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Electro-mechanical Games
Electro-mechanical games (EM games) are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits, while others were simulation games such as driving games, combat flight simulators and sports games. EM games were popular in amusement arcades from the late 1940s up until the 1970s, serving as alternatives to pinball machines, which had been stigmatized as games of chance during that period. EM games lost popularity in the 1970s, as arcade video games had emerged to replace them in addition to newer pinball machines designed as games of skill. Definition EM games typically combined mechanical engineering technology with various electrical components, such as motors, switches, resistors, solenoids, relays, bells, buzzers and electric lights. EM games lie somewhere in the ...
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Electromechanics
Electromechanics combine processes and procedures drawn from electrical engineering and mechanical engineering. Electromechanics focus on the interaction of electrical and mechanical systems as a whole and how the two systems interact with each other. This process is especially prominent in systems such as those of DC or AC rotating electrical machines which can be designed and operated to generate power from a mechanical process (Electric generator, generator) or used to power a mechanical effect (Electric motor, motor). Electrical engineering in this context also encompasses electronic engineering, electronics engineering. Electromechanical devices are ones which have both electrical and mechanical processes. Strictly speaking, a manually operated switch is an electromechanical component due to the mechanical movement causing an electrical output. Though this is true, the term is usually understood to refer to devices which involve an electrical signal to create mechanical mov ...
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Switches
In electrical engineering, a switch is an electrical component that can disconnect or connect the conducting path in an electrical circuit, interrupting the electric current or diverting it from one conductor to another. The most common type of switch is an electromechanical device consisting of one or more sets of movable electrical contacts connected to external circuits. When a pair of contacts is touching current can pass between them, while when the contacts are separated no current can flow. Switches are made in many different configurations; they may have multiple sets of contacts controlled by the same knob or actuator, and the contacts may operate simultaneously, sequentially, or alternately. A switch may be operated manually, for example, a light switch or a keyboard button, or may function as a sensing element to sense the position of a machine part, liquid level, pressure, or temperature, such as a thermostat. Many specialized forms exist, such as the toggle switc ...
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Light Gun
A light gun is a pointing device for computers and a control device for arcade and video games, typically shaped to resemble a pistol. Early history The first light guns were produced in the 1930s, following the development of light-sensing vacuum tubes. In 1936, the technology was introduced in arcade shooting games, beginning with the Seeburg Ray-O-Lite. These games evolved throughout subsequent decades, culminating in Sega's ''Periscope'', released in 1966 as the company's first successful game, which requires the player to target cardboard ships. ''Periscope'' is an early electro-mechanical game, and the first arcade game to cost one quarter per play. Sega's 1969 game ''Missile'' features electronic sound and a moving film strip to represent the targets on a projection screen, and its 1972 game ''Killer Shark'' features a mounted light gun with targets whose movement and reactions are displayed using back image projection onto a screen. Nintendo released the Beam ...
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Gun Game
Light-gun shooter, also called light-gun game or simply gun game, is a shooter video game genre in which the primary design element is to simulate a shooting gallery by having the player aiming and discharging a gun-shaped controller at a screen. Light-gun shooters revolve around the protagonist shooting virtual targets, either antagonists or inanimate objects, and generally feature action or horror themes and some may employ a humorous, parodic treatment of these conventions. These games typically feature "on-rails" movement, which gives the player control only over aiming; the protagonist's other movements are determined by the game. Games featuring this device are sometimes termed "rail shooters", though this term is also applied to games of other genres in which "on-rails" movement is a feature. Some, particularly later, games give the player greater control over movement and in still others the protagonist does not move at all. On home computer conversions of light- ...
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Vehicular Combat Game
A vehicular combat game (or car combat game) is a vehicle simulation video game where the primary gameplay objectives include vehicles armed with weapons attempting to destroy vehicles controlled by the CPU or by opposing players. The genre normally features a variety of different vehicles available for play, each with its own strengths, weaknesses, and special attack abilities. Players may also unlock hidden vehicles by completing certain in-game tasks. Games may include racing themes, but they are generally secondary to the action. Gameplay Vehicular combat games normally follow a simple play pattern; the player must defeat increasing numbers of not very skilled enemies before facing off against a final, super-powerful, boss character. Vehicular combat games differ from traditional racing games both in the combat aspect and in the general lack of any set path for players to follow, instead allowing them to explore each level at their leisure. The complexity and strategy req ...
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Submarines
A submarine (often shortened to sub) is a watercraft capable of independent operation underwater. (It differs from a submersible, which has more limited underwater capability.) The term "submarine" is also sometimes used historically or informally to refer to remotely operated vehicles and robots, or to medium-sized or smaller vessels (such as the midget submarine and the wet sub). Submarines are referred to as ''boats'' rather than ''ships'' regardless of their size. Although experimental submarines had been built earlier, submarine design took off during the 19th century, and submarines were adopted by several navies. They were first used widely during World War I (1914–1918), and are now used in many navies, large and small. Their military uses include: attacking enemy surface ships (merchant and military) or other submarines; aircraft carrier protection; blockade running; nuclear deterrence; stealth operations in denied areas when gathering intelligence and doing ...
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Racing Video Games
Racing games are a video game genre in which the player participates in a motor racing, racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic sim racing, racing simulations and more fantastical arcade-style racing games. Kart racing games emerged in the 1990s as a popular sub-genre of the latter. Racing games may also fall under the category of sports video games. Sub-genres Arcade-style racing Usually, Arcade game, arcade-style racing games put fun and a fast-paced experience above all else, as cars usually compete in unique ways. A key feature of arcade-style racers that specifically distinguishes them from simulation racers is their far more liberal physics. Whereas in real racing (and subsequently, the simulation equivalents) the driver must reduce their speed significantly to take most turns, arcade-style racing games generally encourage the player to "powerslide ...
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Cars
A car, or an automobile, is a motor vehicle with wheels. Most definitions of cars state that they run primarily on roads, seat one to eight people, have four wheels, and mainly transport people rather than cargo. There are around one billion cars in use worldwide. The French inventor Nicolas-Joseph Cugnot built the first steam-powered road vehicle in 1769, while the Swiss inventor François Isaac de Rivaz designed and constructed the first internal combustion-powered automobile in 1808. The modern car—a practical, marketable automobile for everyday use—was invented in 1886, when the German inventor Carl Benz patented his Benz Patent-Motorwagen. Commercial cars became widely available during the 20th century. The 1901 Oldsmobile Curved Dash and the 1908 Ford Model T, both American cars, are widely considered the first mass-produced and mass-affordable cars, respectively. Cars were rapidly adopted in the US, where they replaced horse-drawn carriages. In Europe and other ...
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Simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computer simulation, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functio ...
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Electronic Games
''Electronic Games'' was the first dedicated video game magazine published in the United States and ran from October 15, 1981, to 1997 under different titles. It was co-founded by Bill Kunkel, Joyce Worley, and Arnie Katz. History The history of ''Electronic Games'' originates in the consumer electronics magazine, ''Video''. Initially video games were covered sporadically in Deeny Kaplan's regular "VideoTest Reports" column. In the summer of 1979, ''Video'' decided to launch a new column to focus on video games. '' Arcade Alley'' became a regular column and would represent a journalistic first. Written by Bill Kunkel, Arnie Katz (initially pseudonymously writing as Frank T. Laney II), and Joyce Worley, the three writers became close friends and in 1981 they founded ''Electronic Games'' magazine. The magazine was active from Winter 1981, during the golden age of arcade video games and the second generation of consoles, up until 1985, following the video game crash of 19 ...
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Electric Lights
Electric light is an artificial light source powered by electricity. Electric Light may also refer to: * Light fixture, a decorative enclosure for an electric light source * ''Electric Light'' (album), a 2018 album by James Bay * Electric Light (poetry) ''Electric Light'' (Faber and Faber, 2001, ) is a poetry collection by Seamus Heaney, who received the 1995 Nobel Prize in Literature. The collection explores childhood, nature, and poetry itself. Part one presents translations and adaptations, o ..., a poetry collection by Irish poet Seamus Heaney, 2001 * "Electric Light" (song), a 2008 song by Infernal {{disambig ...
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Buzzers
A buzzer or beeper is an audio signaling device, which may be mechanical, electromechanical, or piezoelectric (''piezo'' for short). Typical uses of buzzers and beepers include alarm devices, timers, train and confirmation of user input such as a mouse click or keystroke. History Electromechanical The electric buzzer was invented in 1831 by Joseph Henry. They were mainly used in early doorbells until they were phased out in the early 1930s in favor of musical chimes, which had a softer tone. Piezoelectric Piezoelectric buzzers, or piezo buzzers, as they are sometimes called, were invented by Japanese manufacturers and fitted into a wide array of products during the 1970s to 1980s. This advancement mainly came about because of cooperative efforts by Japanese manufacturing companies. In 1951, they established the Barium Titanate Application Research Committee, which allowed the companies to be "competitively cooperative" and bring about several piezoelectric innovations and ...
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