Digitization, less digitalization, is the process of converting information into a digital format, in which the information is organized into bits. The result is the representation of an object, sound, document or signal by generating a series of numbers that describe a discrete set of its points or samples; the result is called digital representation or, more a digital image, for the object, digital form, for the signal. In modern practice, the digitized data is in the form of binary numbers, which facilitate computer processing and other operations, but speaking, digitizing means the conversion of analog source material into a numerical format. Digitization is of crucial importance to data processing and transmission, because it "allows information of all kinds in all formats to be carried with the same efficiency and intermingled". Unlike analog data, which suffers some loss of quality each time it is copied or transmitted, digital data can, in theory, be propagated indefinitely with no degradation.
This is. The term digitization is used when diverse forms of information, such as an object, sound, image or voice, are converted into a single binary code; the core of the process is the compromise between the capturing device and the player device so that the rendered result represents the original source with the most possible fidelity, the advantage of digitization is the speed and accuracy in which this form of information can be transmitted with no degradation compared with analog information. Digital information exists as one of two digits, either 0 or 1; these are known as the sequences of 0s and 1s that constitute information are called bytes. Analog signals are continuously variable, both in the number of possible values of the signal at a given time, as well as in the number of points in the signal in a given period of time. However, digital signals are discrete in both of those respects – a finite sequence of integers – therefore a digitization can, in practical terms, only be an approximation of the signal it represents.
Digitization occurs in two parts: Discretization The reading of an analog signal A, and, at regular time intervals, sampling the value of the signal at the point. Each such reading may be considered to have infinite precision at this stage. In general, these can occur at the same time. A series of digital integers can be transformed into an analog output that approximates the original analog signal; such a transformation is called a DA conversion. The sampling rate and the number of bits used to represent the integers combine to determine how close such an approximation to the analog signal a digitization will be; the term is used to describe, for example, the scanning of analog sources into computers for editing, 3D scanning that creates 3D modeling of an object's surface, audio and texture map transformations. In this last case, as in normal photos, the sampling rate refers to the resolution of the image measured in pixels per inch. Digitizing is the primary way of storing images in a form suitable for transmission and computer processing, whether scanned from two-dimensional analog originals or captured using an image sensor-equipped device such as a digital camera, tomographical instrument such as a CAT scanner, or acquiring precise dimensions from a real-world object, such as a car, using a 3D scanning device.
Digitizing is central to making digital representations of geographical features, using raster or vector images, in a geographic information system, i.e. the creation of electronic maps, either from various geographical and satellite imaging or by digitizing traditional paper maps or graphs. "Digitization" is used to describe the process of populating databases with files or data. While this usage is technically inaccurate, it originates with the proper use of the term to describe that part of the process involving digitization of analog sources, such as printed pictures and brochures, before uploading to target databases. Digitizing may used in the field of apparel, where an image may be recreated with the help of embroidery digitizing software tools and saved as embroidery machine code; this machine code is applied to the fabric. The most supported format is DST file. Apparel companies digitize clothing patterns Analog signals are continuous electrical signals. Analog signal can be converted to digital signal by ADC.
Nearly all recorded music has been digitized. About 12 percent of the 500,000+ movies listed on the Internet Movie Database are digitized on DVD; the handling of an analog signal becomes easy when it is digitized because the signal is digitized before modulation and transmission. The conversion process of analog to digital consists of two processes: quantizing. Digitization of personal multimedia, such as home movies and photographs is a popular method of preserving and sharing older repositories. Slides and photographs may be scanned using an image scanner. Slides can be digitized with different film scanner by Nikon such as the Nikon Coolscan 5000ED. At most 1 in 20 texts have been digitized as of 2006. Older print books are be
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
A patch is a set of changes to a computer program or its supporting data designed to update, fix, or improve it. This includes fixing security vulnerabilities and other bugs, with such patches being called bugfixes or bug fixes, improving the usability or performance. Although meant to fix problems, poorly designed patches can sometimes introduce new problems. In some special cases updates may knowingly break the functionality or disable a device, for instance, by removing components for which the update provider is no longer licensed. Patch management is a part of lifecycle management, is the process of using a strategy and plan of what patches should be applied to which systems at a specified time. Patches for proprietary software are distributed as executable files instead of source code; this type of patch modifies the program executable—the program the user runs—either by modifying the binary file to include the fixes or by replacing it. On early 8-bit microcomputers, for example the Radio Shack TRS-80, the operating system included a PATCH utility which accepted patch data from a text file and applied the fixes to the target program's executable binary file.
Small in-memory patches could be manually applied with the system debug utility, such as CP/M's DDT or MS-DOS's DEBUG debuggers. Programmers working in interpreted BASIC used the POKE command to temporarily alter the functionality of a system service routine. Patches can circulate in the form of source code modifications. In this case, the patches consist of textual differences between two source code files, called "diffs"; these types of patches come out of open-source software projects. In these cases, developers expect users to compile the changed files themselves; because the word "patch" carries the connotation of a small fix, large fixes may use different nomenclature. Bulky patches or patches that change a program may circulate as "service packs" or as "software updates". Microsoft Windows NT and its successors use the "service pack" terminology. IBM used the terms "FixPaks" and "Corrective Service Diskette" to refer to these updates. Software suppliers distributed patches on paper tape or on punched cards, expecting the recipient to cut out the indicated part of the original tape, patch in the replacement segment.
Patch distributions used magnetic tape. After the invention of removable disk drives, patches came from the software developer via a disk or CD-ROM via mail. With the available Internet access, downloading patches from the developer's web site or through automated software updates became available to the end-users. Starting with Apple's Mac OS 9 and Microsoft's Windows ME, PC operating systems gained the ability to get automatic software updates via the Internet. Computer programs can coordinate patches to update a target program. Automation simplifies the end-user's task – they need only to execute an update program, whereupon that program makes sure that updating the target takes place and correctly. Service packs for Microsoft Windows NT and its successors and for many commercial software products adopt such automated strategies; some programs can update themselves via the Internet with little or no intervention on the part of users. The maintenance of server software and of operating systems takes place in this manner.
In situations where system administrators control a number of computers, this sort of automation helps to maintain consistency. The application of security patches occurs in this manner; the size of patches may vary from a few bytes to hundreds of megabytes. In particular, patches can become quite large when the changes add or replace non-program data, such as graphics and sounds files; such situations occur in the patching of computer games. Compared with the initial installation of software, patches do not take long to apply. In the case of operating systems and computer server software, patches have the important role of fixing security holes; some critical patches involve issues with drivers. Patches may require prior application of other patches, or may require prior or concurrent updates of several independent software components. To facilitate updates, operating systems provide automatic or semi-automatic updating facilities. Automatic updates have not succeeded in gaining widespread popularity in corporate computing environments because of the aforementioned glitches, but because administrators fear that software companies may gain unlimited control over their computers.
Package management systems can offer various degrees of patch automation. Usage of automatic updates has become far more widespread in the consumer market, due to the fact that Microsoft Windows added support for them, Service Pack 2 of Windows XP enabled them by default. Cautious users system administrators, tend to put off applying patches until they can verify the stability of the fixes. Microsoft SUS supports this. In the cases of large patches or of significant changes, distributors limit availability of patches to qualified developers as a beta test. Applying patches to firmware poses special challenges, as it involves the provisioning of new firmware images, rather than applying only the differences from the previous version; the patch consists of a firmware image in form of binary d
Video game music
Video game music is the soundtrack that accompanies video games. Early video game music was once limited to simple melodies of early sound synthesizer technology; these limitations inspired the style of music known as chiptunes, which combines simple melodic styles with more complex patterns or traditional music styles, became the most popular sound of the first video games. With advances in technology, video game music has grown to include the same breadth and complexity associated with television and film scores, allowing for much more creative freedom. While simple synthesizer pieces are still common, game music now includes full orchestral pieces and popular music. Music in video games can be heard over a game’s title screen, options menu, bonus content, as well as during the entire gameplay. Modern soundtracks can change depending on a player's actions or situation, such as indicating missed actions in rhythm games. Video game music can be one of two options: original or licensed. In order to create or collect this music, teams of composers, music directors, music supervisors must work with the game developers and game publishers.
Many of the most notable original sophie game composers have been from Japan, including Nobuo Uematsu, Koji Kondo, Yuzo Koshiro, Yoko Shimomura, Junichi Masuda, Hip Tanaka, Masato Nakamura, Koichi Sugiyama, Yasunori Mitsuda, Michiru Yamane, Yuu Miyake, Takenobu Mitsuyoshi, Manabu Namiki, Shinji Hosoe, Hiroshi Kawaguchi. Notable Western game composers working today include Jeremy Soule, Jesper Kyd, Marty O' Donnell, Jason Graves, Austin Wintory, James Hannigan, Garry Schyman, Peter McConnell, some of whom work in film and television alongside video games. Today, original composition has included the work of film composers Harry Gregson-Williams, Trent Reznor, Hans Zimmer, Mark Rutherford, Josh Mancell, Steve Jablonsky, Michael Giacchino; the popularity of video game music has expanded education and job opportunities, generated awards, allowed video game soundtracks to be commercially sold and performed in concert's. At the time video games had emerged as a popular form of entertainment in the late 1970s, music was stored on physical medium in analog waveforms such as compact cassettes and phonograph records.
Such components were expensive and prone to breakage under heavy use making them less than ideal for use in an arcade cabinet, though in rare cases, they were used. A more affordable method of having music in a video game was to use digital means, where a specific computer chip would change electrical impulses from computer code into analog sound waves on the fly for output on a speaker. Sound effects for the games were generated in this fashion. An early example of such an approach to video game music was the opening chiptune in Tomohiro Nishikado's Gun Fight. While this allowed for inclusion of music in early arcade video games, it was monophonic, looped or used sparingly between stages or at the start of a new game, such as the Namco titles Pac-Man composed by Toshio Kai or Pole Position composed by Nobuyuki Ohnogi; the first game to use a continuous background soundtrack was Tomohiro Nishikado's Space Invaders, released by Taito in 1978. It had four descending chromatic bass notes repeating in a loop, though it was dynamic and interacted with the player, increasing pace as the enemies descended on the player.
The first video game to feature continuous, melodic background music was Rally-X, released by Namco in 1980, featuring a simple tune that repeats continuously during gameplay. The decision to include any music into a video game meant that at some point it would have to be transcribed into computer code by a programmer, whether or not the programmer had musical experience; some music was original, some was public domain music such as folk songs. Sound capabilities were limited; as advances were made in silicon technology and costs fell, a definitively new generation of arcade machines and home consoles allowed for great changes in accompanying music. In arcades, machines based on the Motorola 68000 CPU and accompanying various Yamaha YM programmable sound generator sound chips allowed for several more tones or "channels" of sound, sometimes eight or more; the earliest known example of this was Sega's 1980 arcade game Carnival, which used an AY-3-8910 chip to create an electronic rendition of the classical 1889 composition "Over The Waves" by Juventino Rosas.
Konami's 1981 arcade game Frogger introduced a dynamic approach to video game music, using at least eleven different gameplay tracks, in addition to level-starting and game over themes, which change according to the player's actions. This was further improved upon by Namco's 1982 arcade game Dig Dug, where the music stopped when the player stopped moving. Dig Dug was composed by Yuriko Keino, who composed the music for other Namco games such as Xevious and Phozon. Sega's 1982 arcade game Super Locomotive featured a chiptune rendition of Yellow Magic Orchestra's "Rydeen". Home console systems had a comparable upgrade in sound ability beginning with the ColecoVision in 1982 capable of four channels. However, more notable was the Japanese release of the Famicom in 1983, released in the US as the Nintendo Entertainment System in 1985, it was capable of one being capable of simple PCM sampled sound. The home computer Commodore 64 released in 1982 was capable of early forms of filtering effects, different types of waveforms and the undocumented abilit
Reddit is an American social news aggregation, web content rating, discussion website. Registered members submit content to the site such as links, text posts, images, which are voted up or down by other members. Posts are organized by subject into user-created boards called "subreddits", which cover a variety of topics including news, movies, video games, books, fitness and image-sharing. Submissions with more up-votes appear towards the top of their subreddit and, if they receive enough votes on the site's front page. Despite strict rules prohibiting harassment, Reddit's administrators spend considerable resources on moderating the site; as of March 2019, Reddit had 542 million monthly visitors, ranking as the #6 most visited website in U. S. and #21 in the world, according to Alexa Internet, with 53.9% of its user base coming from the United States, followed by the United Kingdom at 8.2% and Canada at 6.3%. Reddit was founded by University of Virginia roommates Steve Huffman and Alexis Ohanian in 2005.
Condé Nast Publications acquired the site in October 2006. In 2011, Reddit became an independent subsidiary of Condé Nast's parent company, Advance Publications. Reddit is based in California. In October 2014, Reddit raised $50 million in a funding round led by Sam Altman and including investors Marc Andreessen, Peter Thiel, Ron Conway, Snoop Dogg, Jared Leto, their investment valued the company at $500 million then. In July 2017, Reddit raised $200 million for a $1.8 billion valuation, with Advance Publications remaining the majority stakeholder. Reddit is a website comprising user-generated content—including photos, videos and text-based posts—and discussions of this content in what is a bulletin board system; the name "Reddit" is a play-on-words with i.e.. "I read it on Reddit." As of 2018, there are 330 million Reddit users, called "redditors". The site's content is divided into categories or communities known on-site as "subreddits", of which there are more than 138,000 active communities; as a network of communities, Reddit's core content consists of posts from its users.
Users can comment on others' posts to continue the conversation. A key feature to Reddit is that users can cast positive or negative votes, called upvotes and downvotes, for each post and comment on the site; the number of upvotes or downvotes determines the posts' visibility on the site, so the most popular content is displayed to the most people. Users can earn "karma" for their posts and comments, which reflects the user's standing within the community and their contributions to Reddit; the most popular posts from the site's numerous subreddits are visible on the front page to those who browse the site without an account. By default for those users, the front page will display the subreddit r/popular, featuring top-ranked posts across all of Reddit, excluding not-safe-for-work communities and others that are most filtered out by users; the subreddit r/all does not filter topics. Registered users who subscribe to subreddits see the top content from the subreddits to which they subscribe on their personal front pages.
Front-page rank—for both the general front page and for individual subreddits—is determined by a combination of factors, including the age of the submission, positive to negative feedback ratio, the total vote-count. There are 330 million Reddit users, called "redditors". Registering an account with Reddit is free and does not require an email address. In addition to commenting and voting, registered users can create their own subreddit on a topic of their choosing. In Reddit style, usernames begin with "u/". For example, noteworthy redditors include u/Poem_for_your_sprog, who responds to messages across Reddit in verse, u/Shitty_Watercolour, who posts paintings in response to posts. Subreddits are overseen by moderators, Reddit users who earn the title by creating a subreddit or being promoted by a current moderator; these moderators are volunteers who manage their communities and enforce community-specific rules, remove posts and comments that violate these rules, work to keep discussions in their subreddit on topic.
Admins, by contrast, are paid to work for Reddit. Discussions on Reddit are organized into user-created areas of interest called "subreddits". There are about 138,000 active subreddits among a total of 1.2 million, as of July 2018. Subreddit names begin with "r/". For instance, r/science is a community devoted to discussing scientific topics and r/television is a community devoted to discussing TV shows. Meanwhile, r/popular features top-ranked posts across all of Reddit, excluding not-safe-for-work communities and others that are most filtered out by users; the subreddit r/all does not filter topics. In a 2014 interview with Memeburn, Erik Martin general manager of Reddit, remarked that their "approach is to give the community moderators or curators as much control as possible so that they can shape and cultivate the type of communities they want". Subreddits use themed variants of Reddit's alien mascot, Snoo, in the visual styling of their communities; as of April 4, 2019, the top 10 subreddits by number of subscribers are: Reddit Premium is a premium membership that allows users to view the site ad-free.
Users may be gifted coins if another user valued the comment or post due to humorous or high-quality content. Reddit Premium unlocks several features not accessible to regular users, such as comment highlighting, exclusive subreddits, a personalized Snoo. R
Computer Gaming World
Computer Gaming World was an American computer game magazine published between 1981 and 2006. In 1979 Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in spring 1981 there was no magazine dedicated to computer games. Although Sipe had no publishing experience, he formed Golden Empire Publications in June and found investors, he chose the name of Computer Gaming World instead of alternatives such as Computer Games or Kilobaud Warrior because he hoped that the magazine would both review games and serve as a trade publication for the industry. The first issue appeared at about the same as rivals Electronic Games and Softline; the first issues of Computer Gaming World were published from Anaheim and sold for $2.75 individually or $11 for a year's subscription of six issues. These early bi-monthly issues were 40-50 pages in length, written in a newsletter style, including submissions by game designers such as Joel Billings, Dan Bunten, Chris Crawford.
As well, early covers were not always directly related to the magazine's contents, but rather featured work by artist Tim Finkas. In January/February 1986 CGW increased its publication cycle to nine times a year, the editorial staff included popular writers such as Scorpia, Charles Ardai, M. Evan Brooks. CGW survived the video game crash of 1983. In autumn 1987 CGW introduced a quarterly newsletter called Computer Game Forum, published during the off-months of CGW; the newsletter never became popular. Some of CGF's content became part of CGW; the magazine went through significant expansion starting in 1991, with growing page counts reaching 196 pages by its 100th issue, in November 1992. During that same year, Johnny Wilson, became editor-in-chief, although Sipe remained as Publisher. In 1993, Sipe sold the magazine to Ziff Davis—by the magazine was so thick that a reader reported that the December issue's bulk slowed a thief who had stolen a shopping bag containing it—but continued on as Publisher until 1995.
The magazine kept growing through the 1990s, with the December 1997 issue weighing in at 500 pages. In January 1999, Wilson left the magazine and George Jones became editor-in-chief, at a time when print magazines were struggling with the growing popularity of the Internet. Jones had been the editor-in-chief of CNET Gamecenter, had before that been a staffer at Computer Gaming World between 1994 and 1996, he was replaced by Jeff Green in 2002. On August 2, 2006, Ziff Davis and Microsoft jointly announced that Computer Gaming World would be replaced with Games for Windows: The Official Magazine; the final CGW-labeled issue was November 2006, for a total of 268 published editions. With the release of the final CGW issue, Ziff Davis announced the availability of the CGW Archive; the Archive features complete copies of the first 100 issues of CGW, as well as the 2 CGF issues, for a total of 7438 pages covering 11 years of gaming. The Archive was created by Stephane Racle, of the Computer Gaming World Museum, is available in PDF format.
Every issue was processed through Optical Character Recognition, which enabled the creation of a 3+ million word master index. Although Ziff Davis has taken its CGW Archive site offline, the magazines can be downloaded from the Computer Gaming World Museum. On April 8, 2008, 1UP Network announced the print edition of Games for Windows: The Official Magazine had ceased, that all content would be moved online. CGW featured reviews, news, letters and columns dealing with computer games. While console games are touched on, these are the territory of CGW's sister magazine Electronic Gaming Monthly. In 2006, two of the most popular features were "Greenspeak", a final-page column written by Editor-In-Chief Jeff Green, "Tom vs. Bruce" a unique "duelling-diaries" piece in which writers Tom Chick and Bruce Geryk logged their gameplay experience as each tried to best the other at a given game. "Tom vs. Bruce" sometimes featured a guest appearance by Erik Wolpaw of Old Man Murray. For many years, CGW never assigned scores to reviews, preferring to let readers rate their favorite games through a monthly poll.
Scores were introduced in 1994. However, beginning in April 2006, Computer Gaming World stopped assigning quantifiable scores to its reviews. In May of the same year, CGW changed the name of its review section to Viewpoint, began evaluating games on a more diverse combination of factors than a game's content. Elements considered include the communities' reaction to a game, developers' continued support through patches and whether a game's online component continues to grow; the reviews were based on a simple five-star structure, with five stars marking a outstanding game, one star signalling virtual worthlessness. Three games, Postal² by Robert Coffey, Mistmare by Jeff Green, Dungeon Lords by Denice Cook "...form an unholy trinity of the only games in CGW history to receive zero-star reviews." According to MDS Computer Gaming World had a circulation of above 300,000 as of 2006. In this regard, it was behind industry arch-rival PC Gamer. Bruce F. Webster reviewed the first issue of Computer Gaming World in The Space Gamer No.
48. Webster commented that "I recommend this magazine to computer gamers, just one reason alone will
1994 in video gaming
1994 has seen many sequels and prequels in video games and several new titles such as Super Metroid, Donkey Kong Country and Sonic & Knuckles. Nintendo proclaims "1994: The Year of the Cartridge". Nintendo Australia Pty. Ltd, the Australian subsidiary of Nintendo Co. Ltd is established and opened by Hiroshi Yamauchi and ends Mattel Australia's distribution of Nintendo's products throughout Australia. "Project Reality" is renamed the Nintendo Ultra 64. The console's design is revealed to the public for the first time in spring 1994. April — Interactive Digital Software Association founded. June 24 — The Computer Game Developers Association is formed by Ernest W. Adams. November — Game Zero magazine drops their print format and becomes the first video game news magazine on the web. November 10 — William Higinbotham, creator of Tennis for Two, dies at 84. January - Mega Man X is released in the US. February 2 — Sonic the Hedgehog 3, introduces Knuckles the Echidna. February 23 - Super Street Fighter II Turbo, introduces Akuma.
March 15 - Mega Man 6 is released in the US. March 19 — Super Metroid, distributed on a 24-megabit cartridge. Super Metroid was called the "best game of all time" by Electronic Gaming Monthly in 2002. March 25 — Bethesda releases The Elder Scrolls: Arena March 27 - Origin releases Wing Commander III: Heart of the Tiger, based both around space simulation gameplay and an interactive movie with big-name actors. It's one of the most expensive games developed, with a budget of US$4 million. April 2 - Square Co. releases Final Fantasy VI for the SNES on April 2 in Japan and October 11 in North America. April 3 - Accolade releases Bubsy II on GameBoy, Sega Genesis, SNES. May 3 — Epic MegaGames releases Jazz Jackrabbit, a console-style "animal with attitude" platformer. June 2 - Sir-Tech releases turn-based tactics game Jagged Alliance, the first installment of Jagged Alliance series. June 14 - Nintendo releases Donkey Kong 94 for the Game Boy, it featured remakes of the first four stages of the original game plus adding 96 puzzle based levels.
Mario is much more versatile in this version, as he can handstand, spin on wires. It became a Game Boy fan favorite and classic. July — LucasArts releases TIE Fighter. July 5 — Capcom releases Darkstalkers. July 15 — Acclaim Entertainment and Mirage releases the fighting game Rise of the Robots. August 2 — Shiny Entertainment releases Earthworm Jim. August 25 — SNK Playmore releases The King of Fighters. August 27 — Nintendo releases Mother 2 for the Super Famicom in Japan, released a year in North America on the Super Nintendo Entertainment System as EarthBound. EarthBound introduces Ness. August 31 - Electronic Arts releases The Need for Speed for the 3DO, which begins the most successful racing game franchise of all time. September - MicroProse releases Master of Magic. September 9 — The Super NES version of Mortal Kombat 2 is released with all blood and fatalities left intact, the first major release on any Nintendo console at that point to have such content. September 22 — Origin Systems releases Looking Glass Studios' System Shock.
October — Killer Instinct, the first arcade machine with an internal hard disk. October 10 — id Software releases Doom II and Dave D. Taylor creates a Linux port of the original Doom, becoming the first major game for the new operating system. October 17 — Sonic & Knuckles is released, it allows a player to connect previous Sonic games to the cartridge, making Knuckles playable in them. October 25 — MicroProse releases UFO: Enemy Unknown and the Strategy Game of the Year Master of Orion. October 29 - Konami releases Castlevania: Rondo of Blood in Japan. November — Sega releases the 32X add-on in Europe and the US alongside Doom and Star Wars Arcade. November 21 — Nintendo releases Rare's Donkey Kong Country, featuring 3D pre-rendered graphics, it introduces Diddy Kong and King K. Rool. November 23 — Blizzard Entertainment releases the real-time strategy game Warcraft, which spawns a franchise and influences many games. November 23 — Sierra On-Line releases the computer adventure game King's Quest VII: The Princeless Bride, the first in the series to use "SVGA" graphics.
December 9 — Namco releases its first 3D fighting game Tekken to arcades. December 10 — Nintendo releases Wario's Woods, the last official game to be released on the Nintendo Entertainment System in North America before Nintendo would discontinue production of the console. December 16 - Mega Man X2 is released in Japan. December 21 — Bungie releases Marathon, one of the earliest original first-person shooters for the Macintosh. December 24 — Heretic is released by id Software, it the first in Raven Software's Heretic/Hexen series and the first game bundled with DWANGO, one of the earliest online multiplayer services Maxis releases SimCity 2000, sequel to the popular SimCity. Sega releases the Daytona USA racing game in arcades. Sensible Software releases Sensible World of Soccer, regarded as the best Amiga game of all time by British Amiga magazine Amiga Power. Namco releases Point Blank in arcades. Aiwa releases the Aiwa Mega-CD multimedia home console in Japan only. Bandai releases the Playdia multimedia home console.
NEC releases the PC-FX multimedia home console. Sega: introduces the North American cable TV Sega Channel in cooperation with Time Warner.