in 1972, Unix was rewritten in the C programming language. Bell Labs produced several versions of Unix that are referred to as Research Unix. In 1975, the first source license for UNIX was sold to faculty at the University of Illinois Department of Computer Science, UIUC graduate student Greg Chesson was instrumental in negotiating the terms of this license. During the late 1970s and early 1980s, the influence of Unix in academic circles led to adoption of Unix by commercial startups, including Sequent, HP-UX, Solaris, AIX. In the late 1980s, AT&T Unix System Laboratories and Sun Microsystems developed System V Release 4, in the 1990s, Unix-like systems grew in popularity as Linux and BSD distributions were developed through collaboration by a worldwide network of programmers 3. – Linux is a Unix-like computer operating system assembled under the model of free and open-source software development and distribution.
The defining component of Linux is the Linux kernel, an operating system kernel first released on September 17,1991 by Linus Torvalds, the Free Software Foundation uses the name GNU/Linux to describe the operating system, which has led to some controversy. Linux was originally developed for computers based on the Intel x86 architecture. Because of the dominance of Android on smartphones, Linux has the largest installed base of all operating systems. Linux is also the operating system on servers and other big iron systems such as mainframe computers. It is used by around 2.
3% of desktop computers, the Chromebook, which runs on Chrome OS, dominates the US K–12 education market and represents nearly 20% of the sub-$300 notebook sales in the US. Linux also runs on embedded systems – devices whose operating system is built into the firmware and is highly tailored to the system. This includes TiVo and similar DVR devices, network routers, facility automation controls, televisions, many smartphones and tablet computers run Android and other Linux derivatives. The development of Linux is one of the most prominent examples of free, the underlying source code may be used, modified and distributed—commercially or non-commercially—by anyone under the terms of its respective licenses, such as the GNU General Public License. Typically, Linux is packaged in a known as a Linux distribution for both desktop and server use. Distributions intended to run on servers may omit all graphical environments from the standard install, because Linux is freely redistributable, anyone may create a distribution for any intended use. The Unix operating system was conceived and implemented in 1969 at AT&Ts Bell Laboratories in the United States by Ken Thompson, Dennis Ritchie, Douglas McIlroy, first released in 1971, Unix was written entirely in assembly language, as was common practice at the time.
Later, in a key pioneering approach in 1973, it was rewritten in the C programming language by Dennis Ritchie, the availability of a high-level language implementation of Unix made its porting to different computer platforms easier. Due to an earlier antitrust case forbidding it from entering the computer business, as a result, Unix grew quickly and became widely adopted by academic institutions and businesses. In 1984, AT&T divested itself of Bell Labs, freed of the legal obligation requiring free licensing, the GNU Project, started in 1983 by Richard Stallman, has the goal of creating a complete Unix-compatible software system composed entirely of free software. Later, in 1985, Stallman started the Free Software Foundation, by the early 1990s, many of the programs required in an operating system were completed, although low-level elements such as device drivers, daemons, and the kernel were stalled and incomplete. Linus Torvalds has stated that if the GNU kernel had been available at the time, although not released until 1992 due to legal complications, development of 386BSD, from which NetBSD, OpenBSD and FreeBSD descended, predated that of Linux. Torvalds has also stated that if 386BSD had been available at the time, although the complete source code of MINIX was freely available, the licensing terms prevented it from being free software until the licensing changed in April 2000 4.
– Page orientation is the way in which a rectangular page is oriented for normal viewing. The two most common types of orientation are portrait and landscape, landscape originally described artistic outdoor scenes where a wide view area is needed, but the upper part of the painting would be mostly sky and so is omitted.
Page orientation is used to describe the dimensions of a video display. The most common video display orientation is landscape mode, especially the 4,3 ratio, which is 4 units wide and 3 units tall, and the more recent 16,9 widescreen landscape display mode. Portrait screen orientation is used for computer displays, though less commonly than landscape. It is also common in public information displays, Portrait mode was first used on the Xerox Alto computer, which was considered technologically well ahead of its time when the system was first developed.
The IBM DisplayWriter had a monitor and keyboard with large backspace key. Lanier, Wang, and CPT also made competing dedicated word processing computers with portrait modes, the height of the market for these computes was the late 1970s and early 1980s, prior to the introduction of the IBM PC. Thus, it had a keyboard without a large backspace key at first, within a short period of time, the DisplayWriter and other dedicated word processors were no longer available. However, Portrait Display Labs leaped into this niche, producing a number of rotating CRT monitors as well as software which could be used as a driver for many video cards.
The later advent of the World Wide Web, whose pages are largely in portrait mode, when the Macintosh computer was introduced, WYSIWYG page layout using Aldus PageMaker became popular. The Macintosh rekindled interest in portrait displays, and the first portrait displays for it were developed by Radius Corporation, for the first computing devices a screen was built to operate in only portrait or landscape mode, and changing between orientations was not possible.
Typically a custom controller board was needed to support the unusual screen orientation. As video display technology advanced, eventually the video board was able to accommodate rotation of the display. Rotation is now a feature of modern video cards, and is widely used in tablet PCs. Portrait mode is popular with arcade games that involve a vertically oriented playing area, such as Pac-Man, the vertical orientation allows greater detail along the vertical axis while conserving detail on the sides. This is why most early home versions of games have a wide. Portrait orientation is used occasionally within some arcade and home titles, primarily in the vertical shoot em up genre due to considerations of aesthetics, tradition 5. – Lego is a line of plastic construction toys that are manufactured by The Lego Group, a privately held company based in Billund, Denmark.
The companys flagship product, Lego, consists of interlocking plastic bricks accompanying an array of gears, figurines called minifigures. Lego pieces can be assembled and connected in ways, to construct objects, vehicles, buildings.
Anything constructed can then be taken again, and the pieces used to make other objects. The Lego Group began manufacturing the interlocking toy bricks in 1949, since then a global Lego subculture has developed. Supporting movies, games, competitions, and six Legoland amusement parks have developed under the brand. As of July 2015,600 billion Lego parts had been produced, in February 2015, Lego replaced Ferrari as Brand Finances worlds most powerful brand. The Lego Group began in the workshop of Ole Kirk Christiansen, a carpenter from Billund, Denmark, in 1934, his company came to be called Lego, derived from the Danish phrase leg godt, which means play well. In 1947, Lego expanded to begin producing plastic toys, in 1949 Lego began producing, among other new products, an early version of the now familiar interlocking bricks, calling them Automatic Binding Bricks.
These bricks were based in part on the Kiddicraft Self-Locking Bricks, Lego modified the design of the Kiddicraft brick after examining a sample that they received from the supplier of an injection-molding machine that Lego purchased. The bricks, originally manufactured from cellulose acetate, were a development of the traditional wooden blocks of the time. The Lego Groups motto is det bedste er ikke for godt which means only the best is the best. This motto, which is used today, was created by Ole Kirk to encourage his employees never to skimp on quality. Although a common sentiment, Lego toys seem to have become a significant exception to the dislike of plastic in childrens toys, by 1954, Christiansens son, Godtfred, had become the junior managing director of the Lego Group. It was his conversation with a buyer that led to the idea of a toy system.
In 1958, the brick design was developed, however, it took another five years to find the right material for it. The modern Lego brick design was patented on 28 January 1958, in 1978, Lego produced the first minifigures, which have since become a staple in most sets. The results will be shared with schools as part of an educational project, in May 2013, the largest model ever created was displayed in New York and was made of over 5 million bricks, a 1,1 scale model of an X-wing fighter 6. – The Nissan Cube is a mini MPV produced by Japanese carmaker Nissan since 1998. Initially sold only in Japan, the Cube has been sold in North American and European markets since 2009, in Japan, it is exclusive to Japanese Nissan dealerships called Nissan Red Stage locations. It is a larger load carrying alternative to the Nissan March hatchback.
Since 2014, the Cube has once again sold only in Japan. The first generation of the Cube, designated Z10, was introduced in 1998 and it shared the same platform as the Nissan Micra, as well as the same 1.3 L engine.
A continuously variable transmission and four-wheel drive were optional, the Cube covered the gap in the Nissan lineup between the March and the Sunny. The second generation of the Cube was released in 2002 with a larger interior than the previous model, the combination of angled and curved surfaces was based on the third generation of the March, powered by a 1.4 L I4 engine. The model included the system as an option, which transfers power to the rear wheels when the front wheels spin via a small electric motor on the rear underside of the floor.
The electrically powered system allows for reduced drag in FWD mode. A CVT was optional, and was available in a version with seven seats. With a CVT, the steering wheel controls and the sport wheel button on the dash panel are located next to the hazard flasher switch. In mid-2005, the cube had an upgrade with the new HR-series 1.5 L engine from the Nissan Tiida.
All Cube models have optional extras including an Ion filter for cleaning the air, other options include a sunroof,12 different styles of front grill and satellite navigation. Other specific models also have different styles of bodykits and fender flares and they come with optional 14 or 15 inch wheels and the Autech version with chrome stylings and a vinyl style of seat covering. The third generation Nissan Cube was revealed for the first time at the Los Angeles International Auto Show and it was the first generation of the Cube to be officially exported beyond Japan, including to the European and North American markets.
The Cube went on sale in Japan on November 19,2008, the updated model has more rounded and curved styling in the rear bumper area, in the asymmetrical rear window which wraps around to the passenger side, and in the driver and front passenger windows. The tailgate is side-hinged to swing open like a door, rather than upward like a hatch, the hatch hinge is on the right side for countries with left-hand traffic such as Japan and the UK, on the left side for right-hand traffic markets such as North America. According to Nissan designers, the interior is inspired by the curves of a jacuzzi to promote a comfortable 7. – In Japan, the system is called the Super Famicom, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics, although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another.
It was released in Brazil on September 2,1992, by Playtronic, the SNES is Nintendos second home console, following the Nintendo Entertainment System. The console introduced advanced graphics and sound compared with other systems at the time. The development of a variety of enhancement chips integrated in game cartridges helped to keep it competitive in the marketplace. The SNES remained popular well into the 32-bit era, and continues to be popular among fans, collectors, retro gamers, and emulation enthusiasts, some of whom still make homebrew ROM images. To compete with the popular Family Computer in Japan, NEC Home Electronics launched the PC Engine in 1987, the two platforms were later launched in North America in 1989 as the TurboGrafx-16 and the Genesis respectively. Both systems were built on 16-bit architectures and offered improved graphics, however, it took several years for Segas system to become successful.
Nintendo executives were in no rush to design a new system, designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21,1990 for 25,000 yen. The systems release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery, with the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendos success was due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square, Koei. Nintendo released the Super Nintendo Entertainment System, a version of the Super Famicom. It began shipping in limited quantities on August 23,1991, the SNES was released in the United Kingdom and Ireland in April 1992 for £150, with a German release following a few weeks later. Most of the PAL region versions of the use the Japanese Super Famicom design, except for labeling.
The Playtronic Super NES in Brazil, although PAL, uses the North American design, both the NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente. The SNES and Super Famicom launched with few games, but these games were received in the marketplace. In Japan, only two games were available, Super Mario World and F-Zero. In North America, Super Mario World launched as a bundle with the console, and other titles include F-Zero, Pilotwings, SimCity 8. – The Amiga is a family of personal computers sold by Commodore in the 1980s and 1990s.
The Amiga provided a significant upgrade from earlier 8-bit home computers, the Amiga 1000 was officially released in July 1985, but a series of production problems meant it did not become widely available until early 1986. The best selling model, the Amiga 500, was introduced in 1987 and became one of the home computers of the late 1980s. The A3000, introduced in 1990, started the second generation of Amiga systems, followed by the A500+, finally, as the third generation, the A1200 and the A4000 were released in late 1992.
The platform became particularly popular for gaming and programming demos and it also found a prominent role in the desktop video, video production, and show control business, leading to video editing systems such as the Video Toaster. The Amigas native ability to play back multiple digital sound samples made it a popular platform for early tracker music software. It was also an expensive alternative to the Apple Macintosh. Initially, the Amiga was developed alongside various Commodore PC clones, Commodore ultimately went bankrupt in April 1994 after the Amiga CD32 model failed in the marketplace. Since the demise of Commodore, various groups have marketed successors to the original Amiga line, including Genesi, Eyetech, ACube Systems Srl, likewise, AmigaOS has influenced replacements, clones and compatible systems such as MorphOS, AmigaOS4 and AROS.
The Amiga was so far ahead of its time that almost nobody—including Commodores marketing department—could fully articulate what it was all about. Today, its obvious the Amiga was the first multimedia computer, but in those days it was derided as a machine because few people grasped the importance of advanced graphics, sound. Nine years later, vendors are still struggling to make systems that work like 1985 Amigas, Jay Miner joined Atari in the 1970s to develop custom integrated circuits, and led development of the Atari 2600s TIA. Almost as soon as its development was complete, the team developing a much more sophisticated set of chips, CTIA, ANTIC and POKEY. With the 8-bit lines launch in 1979, Miner again started looking at a next generation chipset, Miner wanted to start work with the new Motorola 68000, but management was only interested in another MOS6502 based system. Miner left the company, and the industry, shortly thereafter, in 1982, Larry Kaplan was approached by a number of investors who wanted to develop a new game platform. Kaplan hired Miner to run the side of the newly formed company.
The system was code-named Lorraine in keeping with Miners policy of giving systems female names, in case the company presidents wife. When Kaplan left the late in 1982 to rejoin Atari, Miner was promoted to head engineer 9. – Nonetheless, Sega remains the worlds most prolific arcade producer, with over 500 games in over 70 franchises on more than 20 different arcade system boards since 1981. Sega, along with their sub-studios, are known for their multi-million selling game franchises, such as Sonic the Hedgehog, Virtua Fighter, Phantasy Star, Yakuza, Segas head offices are located in Tokyo. Segas North American division, Sega of America, is headquartered in Irvine, California, Segas European division, Sega Europe, is headquartered in London. After the war, the founders sold that company and established a new distributor called Service Games and this company provided coin-operated slot machines to U. Bases in Japan and changed its name again to Service Games of Japan by 1953.
David Rosen, an American officer in the United States Air Force stationed in Japan and this company eventually became Rosen Enterprises, and in 1957, began importing coin-operated games to Japan. On May 31,1960, Service Games Japan was closed, Three days later, two new companies were established to take over its business activities, Nihon Goraku Bussan and Nihon Kikai Seizo. By 1965, Rosen Enterprises grew to a chain of over 200 arcades, Rosen then orchestrated a merger between Rosen Enterprises and Nihon Goraku Bussan, becoming chief executive of the new company, Sega Enterprises, which derived its name from Service Games. Within a year, Sega began the transition from importer to manufacturer, with the release of the submarine simulator game, the game sported light and sound effects considered innovative for that time, eventually becoming quite successful in Japan. It was soon exported to both Europe and the United States, becoming the first arcade game in the US to cost 25 cents per play, in 1969, Rosen sold Sega to American conglomerate Gulf and Western Industries, although he remained as CEO following the sale. Under Rosens leadership, Sega continued to grow and prosper, and in 1974, Gulf and Western made Sega Enterprises, a subsidiary of an American company renamed Sega Enterprises, Inc. Allowing them to take the companys stock public.
Sega prospered heavily from the gaming boom of the late 1970s. In 1982, Segas revenues surpassed $214 million and that year they introduced the first game with isometric graphics, Zaxxon, the industrys first stereoscopic 3D game, SubRoc 3D, and the first laserdisc video game, Astron Belt.
Astron Belt wasnt released in the U. Until 1983, other notable games from Sega during this period are Head On, Monaco GP, Carnival, Turbo, Space Fury, Astro Blaster, and Pengo. In 1983-4, Sega published Atari 2600 versions of some of its arcade games, Carnival, Space Fury, Turbo, and Zaxxon were licensed to Coleco as launch titles for the ColecoVision console in 1982.
Some of these and other titles were licensed to different companies for 8-bit computer versions, the Atari 8-bit computer port of Zaxxon is from Datasoft, for example, while the Commodore 64 port is from Synapse. An overabundance of games in 1983 led to the game crash. Seeking an alternate source of revenue from the arcade market, Sega designed and released its first home video game console. G&W sold the U. Assets of Sega Enterprises that same year to pinball manufacturer Bally Manufacturing, nakayama became the new CEO of Sega, Robert Deith chairman of the board, and Rosen became head of its subsidiary in the United States 10. – The Dreamcast is a home video game console released by Sega on November 27,1998 in Japan, September 9,1999 in North America, and October 14,1999 in Europe. It was the first in the generation of video game consoles, preceding Sonys PlayStation 2, Nintendos GameCube.
The Dreamcast was Segas final home console, marking the end of the companys 18 years in the console market. In contrast to the hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with off-the-shelf components, including a Hitachi SH-4 CPU. Sales did not meet Segas expectations despite several price cuts, after a change in leadership, Sega discontinued the Dreamcast on March 31,2001, withdrawing from the console business and restructuring itself as a third-party publisher. 9.13 million Dreamcast units were sold worldwide, although the Dreamcast had a short lifespan and limited third-party support, reviewers have considered the console ahead of its time. Its library contains many games considered creative and innovative, including Crazy Taxi, Jet Set Radio and Shenmue, the Dreamcast was also the first console to include a built-in modem for Internet support and online play. Released in 1988, the Sega Genesis was Segas entry into the generation of video game consoles. Selling 30.75 million units worldwide, the Genesis was the most successful console Sega ever released, the successor to the Genesis, the Sega Saturn, was released in Japan in 1994.
Moreover, Segas early release was undermined by Sonys simultaneous announcement that the PlayStation would retail for US$299—compared to the Saturns initial price of $399. Nintendos long delay in releasing a competing 3D console and the damage done to Segas reputation by poorly supported add-ons for the Genesis allowed Sony to establish a foothold in the market.
Losses on the Saturn hardware contributed to Segas financial problems, which saw the companys revenue decline between 1992 and 1995 as part of an industry-wide slowdown, furthermore, Segas focus on the Saturn over the Genesis prevented it from fully capitalizing on the continued strength of the 16-bit market. Due to long-standing disagreements with Sega of Japan, Sega of America CEO Tom Kalinske became less interested in his position. On July 16,1996, Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America, bernie Stolar, a former executive at Sony Computer Entertainment of America, was named Sega of Americas executive vice president in charge of product development and third-party relations. Stolar did not support the Saturn due to his belief that the hardware was poorly designed, after the launch of the Nintendo 64, sales of the Saturn and Segas 32-bit software were sharply reduced. As of August 1997, Sony controlled 47 percent of the market, Nintendo controlled 40 percent.
Neither price cuts nor high-profile games were proving helpful to the Saturns success, due to the Saturns poor performance in North America, Sega of America laid off 60 of its 200 employees in the fall of 1997. As a result of the deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri 11.
– Android is a mobile operating system developed by Google, based on the Linux kernel and designed primarily for touchscreen mobile devices such as smartphones and tablets. In addition to devices, Google has further developed Android TV for televisions, Android Auto for cars.
Variants of Android are also used on notebooks, game consoles, digital cameras, beginning with the first commercial Android device in September 2008, the operating system has gone through multiple major releases, with the current version being 7.0 Nougat, released in August 2016. Android applications can be downloaded from the Google Play store, which features over 2.7 million apps as of February 2017, Android has been the best-selling OS on tablets since 2013, and runs on the vast majority of smartphones. In September 2015, Android had 1.4 billion monthly active users, Android is popular with technology companies that require a ready-made, low-cost and customizable operating system for high-tech devices. The success of Android has made it a target for patent, Android Inc. Was founded in Palo Alto, California in October 2003 by Andy Rubin, Rich Miner, Nick Sears, and Chris White.
Rubin described the Android project as tremendous potential in developing smarter mobile devices that are aware of its owners location. The early intentions of the company were to develop an operating system for digital cameras. Despite the past accomplishments of the founders and early employees, Android Inc. Operated secretly and that same year, Rubin ran out of money. Steve Perlman, a friend of Rubin, brought him $10,000 in cash in an envelope.
In July 2005, Google acquired Android Inc. For at least $50 million and its key employees, including Rubin, Miner and White, joined Google as part of the acquisition.
Not much was known about Android at the time, with Rubin having only stated that they were making software for mobile phones, at Google, the team led by Rubin developed a mobile device platform powered by the Linux kernel. Google marketed the platform to handset makers and carriers on the promise of providing a flexible, upgradeable system, Google had lined up a series of hardware components and software partners and signaled to carriers that it was open to various degrees of cooperation. Speculation about Googles intention to enter the communications market continued to build through December 2006. In September 2007, InformationWeek covered an Evalueserve study reporting that Google had filed several patent applications in the area of mobile telephony, the first commercially available smartphone running Android was the HTC Dream, also known as T-Mobile G1, announced on September 23,2008. Since 2008, Android has seen numerous updates which have improved the operating system, adding new features.
Each major release is named in order after a dessert or sugary treat, with the first few Android versions being called Cupcake, Donut, Eclair. In 2010, Google launched its Nexus series of devices, a lineup in which Google partnered with different device manufacturers to produce new devices and introduce new Android versions.