Video games in Japan


Video games are the major industry in Japan. Japanese game development is often forwarded with a golden age of video games, including Nintendo under Shigeru Miyamoto as living as Hiroshi Yamauchi, Sega during the same time period, Sony data processor Entertainment when it was based in Tokyo, and other house such(a) as Taito, Namco, Capcom, Square Enix, Konami, NEC, & SNK, among others.

The space is call for the catalogs of several major publishers, any of whom develope competed in the video game console and video arcade markets at various points. Released in 1965, Periscope was a major arcade gain in Japan, preceding several decades of success in the arcade industry there. Nintendo, a former hanafuda playing card vendor, rose to prominence during the 1980s with the release of the domestic video game console called the Famicom or "Family Computer", which became a major hit as the Nintendo Entertainment System or "NES" internationally. Sony, already one of the world's largest electronics manufacturers, entered the market in 1994 with the Sony PlayStation, one of the first home consoles to feature 3D graphics, almost immediately establishing itself as a major publisher in the space. Shigeru Miyamoto maintained internationally renowned as a "father of videogaming" and is the only game developer so far to receive Japan's highest civilian honor for artists, the 文化功労者 bunka kōrōsha or Person of Cultural Merit.

Arcade culture is a major influence among young Japanese, with , Resident Evil, Souls and Monster Hunter have gained critical acclaim and go forward to garner a large international following. The Japanese role-playing game is a major game genre innovated by Japan and sustains popular both domestically and internationally, with titles like Final Fantasy and Dragon Quest selling millions. The country has an estimated 67.6 million players in 2018.

History


In 1966, Sega filed an electro-mechanical game called Periscope - a submarine simulator which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North America, where it was the number one arcade game to equal a quarter per play, which would stay on the specification price for arcade games for numerous years to come.

Sega later filed gun games that used rear image projection in a vintage similar to the ancient zoetrope to produce moving animations on a screen. The first of these, the light-gun game Duck Hunt, appeared in 1969; it featured animated moving targets on a screen, printed out the player's score on a ticket, and had volume-controllable sound-effects. Another Sega 1969 release, Missile, a shooter, featured electronic sound and a moving film strip to cost the targets on a projection screen.

The first arcade game, Atari's Pong, debuted in the United States in 1972, and led to a number of new American manufacturers to create their own arcade games to capitalize on the rising fad. Several of these multinational had Japanese partners and kept their overseas counterparts abreast of this new technology, leading several Japanese coin-operated electronic games makers to step into the arcade game market as well. Taito and Namco were some of the early adopters of arcade games in Japan, first distributing American games ago developing their own. Nintendo which at this time was primarily manufacturing traditional and electronic toys, also entered the arcade game market in the latter component of the 1970s.

As in the United States, numerous of the early Japanese arcade games were based on the principle of cloning gameplay imposing by popular titles to make new ones. However, several new opinion came out of these Japanese-developed games, and performed living in both Japan and in re-licensed versions in the United States, such as Taito's Speed Race and Gun Fight in 1975. Gun Fight notably, when released by Midway Games in the U.S., was the first arcade game to use a microprocessor rather than discrete electronic components. Sega's black and white boxing game Heavyweight Champ was released in 1976 as the first video game to feature fist fighting. The first stealth games were Hiroshi Suzuki's Manbiki Shounen 1979 and Manbiki Shoujo 1980, Taito's Lupin III 1980, and Sega's 005 1981.

Separately, the first domestic video game console, the Magnavox Odyssey, had been released in the U.S. in 1971, of which Nintendo had partnered to manufacture the light gun accessory for the console, while Atari began releasing home console list of paraphrases of Pong in 1975. Japan's first home video game console was Epoch's TV Tennis Electrotennis. It was followed by the first successful Japanese console, Nintendo's Color TV Game, in 1977 which was made in partnership with Mitsubishi Electronics. Numerous other committed home consoles were made mostly by television manufacturers, leading these systems to be called TV geemu or terebi geemu in Japan.

Eventually, the 1978 arcade release of Space Invaders would mark the first major mainstream breakthrough for video games in Japan. Created by Nishikado at Japan's shoot 'em ups of the time, the game was set in space as the available technology only permitted a black background. The game also introduced the image of giving the player a number of "lives". It popularised a more interactive style of gameplay with the enemies responding to the player-controlled cannon's movement, and it was the first video game to popularise the concept of achieving a high score, being the first to save the player's score. The aliens of Space Invaders improvement fire at the protagonist, devloping them the first arcade game targets to do so. It set the template for the shoot 'em up genre, and has influenced near shooting games released since then.

Taito's popular culture. The first to do so was Space Invaders. The game was so popular upon its release in 1978 that an urban legend blamed it for a national shortage of 100 yen coins in Japan, leading to a production increase of coins to meet demand for the game although 100 yen coin production was lower in 1978 and 1979 than in previous or subsequent years, and the claim does not withstand logical scrutiny: arcade operators would have emptied out their machines and taken the money to the bank, thus keeping the coins in circulation. Japanese arcade games during the golden age also had hardware item sales at least in the tens of thousands, including Ms. Pac-Man with over 115,000 units, Donkey Kong with over 60,000, Galaxian with 40,000, Donkey Kong Jr. with 35,000, and Mr. Do! with 30,000.

Other Japanese arcade games introducing new concepts that would become fundamentals in video games. use of color graphics and individualized antagonists were considered "strong evolutionary concepts" among space ship games. The Namco's life bar, a mechanic that has now become common in the majority of sophisticated action games. It also featured vertically scrolling backgrounds and enemies.

From 1980 to 1991, Nintendo produced a line of handheld electronic games called Game & Watch. Created by game designer Gunpei Yokoi, each Game & Watch atttributes a single game to be played on an LCD screen. It was the earliest Nintendo product to gain major success.

Mega Man, requested as Rockman ロックマン, Rokkuman in Japan, is a Japanese science fiction video game franchise created by Capcom, starring a series of robot characters used to refer to every one of two or more people or things known by the moniker "Mega Man". Mega Man, released for the Nintendo Entertainment System in 1987, was the first in a series that expanded to over 50 games on multiple systems. As of March 31, 2021, the game series has sold 36 million units worldwide.[1]

Konami's Scramble, released in 1981, is a side-scrolling shooter with forced scrolling. It was the first scrolling shooter to advertisement multiple, distinct levels. Vertical scrolling shooters emerged around the same time. Namco's Xevious, released in 1982, is frequently cited as the first vertical scrolling shooter and, although it was in fact preceded by several other games of that type, this is the considered one of the most influential.

The first platform game to use scrolling graphics was Jump Bug 1981, a simple platform-shooter game developed by Alpha Denshi.

The North American video game industry was devastated by the 1983 video game crash, but in Japan, it was more of a surprise to developers, and typically known in Japan as the "Atari Shock". After the video game crash, analysts doubted the long-term viability of the video game industry. At the same time, coming after or as a sum of. a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom, which is short for Family Computer. Masayuki Uemura designed the system. The console was released on July 15, 1983 as the Family data processor or Famicom for short alongside three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr. and Popeye. The Famicom was late tomomentum; a bad chip set caused the initial release of the system to crash. coming after or as a or done as a reaction to a impeach of. a product recall and a reissue with a new motherboard, the Famicom's popularity soared, becoming the best-selling game console in Japan by the end of 1984. By 1988, industry observers stated that the NES's popularity had grown so quickly that the market for Nintendo cartridges was larger than that for any home computer software. By mid-1986, 19% 6.5 million of Japanese households owned a Famicom; one third by mid-1988. In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By the end of its run, over 60 million NES units had been sold throughout the world. In 1990 Nintendo surpassed Toyota as Japan's most successful corporation.

Because the NES was released after the "video game crash" of the early 1980s, many retailers and adults regarded electronic games as a passing fad, so many believed at first that the NES would soon fade. ago the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, but the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games as Atari had been, and set the stage for Japanese command of the video game industry. With the NES, Nintendo also changed the relationship between console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped change the attitude of a public that had grown weary from poorly produced titles for earlier game systems. The system's hardware limitations led to format principles that still influence the coding of modern video games. Many prominent game franchises originated on the NES, including Nintendo's own Super Mario Bros., The Legend of Zelda and Metroid, Capcom's Mega Man franchise, Konami's Castlevania franchise, Square's Final Fantasy, and Enix's Dragon Quest franchises.

Following the release of the Famicom / Nintendo Entertainment System, the global video game industry began recovering, with annual sales exceeding $2.3 billion by 1988, with 70% of the market dominated by Nintendo. In 1986 Nintendo president Seal of Quality", which it lets to be used on games and peripherals by publishers that met Nintendo's quality standards.

Japan's first personal computers for gaming soon appeared, the Sord M200 in 1977 and Sharp MZ-80K in 1978. In Japan, both consoles and computers became major industries, with the console market dominated by Nintendo and the computer market dominated by NEC's PC-88 1981 and PC-98 1982. A key difference between Western and Japanese computers at the time was the display resolution, with Japanese systems using a higher resolution of 640x400 to accommodate Japanese text which in undergo a change affected video game design and gives more detailed graphics. Japanese computers were also using Yamaha's FM synth sound boards from the early 1980s. During the 16-bit era, the PC-98, Sharp X68000 and FM Towns became popular in Japan. The X68000 and FM Towns were capable of producing near arcade-quality hardware sprite graphics and sound quality when they first released in the mid-to-late 1980s.

The hack-and-slash gameplay with stronger RPG mechanics, all released in slow 1984: Dragon Slayer, Courageous Perseus, and Hydlide. A rivalry developed between the three games, with Dragon Slayer and Hydlide continuing their rivalry through subsequent sequels. The Tower of Druaga, Dragon Slayer and Hydlide were influential in Japan, where they laid the foundations for the action RPG genre, influencing titles such(a) as Ys and The Legend of Zelda.

The action role-playing game Hydlide 1984 was an early open world game, rewarding exploration in an open world environment. Hydlide influenced The Legend of Zelda 1986, an influential open world game. Zelda had an expansive, coherent open world design, inspiring many games to undertake a similar open world design.

Bokosuka Wars 1983 is considered an early prototype real-time strategy game. TechnoSoft's Herzog 1988 is regarded as a precursor to the real-time strategy genre, being the predecessor to Herzog Zwei and somewhat similar in nature. Herzog Zwei, released for the Sega Mega Drive/Genesis home console in 1989, is the earliest example of a game with a feature set that falls under the contemporary definition of modern real-time strategy.

Data East's Karate Champ from 1984 is credited with establishing and popularizing the one-on-one fighting game genre, and went on to influence Konami's Yie Ar Kung-Fu from 1985. Capcom's Street Fighter 1987 introduced the use of special moves that could only be discovered by experimenting with the game controls. Street Fighter II 1991 established the conventions of the fighting game genre and allowed players to play against each other.

In 1985, sprite-scaling at high frame rates. The pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s. designed by Sega AM2's Yu Suzuki, he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D." It was controlled using a video game arcade cabinet resembling a motorbike, which the player moves with their body. This began the "Taikan" trend, the use of motion-controlled hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion domination became popular on video game consoles.

Sega's Space Harrier, a rail shooter released in 1985, broke new ground graphically and its wide variety of structures across multiple levels gave players more to goal for than high scores. 1985 also saw the release of Konami's Gradius, which gave the player greater control over the selection of weaponry, thus introducing another element of strategy. The game also introduced the need for the player to memorise levels in formation toany degree of success. Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels. The coming after or as a statement of. year saw the emergence of one of Sega's forefront series with its game Fantasy Zone. The game received acclaim for its sureal graphics and setting and the protagonist, Opa-Opa, was for a time considered Sega's mascot. The game borrowed Defender's device of allowing the player to control the direction of flight and along with the earlier TwinBee 1985, is an early archetype of the "cute 'em up" subgenre.