- •М.В. Жесткова, с.Я. Никитина
- •Самара 2007
- •Contents
- •Grammar review
- •To have
- •In the computer room
- •Grammar review
- •The internet
- •Computers in our life
- •Common computer applications
- •Computer applications on railways
- •Grammar review
- •What is a computer?
- •Types of computers
- •Микрокомпьютер
- •Мейнфрейм
- •Analog and digital computers
- •Grammar review
- •Hardware
- •(1) The Central Processing Unit
- •(2) Storage Devices
- •Internal Memory
- •(3) Input Devices
- •(4) Output Devices
- •The definition of mechanical brain
- •Grammar review
- •Software
- •(A) програмmное обеспечение компьютера
- •(B) популярные операционные системы windows
- •Macintosh
- •(1) Introduction
- •(2) Early Efforts
- •(3) Video Games
- •(4) Nintendo And Competitors
- •(5) Computer Games
- •(6) Advantages of Computer Games
- •(7) Popular Computer Games
- •Grammar review
- •Part I (Prehistory)
- •Part II (The Computer of the 19th Century)
- •As far as I know; In fact; It is hard to say; To my mind; In my opinion I believe; I suppose.
- •(1) Charles babbage
- •(2) Augusta ada king, countess of lovelace
- •Grammar review
- •Babbage's dream come true Part I (The Harvard Mark I)
- •Part II (colossus, eniac, edvac)
- •Computerland
- •Grammar review
- •Deep blue
- •The pc revolution Part I
- •Part III
- •People who changed the computer world Part I
- •Part II
- •Part III
- •Part IV
- •Наступление персональных компьютеров
- •Enjoy yourself
- •(2) Mother should have warned you!
- •(3) Bill gates in heaven
- •(4) 10 Programmers
- •(5) What if dr. Suess wrote a manual?
- •How modern are you?
- •Add up your score and read the analysis.
- •Add up your score and read the analysis.
- •Краткий грамматический справочник
- •§ 1. Личные и притяжательные местоимения Personal and Possessive Pronouns
- •§ 2. Глагол to be
- •§ 3. Глагол to have
- •§ 5. Притяжательный падеж имени существительного (Possessive Case)
- •§ 6. Существительное в функции определения (Noun as Attributive)
- •§ 7. Степени сравнения прилагательных и наречий (Comparison Degrees of Adjectives and Adverbs)
- •§ 8. Основные формы глагола
- •§ 9. Времена групп Indefinite, Continuous, Perfect в действительном (Active) и страдательном (Passive) залогах
- •Tenses in Active Voice
- •Tenses in Passive Voice
- •§ 10. Согласование времён (Sequence of Tenses)
- •§ 11. Модальные глаголы (Modal Verbs)
- •§ 12. Эквиваленты модальных глаголов (Equivalents of Modal Verbs)
- •§ 13. Причастие (The Participle)
- •Participle I
- •Participle II
- •§ 14. Герундий (The Gerund)
- •§ 15. Функции слов с окончанием -ing в предложении
- •§ 16. Функции слов с окончанием -ed в предложении
- •§ 17. Инфинитив (The Infinitive)
- •§ 18. Функции глагола to be
- •§ 19. Функции глагола to have
- •§ 20. Порядок слов в утвердительных предложениях
- •§ 21. Порядок слов в вопросительных предложениях
- •§ 22. Порядок слов в отрицательных предложениях
- •§ 23. Условные придаточные предложения (Conditional Sentences)
- •§ 24. Наиболее распространенные служебные слова
- •Библиографический список
(1) Introduction
Electronic games are interactive application software played for entertainment or educational purposes. Video games differ in design but can include vibrant color and sound, realistic movement, visual effects; some even employ human actors. There are two broad classes of electronic games: (1) video games, which are played on specially designed coin-operated arcade machine, handheld devices, or video-game systems that are plugged to television screens; and (2) computer games, which are played on personal computers.
Electronic games are a popular pastime for both children and adults. Categories include strategy games, sports games, adventure games, card and board games, puzzle games, fast-action arcade games, and flying simulations. Software programs that employ game-play elements to teach reading, writing, problem solving, and other basic skills combine fun with education and are sometimes called edutainment.
Video and computer games grew in popularity in the late 20th century, as the power of computers increased. Since their invention in the late 1950s and 1960s, electronic games have become a multibillion-dollar industry that uses the latest computer technology to produce ever-more realistic games. Electronic game sales were estimated at $9.4 billion in the United States in 2005. In the same year, several studies showed that the majority of video-game players were aged 18 or older.
(2) Early Efforts
In 1958, Willy Higginbotham, an engineer at the Brookhaven National Laboratory (the USA), used an oscilloscope (an instrument for visually representing electrical current) to create what is considered the first electronic game. In this game – which he called Tennis for Two – players used knobs to control rectangular paddles as they batted a ball back and forth over a vertical line representing a net. Higginbotham never attempted to market or patent his game.
Steven Russell, a student at the Massachusetts Institute of Technology, created the first computer game – Spacewar! – in 1962. In Spacewar! two players dueled using tiny spaceships that flew around a screen representing accurate star maps. Like Higginbotham, Russell did not patent or market his game. He used it for testing computers during installations.
While attending the University of Utah in the mid-1960s, an engineering student named Nolan Bushnell got to know about Spacewar! In 1968, Bushnell moved to Silicon Valley and experimented with reproducing Russell’s game without using a computer, which at the time were too large and expensive for a commercial game. Eventually, he created a version of Spacewar! for using in arcade machine. He persuaded a company called Nutting Associates to manufacture the game, and in 1971, the company began marketing the first video arcade game: Computer Space.
(3) Video Games
In mid-1972, Nolan Bushnell founded Atari Corporation. His first product was a game called Ping-Pong. Pong became the first commercially successful1 video game. But the Pong fad2 only lasted a couple of years because people were tired of playing a game that was predictable and that they learned so easily. Then in 1979 came Space Invaders, an electronic game manufactured by the Taito Corporation in Japan. Space Invaders quickly became a hit.
Space Invaders was not alone in the arcades for very long. It was followed by another Japanese game: Pac Man. In this game, players guided a ravenous yellow circle through a maze, while it ate dots and avoided monsters. Namco, the Japanese company that created Pac-Man, sold more than 300,000 of the game machines worldwide, making it the most popular arcade game of all time. Then there appeared Defender, Centipede, Scramble, Donkey Kong, Star Castle, Asteroids, Missile Command, and an ever-increasing variety of electronic versions of sports and card games.
Many of the arcade games also became available for play at home. Some were played on home computers; others used the television screen as a monitor; some were self-contained, hand-held, battery-powered, or table-model games. Pong, manufactured by Atari, was available early as an arcade game and for home television.
The coin-operated video game business boomed. In 1981, Americans spent 75,000 person-years and $5 billion, playing video games at an estimated 4,300 arcades in the USA.
In 1982, Walt Disney studios released a movie entitled Tron. In it, a video game fanatic is taken into the microchip and circuitry world of the game itself. The film is symbolic of the millions of people who became addicted to3 playing electronic games. The fad with the games was so great that children skipped school and adult workers took long lunch hours in order to pass as much time as possible with Pac Man, Asteroids, and other games. This obsession, of course, led to a reaction. Schools demanded that arcades be moved away from their vicinity, or they refused to allow students outside during lunch hours. Some towns closed the arcades or limited their number. In the Philippines, the reaction was so strong that President Ferdinand Marcos decreed in 1981 that all machines be destroyed.
By the end of 1983, however, interest in video games had dried up4. About 2,000 game parlors in the USA had closed, and many had cut the cost of playing the machines.
Notes: 1to be commercially successful – пользоваться большим спросом;
2fad – увлечение;
3become addicted to – стали заядлыми любителями;
4to dry up – проходить.