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Sports video game

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Asports video gameis avideo gamethat simulates the practice ofsports.Most sports have been recreated with video games, includingteam sports,track and field,extreme sports,andcombat sports.[1]Some games emphasize playing the sport (such asEA Sports FC,eFootballandNBA 2K), whilst others emphasize strategy andsport management(such asFootball ManagerandOut of the Park Baseball). Some, such asNeed for Speed,Arch RivalsandPunch-Out!!,satirize the sport for comic effect. This genre has been popular throughout the history of video games and is competitive, just like real-world sports. A number of game series feature the names and characteristics of real teams and players, and are updated annually to reflect real-world changes. The sports genre is one of the oldest genres in gaming history.[2]

Game design

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Sports games involve physical and tactical challenges, and test the player's precision and accuracy.[3]Most sports games attempt to model the athletic characteristics required by that sport, including speed, strength, acceleration, accuracy, and so on.[3]As with their respective sports, these games take place in a stadium or arena with clear boundaries.[3]Sports games often provide play-by-play and color commentary through the use of recorded audio.[3]

Sports games sometimes make use of differentmodesfor different parts of the game. This is especially true in games aboutAmerican footballsuch as theMadden NFLseries, where executing a pass play requires six different gameplay modes in the span of approximately 45 seconds.[3]Sometimes, other sports games offer a menu where players may select a strategy while play is temporarily suspended.[3]Association footballvideo games sometimes shift gameplay modes when it is time for the player to attempt a penalty kick, a free shot at goal from the penalty spot, taken by a single player.[3]Some sports games also require players to shift roles between the athletes and the coach or manager. These mode switches are more intuitive than other game genres because they reflect actual sports.[3]

Older 2D sports games sometimes used an unrealistic graphical scale, where athletes appeared to be quite large in order to be visible to the player. As sports games have evolved, players have come to expect a realistic graphical scale with a high degree of verisimilitude.[3]Sports games often simplify the game physics for ease of play, and ignore factors such as a player's inertia.[3]Games typically take place with a highly accurate time-scale, although they usually allow players to play quick sessions with shorter game quarters or periods.[3]

Sports games sometimes treat button-pushes as continuous signals rather than discrete moves, in order to initiate and end a continuous action. For example, football games may distinguish between short and the long passes based on how long the player holds a button. Golf games often initiate the backswing with one button-push, and the swing itself is initiated by a subsequent push.[3]

Types

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Arcade

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Arcade sports games have traditionally been very populararcade games.The competitive nature of sports lends itself well to the arcades where the main objective is usually to obtain ahigh score.The arcade style of play is generally more unrealistic and focuses on a quicker gameplay experience. However the competitive nature of sports and being able to gain a high score while competing against friends for free online, has made online sports games very popular. Examples of this include theNFL BlitzandNBA Jamseries.[4][5]

Simulation

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Simulation games are more realistic than arcade games, with the emphasis being more on realism than on how fun the game is to pick up and play based from the competitive seasons of each sport. The simulation-style tends to be slower and more accurate with normal rules while arcade games tend to be fast and can have all kinds of ad-hoc rules and ideas thrown in, especially pre-2000s.[6]Examples of this include theEA Sports FC,NHL,EA Sports WRC,F1,MotoGP,PGA Tour,PGA Tour 2K,MLB The Show,Madden NFLandNBA 2Kseries.

Management

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A sports management game puts the player in the role ofteam manager.Whereas some games are played online against other players, management games usually pit the player againstAIcontrolled teams in the sameleague.Players are expected to handle strategy, tactics, transfers, and financial issues. Various examples of these games can be found in thesports management category.

Multi-sport

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SinceTrack & Field(1983), variousmulti-sportvideo games have combined multiple sports into a single game.Wii SportsandNintendo Switch Sportsare recent examples. A popular sub-genre areOlympic video games,includingTrack & Fieldand other similar titles. Multi-sport tournaments are becoming the basis for computer games.

History

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Origins (1958–1972)

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Pong(1972)arcade cabinet

Sports video games have origins in sportselectro-mechanical games(EM games), which werearcade gamesmanufactured using a mixture of electrical and mechanical components, foramusement arcadesbetween the 1940s and 1970s. Examples includeboxinggames such asInternational Mutoscope Reel Company'sK.O. Champ(1955),[7]bowlinggames such asBally Manufacturing'sBally BowlerandChicago Coin'sCorvettefrom 1966,baseballgames such asMidway Manufacturing'sLittle League(1966) and Chicago Coin'sAll Stars Baseball(1968),[8]otherteam sportgames such asTaito'sCrown Soccer Special(1967) andCrown Basketball(1968),[9][10]andair hockeytype games such asSega'sMotoPolo(1968)[11]andAir Hockey(1972) byBrunswick Billiards.[12]

The earliest sports video game dates backs to 1958, whenWilliam Higinbothamcreated a game calledTennis for Two,a competitivetwo-playertennisgame played on anoscilloscope.The players would select the angle at which to put their racket, and pressed a button to return it. Although this game was incredibly simple, it demonstrated how anaction game(rather than previous puzzles) could be played on a computer.[13]Video games prior to the late 1970s were primarily played on universitymainframecomputers undertimesharingsystems that supported multiplecomputer terminalson school campuses. The two dominant systems in this era wereDigital Equipment Corporation'sPDP-10andControl Data Corporation'sPLATO.Both could only display text, and not graphics, originally printed onteleprintersandline printers,but later printed on single-colorCRTscreens.

Ralph BaerdevelopedTable Tennisfor the firstvideo game console,theMagnavox Odyssey,released in 1972. While the console had other sports-themed game cards, they required the use of television overlays while playing similarly toboard gamesorcard games.Table Tenniswas the only Odyssey game that was entirely electronic and did not require an overlay, introducing a ball-and-paddle game design that showcased the potential of the new video game medium. This provided the basis for the first commercially successful video game,Pong(1972), released as anarcade video gamebyAtari, Inc.[7]

Ball-and-paddle era (1973–1975)

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Numerous ball-and-paddle games that were either clones or variants ofPongwere released for arcades in 1973. Atari themselves released a four-playercooperative multiplayervariant,Pong Doubles(1973), based ontennis doubles.[14]In the United States, the best-sellingarcade video game of 1973wasPong,followed by several of its clones and variants, includingPro TennisfromWilliams Electronics,WinnerfromMidway Manufacturing,Super SoccerandTennis TourneyfromAllied Leisure(later called Centuri), andTV TennisfromChicago Coin.[15]

In Japan, arcade manufacturers such as Taito initially avoided video games as they foundPongto be simplistic compared to more complex EM games, but after Sega successfully tested-marketedPongin Japan, Sega and Taito released the clonesPong TronandElepong,respectively, in July 1973,[16]before the official Japanese release ofPongby Atari Japan (later part ofNamco) in November 1973.[17]Tomohiro Nishikado's four-playerPongvariantSoccerwas released by Taito in November 1973,[16][18]with a green background to simulate anassociation footballplayfield[19]along with a goal on each side.[16]Another Taito variant,Pro Hockey(1973), set boundaries around the screen and only a small gap for the goal.[20]

Tomohiro Nishikado wanted to move beyond simple rectangles to character graphics, resulting in his development of abasketballgame,[16]Taito'sTV Basketball,released in April 1974.[17][21]It was the earliest use of characterspritesto represent human characters in a video game.[22]While the gameplay was similar to earlier ball-and-paddle games,[16]it displayed images both for the players and the baskets, and attempted to simulatebasketball.Each player controls two team members, aforwardand aguard;the ball can be passed between team members before shooting, and the ball has to fall into the opposing team's basket to score a point.[23][24]The game was released in North America by Midway asTV Basketball,selling 1,400arcade cabinetsin the United States, a production record for Midway up until they releasedWheelsthe following year.[25][26]Ramteklater releasedBaseballin October 1974,[17]similarly featuring the use of character graphics.[27]

In 1975,NintendoreleasedEVR-Race,ahorse racingsimulation gamewith support for up to six players.[28]It was a mixture between a video game and an electro-mechanical game, and played back video footage from avideo tape.[29]

Decline (1976–1982)

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After the market became flooded withPongclones, thePongmarket crashed around the mid-1970s.[16]Sports video games would not regain the same level of success until the 1980s.[30]

In 1976, Sega released an earlycombat sportgame,Heavyweight Champ,based onboxingand now considered the firstfighting game.[31]

In March 1978, Sega releasedWorld Cup,anassociation football gamewith atrackballcontroller.[32][33][34]In October 1978, Atari releasedAtari Football,[35]which is considered to be the first video game to accurately emulateAmerican football;[36]it also popularized the use of a trackball, with the game's developers mentioning it was inspired by an earlier Japanese association football game that used a trackball.[37][38]Atari Footballwas the second highest-earningarcade video game of 1979in the United States, below only Taito'sshoot 'em upblockbusterSpace Invaders(1978), thoughAtari Footballwas the only sports game among the top ten highest-earners.[39]

In 1980,Mattel'sBasketballfor theIntellivisionwas the first basketball video game to be licensed by theNational Basketball Association(NBA).[26]On home computers,Microsoft'sOlympic Decathlon(1980) was one of the first sports-related programs to mix game and simulation elements, and was an early example of an Olympic track-and-field game.[40]The first association football management simulation,Football Manager,was released for theZX Spectrumcomputer in 1982.

Between 1981 and 1983, theAtari's VCS (2600)and Mattel's Intellivision waged a series of high-stakes TV advertising campaigns promoting their respective systems, marking the start of the firstconsole wars.Atari prevailed inarcade gamesand had a larger customer base due to its lower price, while Intellivision touted its visually superior sports games. Sports writerGeorge Plimptonwas featured in the Intellivision ads,[41]which showed the parallel games side by side. Both Atari and Intellivision fielded at least one game for baseball, American football, hockey, basketball and association football. Atari's sports games includedActivision Tennis(1981).

Resurgence (1983–1985)

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Sports video games experienced a resurgence from 1983. As thegolden age of arcade video gamescame to an end, arcade manufacturers began looking for ways to reinvigorate thearcade video gameindustry, so they began turning to sports games. The arcade industry began producing sports games at levels not seen since the days ofPongand its clones, which played a role in the recovery of the arcade market by the mid-1980s.[30]There were initially high expectations forlaserdisc gamesto help revive the arcade industry in 1983, but it was instead non-laserdisc sports games that ended up being the most well-received hits atamusement arcadeshows by late 1983.[42][43]

Arcades

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Punch-Out(1984) arcade cabinet

In March 1983, Sega releasedAlpha Denshi's arcade gameChampion Baseball,which became a blockbuster success in Japanese arcades,[44][45]with Sega comparing its impact on Japanese arcades to that ofSpace Invaders.[46]Champion Baseballwas a departure from the "space games"and" cartoon "action gamesthat had previously dominated the arcades,[47]and subsequently served as the prototype for laterbaseball video games.[44][45]It had a split-screen format, displaying theplayfieldfrom twocamera angles,one from the outfield and another close-up shot of the player and batter, while also giving players the option of selecting relief pitchers or pinch hitters, while an umpire looks on attentively to make the game calls.[46][48]The game also had digitized voices for the umpire,[45]and individual player statistics.[44][45]

Sports games became more popular across arcades worldwide with the arrival ofKonami'sTrack & Field,[30]known asHyper Olympicin Japan, introduced in September 1983.[42]It was anOlympic-themedathleticsgame that had multipleOlympictrack-and-fieldevents (including the100-meterdash,long jump,javelin throw,110-meter hurdles,hammer throw,andhigh jump) and allowed up to four players to compete.[49]It had a horizontalside-scrollingformat, depicting one or two tracks at a time, a large scoreboard that displayed world records and current runs, and a packed audience in the background.[30]Despite the industry's hype forlaserdisc gamesat the time,Track & Fieldbecame the most well-received game at theAmusement Machine Show(AM Show) in Tokyo[42]and the Amusement & Music Operators Association (AMOA) show in the United States.[43]The game sold 38,000 arcade units in Japan,[50]became one of the top five highest-grossing arcade games of 1984 in the United States,[51]and the top-grossingarcade game of 1984in the United Kingdom.[52]It was also the basis for an organizedvideo game competitionthat drew more than a million players in 1984.[53][54]The success ofTrack & Fieldspawned other similarOlympic video games.[52]

Numerous sports video games were subsequently released in arcades afterTrack & Field,includingAmerican football gamessuch as10-Yard Fight(1983) byIremandGoal to Go(1984) byStern Electronics,boxing video gamessuch as Nintendo'sPunch-Out!(1984),martial artssportsfighting gamessuch asTechnōs Japan'sKarate Champ(1984),[30][54]theNintendo VS. SystemtitlesVS. TennisandVS. Baseball,Taito'sgolfgameBirdie King II,andData East'sTag Team Wrestling.[54]10-Yard Fightin 1983 had acareer mode,where the player progresses fromhigh school,tocollege,professional,playoff,andSuper Bowl,as the difficulty increases with each step.[55]Irem'swaterskiinggameTropical Angelhad a femaleplayer character,[56][57]and was one of the two most well-received games at the September 1983 AM Show (along withHyper Olympic) for its graphics and gameplay.[42]Another sports game with female player characters was Taito'sJoshi Volleyball(Big Spikers),[58]which topped the Japanesetable arcade cabinetchart in December 1983.[59]Kaneko'sRoller Aceswas aroller skatinggame played from a third-person perspective,[60]whileTechnōs Japanreleased thewrestlinggameTag Team Wrestling.[61]

In the field ofassociation football games,Alpha Denshi'sExciting Soccer(1983) featured digitized voices[62]and a top-down overhead perspective, which was later popularized byTehkan World Cup(1985) fromTehkan(later Tecmo).[63]Tehkan World Cupwas amultiplayerassociation football game with atrackballcontroller,[64]where a button was used for kicking the ball and the trackball used for the direction and speed of the shot, with gameplay that was fairly realistic.[65]It was a landmark title for association football games, considered revolutionary for its trackball control system, its top-down perspective that allows players to see more of the pitch,[66]and its trackball-basedgame physics.[67][68]It provided the basis for laterassociation football gamessuch asMicroProse Soccer(1988) and theSensible Soccerseries (1992 debut).[67][68][69]

Several sportslaserdisc gameswere released for arcades in 1984, includingUniversal'sTop Gearwhich displayed 3D animated race car driving,[70]while Sega'sGP World[71]and Taito'sLaser Grand Prix[72]displayed live-action footage. Sega also produced abullfightinggame,Bull Fight,[73]and a multiple-watersports gameWater Match(published byBally Midway), which included swimming,kayakingandboat racing;[74]while Taito released afemale sportsgame based onhigh-schooltrack & field,The Undoukai,[75]and adirt track racinggameBuggy Challenge,with abuggy.[76]Other dirt racing games from that year weredirt bikegames:Nintendo'sExcitebike[77]andSNK'smotocrossgameJumping Cross.[78]Nintendo also released a four-playerracquet sportgame,VS. Tennis(theNintendo VS. Systemversion ofTennis).[79]

That same year,ice hockeygames were also released: Alpha Denshi'sBull Fighter[80]and Data East'sFighting Ice Hockey.[81]Data East also released alawn sportsgameHaro Gate Ball,based oncroquet,[82]whileNichibutsureleased a game based onroller derby,Roller Jammer.[83]Meanwhile, Technos Japan released a game based onsumowrestling,Syusse Oozumou,[84]and the firstmartial artscombat-sport game,Karate Champ,considered one of the most influential fighting games.[85][86]In 1985, Nintendo released anarm wrestlinggame,Arm Wrestling,[87]while Konami released atable tennisgame that attempted to accurately reflect the sport,Konami's Ping Pong.[88]

Homes

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Gameplay screenshot ofIntellivision World Series Baseball(1983)

On home consoles,MattelreleasedIntellivision World Series Baseball(IWSB), designed byDon DaglowandEddie Dombrower,in late 1983.[89]It is considered the earliest sports video game to use multiple camera angles to show the action in a manner resembling asports televisionbroadcast. Earlier sports games prior to this had displayed the entire field on screen, or scrolled across static top-down fields to show the action.IWSBmimicked television baseball coverage by showing the batter from a modified "center field" camera, thebaserunnersin corner insets and defensive plays from a camera behind the batter.[90]It was also one of the first sports video games to feature audibly speaking digitized voices (as opposed to text), using the MattelIntellivoicemodule. The game was sophisticated for its time, but was a commercial failure, released around the time of thevideo game crash of 1983when the North American home video game market collapsed.[91]

Nintendo released a series of highly successful sports games for theNintendo Entertainment Systemconsole and the arcadeNintendo VS. System,starting withBaseball(1983) andTennis(1984). They played an important role in thehistory of the Nintendo Entertainment System,as they were the earliest NES games released in North America, initially in the arcades and then with the console's launch.[92]Nintendo's arcade versionVS. Baseball(1984) was competing with Sega's earlier hitChampion Baseballin the arcades.[93]

On home computers,Track & Fieldspawned similar hit Olympic games for computer platforms,[52]such asOcean Software'sDaley Thompson's Decathlon(1984).[94]Electronic Artsproduced their first sports game for home computers, the basketball titleDr. J and Larry Bird Go One on One(1983),[95]which was the first licensed sports game based on the names and likenesses of famous athletes; the inclusion of famous real world athletes would become one of the most important selling points for sports games.[96]One on Onebecame Electronic Arts' best-selling game, and the highest-selling computer sports game, having sold 400,000 copies by late 1988.[97]

Further growth (1986–1994)

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In the late 1980s,basketball video gamesgained popularity in arcades. Konami'sDouble Dribble(1986) featured colorful graphics, five-on-five gameplay, cutaway animations forslam dunks,and a digitized version of "The Star-Spangled Banner"theme.[26]It was considered the most realistic basketball game upon release, with fast-paced action, detailed players, a large side-scrolling court, innovative cinematic dunks, and detailed sound effects, beginning a trend where presentation would play an increasingly important role in sports games.[98]Magic Johnson's Fast Break(1988) byArcadia Systemshad detailed characters and audio clips ofMagic Johnson's voice. Midway, who had not released a basketball game in sixteen years since Taito'sTV Basketballin 1974, releasedArch Rivals(1989), a two-on-two game featuring large players with distinct looks, abasketball court,a crowd,cheerleaders,four periods, the ability to rough up an opponent, and big dunks capable ofbackboard shattering.[26]Konami'sPunk Shot(1990) is an arcade basketball game with an element of violence, allowing players to physically attack each other, whichCU Amigamagazine compared to the filmRollerball(1975).[99]

The success of theNintendo Entertainment System(NES) in North America led to the platform becoming a major platform forAmerican sportsvideo games. Basketball games included a port ofDouble Dribble,with a halo mechanic signifying the optimum release for shots, andTecmo NBA Basketball(1992).American football video gamesincludedTecmo Bowl(1987), which was ported to the NES with theNFL Players Associationlicense, andTecmo Super Bowl(1991), which introduced a season mode with nearly the entireNFLroster.[100]Tecmo Super Bowlis considered to be one of the greatest[101][102]and most influential games of all time, as it was the first mainstream sports video game with both the league and player association licenses,[103]withESPNranking it the greatest sports video game of all time.[104]Sega also developed American football games for their competingMaster Systemconsole,Great Footballin 1987[100]andAmerican Pro Football(Walter Payton Football) in 1989, the latter very well received by critics at the time.[105][106]

The late 1980s is considered the "Golden Age" ofbaseball video games.Namco'sR.B.I. Baseball(1986) and theAtlustitleMajor League Baseball(1988) for the NES were the first fully licensed baseball video games.SNK'sBaseball Stars(1989) was a populararcade-styleNES game, whileJaleco's NES titleBases Loaded(1987) was asimulation gamewith statistics.[100]In 1988, EA releasedEarl Weaver Baseball,developed by Don Daglow and Eddie Dombrower, which for the first time combined a highly accurate simulation game with high quality graphics. This was also the first game in which an actualbaseball managerprovided the computerAI.In 1996Computer Gaming WorldnamedEWBthe 25th of its Best 150 Games of All Time, the second highest ranking for any sports game in that 1981–1996 period (afterFPS Football).[107]

The 1990s began in the16-bit era,as a wave of fourth generation video game consoles were created to handle more complex games and graphics. TheSega Genesis/Mega Drivein particular became renowned for its sports video games, as it was more powerful than the NES and with Sega targeting an older audience than Nintendo's typically younger target demographic at the time.Basketball video gamesincluded EA'sLakers versus Celtics and the NBA Playoffs(1991), which launched theNBA Liveseries.World Series Baseball(1994) introduced the "catcher-cam" perspective, launching theWorld Series Baseballseries and becoming the first game in the Sega Sports line.[100]

In 1989,Electronic ArtsproducerRichard Hillemanhired GameStar'sScott Orrto re-designJohn Madden Footballfor the fast-growing Sega Genesis. In 1990, Orr and Hilleman releasedMadden Football.They focused on producing a head-to-head two-player game with an intuitiveinterfaceand responsive controls. Electronic Arts had only expected to sell around 75,000 units, but instead the title sold around 400,000 units.[108]

In 1990, Taito releasedFootball Champ,an association football game that allowsup to four playersin both competitive andcooperative gameplay.It also let players perform a number of actions, including a back heel,power kick,high kick,sliding tackle,super shot, andfoulingother players (kicking, punching, and pulling shirts), which the player can get away with if therefereeisn't looking, or get a yellow or redpenalty cardfor if he is.[109]In 1991, the American football gameTecmo Super Bowlwas the first mainstream sports game to feature both the league and player association licenses of the sport it emulated; previous titles either had one license or the other, butTecmo Super Bowlwas the first to feature realNFLplayers on real teams.[110]

Orr joined EA full-time in 1991 after the success ofMaddenon the Sega Genesis, and began a ten-year period of his career where he personally supervised the production of theMadden Footballseries. During this time EA formedEA Sports,a brand name used for sports games they produced. EA Sports created several ongoing series, with a new version released each year to reflect the changes in the sport and its teams since the previous release.

Sega launched its own competingNFLseries on the Sega Genesis. The gameplay of Sega's earlier 1987 Master System titleGreat Football(1987) was the basis forJoe Montana Football(1991), developed by EA and published by Sega for the Genesis. Sega then released their own sequel without EA's involvement,Joe Montana II: Sports Talk Football(1991), which became the first American football game with audio commentary. After Sega acquired the NFL license, they shortened the title toNFL Sports Talk Football Starring Joe Montana,which later became known as Sega'sNFLseries. Due to strong competition fromMadden,the series was cancelled in 1997.[100]

Licensed basketball games began becoming more common by the early 1990s, including Sega'sPat Riley Basketball(1990) andAcme Interactive'sDavid Robinson's Supreme Court(1992) for the Sega Genesis, andHudson Soft'sBill Laimbeer's Combat Basketball(1991) for theSuper Nintendo Entertainment System(SNES). EA followedJordan vs. Bird: One on One(1988) withLakers versus Celtics and the NBA Playoffs(1989), the latter ported to the Genesis in 1991, which added more simulation aspects to the subgenre.[26]In the arcades, Midway followedArch RivalswithNBA Jam(1993), which introduceddigitizedsprites similar to theirfighting gameMortal Kombat(1992), combined with a gameplay formula similar toArch Rivals.[111]In its first twelve months of release,NBA Jamgenerated over$1 billionto become thehighest-grossing arcade sports gameof all time.[112]

FIFA International Soccer(1993), the first game in EA'sFIFAseries ofassociation football video games,released on theSega Mega Driveand became the best-sellinghome video game of 1993in the United Kingdom. In contrast to the top-down perspective of earlier association football games,FIFAintroduced anisometric perspectiveto the genre.International Superstar Soccer(1994), the first game inKonami'sInternational Superstar Soccer(ISS) series, released for the SNES. A rivalry subsequently emerged between theFIFAandISSfranchises.[113][114]

Transition to 3D polygons (1994–1997)

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In the 1990s,3D graphicswere introduced in sports games. Early uses of flat-shaded polygons date back to 1991, with home computer games such as4D Sports BoxingandWinter Challenge.[115]However, it was not until the mid-1990s that 3D polygons were popularized in sports games.

Sega's arcade titleVirtua Striker(1994) was the firstassociation footballgame to use 3D graphics, and was also notable for its early use oftexture mapping.[116]Meanwhile,Sierra Onlinereleased American football titleFront Page Sports Footballin 1995 for the PC. The following year,Computer Gaming Worldnamed it twelfth of the Best 150 Games of All Time, the highest ranking sports game on the list.[107]

International Superstar Soccer Pro(ISS Pro), released for thePlayStationin 1997, was considered a "game-changer" for association football games, which had been largely dominated by rivalFIFAon home systems for the last several years. Developed byKonami Tokyo,ISS Prointroduced a new 3D engine capable of better graphics and more sophisticated gameplay than its rival. WhereasFIFAhad a simpler "arcade-style"approach to its gameplay,ISS Prointroduced more complexsimulation gameplayemphasizing tactics and improvisation, enabled by tactical variety such as nine in-match strategy options.[113][114]

In 1997,Electronic Gaming Monthlyreported that sports games accounted for roughly 50% of console software sales.[117]

Extreme sports enter into the mainstream (1996–2001)

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At the end of the 20th and beginning of the 21st century,extreme sportvideo games began to appear more frequently.

Namco'sAlpine Racer(1994) was askiingwinter sportssimulator that became a major success inarcadesduring the mid-1990s. This led to a wave of similar sports games capitalizing on its success during the late 1990s, from companies such asSega,Namco,Konamiand Innovative Concepts.[118]

In 1996, two snowboarding video games were released:Namco'sAlpine Surferin the arcades,[119]and theUEP SystemsgameCool Boardersfor thePlayStationconsole.[120]The following year,Square's popularrole-playing video game,Final Fantasy VII,included a snowboardingminigamethat was later released as an independent snowboarding game,Final Fantasy VII Snowboarding,for mobile phones.[121]In 2000,SSXwas released. Based aroundboardercross,the game featured fast downhill races, avoiding various objects whilst using others to perform jumps and increase the player's speed.[122]

In 1997, Sega released one of the first mainstreamskateboardinggames,Top Skater,[123]in the arcades, where it introduced askateboardcontrollerinterface.[124]Top Skaterserved as a basic foundation for later skateboarding games.[125]The following year saw the release of the console skateboarding gameStreet Sk8er,developed by Atelier Double and published byElectronic Arts.In 1999, the subgenre was further popularized byTony Hawk's Pro Skater,an arcade-like skateboarding game where players were challenged to execute elaborate tricks or collect a series of elements hidden throughout the level.[123]Tony Hawk'swent on to be one of the most popular sports game franchises.[125]

Sports games become big business (2002–2005)

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Association football games became more popular in the 2000s. Konami'sISSseries spawned thePro Evolution Soccer(PES) series in the early 2000s. A rivalry subsequently emerged betweenFIFAandPES,considered the "greatest rivalry" in the history of sports video games.PESbecame known for having "faster-paced tactical play" and more variedemergent gameplay,whileFIFAwas known for having more licenses.[113][114]TheFIFAseries had sold over16 millionunits by 2000,[126]while thePESseries had sold more than10 millionunits by 2002.[127]The sales gap between the two franchises had narrowed by the mid-2000s.[113][114]

On December 13, 2004,Electronic Artsbegan a string of deals that granted exclusive rights to several prominent sports organizations, starting with theNFL.[128]This was quickly followed with two deals in January 2008 securing rights to theAFL[129]andESPNlicenses.[130]This was a particularly hard blow toSega,the previous holder of the ESPN license, who had already been affected by EA's NFL deal. As the market for football brands was being quickly taken by EA,Take-Two Interactiveresponded by contacting theMajor League Baseball Players Associationand signing a deal that granted exclusive third-party major-league baseball rights;[131]a deal not as restrictive, as first-party projects were still allowed. TheNBAwas then approached by several developers, but declined to enter into an exclusivity agreement, instead granting long-term licenses toElectronic Arts,Take-Two Interactive,Midway Games,Sony,andAtari.[132]In April 2005, EA furthered its hold on American football licensing by securing rights to allNCAAbrands.[133]

Motion detection

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Sega Activator: IR motion detection (1993–1994)

[edit]

In 1993, Sega released theSega Activator,amotion detectiongame controller designed to respond to a player's body movements, for their Genesis console.[134]The Activator was based on the Light Harp, aMIDI controllerinvented by Assaf Gurner.[135]He was an Israeli musician and Kung Fu martial artist who researched inter disciplinarian concepts to create the experience of playing an instrument using the whole body's motion. It was released for the Mega Drive (Genesis) in 1993. It could read the player's physical movements and was the first controller to allow full-body motion sensing, The original invention related to a 3 octaves musical instrument that could interpret the user's gestures into musical notes via MIDI protocol. The invention was registered as patent initially in Israel on May 11, 1988, after 4 years of R&D. In 1992, the first complete Light Harp was created by Assaf Gurner and Oded Zur, and was presented to Sega of America.

Like the Light Harp, the Activator is an octagonal frame that lies on the floor.Light-emitting diodes(LEDs) on the frame vertically project thin, invisible beams ofinfraredlight. When something, such as a player's arm or leg, interrupts a beam, the device reads the distance at which the interruption occurred, and interprets the signal as acommand.The device can also interpret signals from multiple beams simultaneously (i.e.,chords) as a distinct command.

Sega designed special Activator motions for a few of their own game releases. By tailoring motion signals specifically for a game, Sega attempted to provide a more intuitive gaming experience. A player could, for example, compete inGreatest Heavyweights of the RingorEternal Championsby miming punches.

Despite these efforts, the Activator was a commercial failure. Like thePower Gloveof 1989, it was widely rejected for its "unwieldiness and inaccuracy".[134]

Wii Remote: IR motion detection with accelerometry (2006–2009)

[edit]
Mario & Sonic at the Olympic Games(2007), a Wii game played by miming sports activity

In 2006, Nintendo releasedWii Sports,a sports game for theWiiconsole in which the player had to physically move theirWii Remoteto move theiravatarknown as aMii.[136]The game contained five different sports—boxing,bowling,golf,tennis,andbaseball—which could all be played individually or with multiple players. Players could also track their skill progress through the game, as they became more proficient at the different sports, and use the training mode to practice particular situations.[137]As of 2013,Wii Sportsbecame the second-highest selling video game of all time.[138]

Wii Sportsopened the way for other physically reactive sports-based video games, such asMario & Sonic at the Olympic Games,the first official title to feature bothMarioandSonic the Hedgehog,in which players used the Wii Remote to simulate running, jumping and otherOlympicsports.[139]In 2008, Nintendo releasedWii Fit,which allowed players to doaerobicandfitness exercisesusing theWii Balance Board.[140]In a similar light, 2008 saw the release ofMario Kart Wii,aracing gamewhich allowed the player to use their remote with aWii Wheelto act as a steering wheel, akin to those on traditional arcade racing games.[141]

Sports games today (2010–present)

[edit]

The most popular subgenre in Europe isassociation football games,which up until 2010 was dominated byEA Sportswith theFIFAseries andKonamiwith thePro Evolution Soccer(PES) series. WhileFIFAwas commercially ahead, the sales gap between the two franchises had narrowed.FIFAresponded by borrowing gameplay elements fromPESto improveFIFA,which eventually pulled ahead commercially by a significant margin in the 2010s and emerged as the world's most successful sports video game franchise.[113][114]

In North America, the sports genre is currently dominated byEA Sportsand2K Sports,who hold licenses to produce games based on official leagues. EA's franchises include theMadden NFLseries, theNHLseries, thePGA Tourseries, theUFCseries, theF1series, theEA Sports FCseries, and theNBA Liveseries. 2K Sports' franchises include theNBA 2K,PGA Tour 2KandWWE 2Kseries. 2K recently releasedTopSpin 2K25.All of these games feature real leagues, competitions and players. These games continue to sell well today despite many of the product lines being over a decade old, and receive, for the most part, consistently good reviews.

With 2K & EA Sports' domination and many sports leagues carryingexclusive licences,the North American sports video game market has become very difficult to enter; competing games in any of the above genres, with the exception of racing games, tend to be unsuccessful. This has led to a sharp drop in sports-themed titles over recent years especially with arcade titles. One of the most notable exceptions is Konami'sPro Evolution Soccerseries, which is often hailed as an alternative to theFIFAseries, but does not contain as many licensed teams, players, kits, or competitions. Another deviation from the norm is Sony'sMLB The Showseries, which now has a monopoly on the baseball genre after the withdrawal of2KafterMLB 2K13.[142]Racing games, due to the variation that the sport can offer in terms of tracks, cars and styles, offer more room for competition and the selection of games on offer has been considerably greater (examples beingF1and theWorld Rally Championship,and many unlicensed games). Sports management games, while not as popular as they used to be, live on through small and independent software development houses. Management titles today have transitioned to the very popularfantasy sportsleagues, which are available through many websites such asYahoo.Independent developers are also creating sports titles likeSuper Mega Baseball,The Golf Club,and Freestyle2: Street Basketball.[143]

Nintendohas been able to make an impact upon the sports market by producing severalMario-themed titles, such asMario Sports Mix,Mario Golf: Super Rush,Mario Sports Superstars,Mario Tennis Aces,andMario Strikers: Battle League.These titles sell respectfully, but are only available on Nintendo'svideo game consoles,for exampleGameCube,Nintendo 64,Nintendo 3DS,Wii,Wii UandNintendo Switch.

See also

[edit]

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