.: Game Land :. PC Games Weekly Guide

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My Mega Image Consumers began purchasing DOS computers for the home in large numbers. Further improvements to game artwork and audio were made possible with the introduction of FM synthesis sound. Today, such extras are usually found only in Special Edition versions of games, such as Battlechests from Blizzard. However, the rise of the Creative Labs Sound Blaster card, released in 1989, which featured much higher sound quality due to the inclusion of a PCM channel and digital signal processor, led AdLib to file for bankruptcy by 1992. By the late 1970s to early 1980s, games were developed and distributed through hobbyist groups and gaming magazines, such as Creative Computing and later Computer Gaming World. By 1987 the PC market was growing so quickly that the formerly business-only computer had become the largest and most important platform for computer game companies.
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By 1990 DOS comprised 65% of the computer-game market, with the Amiga at 10%; all other computers, including the Apple Macintosh, were below 10% and declining. As with second-generation video game consoles at the time, early home computer game companies capitalized on successful arcade games at the time with ports or clones of popular arcade games.[6][7] By 1982, the top-selling games for the Atari 400 were ports of Frogger and Centipede, while the top-selling game for the Texas Instruments TI-99/4A was the Space Invaders clone TI Invaders.[6] That same year, Pac-Man was ported to the Atari 800,[7] while Donkey Kong was licensed for the Coleco Adam.[8] In late 1981, Atari attempted to take legal action against unauthorized clones, particularly Pac-Man clones, despite some of these predating Atari's exclusive rights to the home versions of Namco's game. 51% of IBM or compatible had 386 or faster CPUs.[19] By 1992 DOS games such as Links supported Super VGA graphics.[29] While leading Sega and Nintendo console systems kept their CPU speed at 3–7 MHz, the 486 PC processor ran much faster, allowing it to perform many more calculations per second.

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  • The faster graphics accelerators and improving CPU technology resulted in increasing levels of realism in computer games.
  • Electronic Arts reported that customers used computers for games more than one fifth of the time whether or not they purchased them for work at home. By 1990 DOS comprised 65% of the computer-game market, with the Amiga at 10%; all other computers, including the Apple Macintosh, were below 10% and declining.
Although both Apple and IBM tried to avoid customers associating their products with "game machine"s, the latter acknowledged that VGA, audio, and joystick options for its PS/1 computer were popular.[22] In 1991, id Software produced an early first-person shooter, Hovertank 3D, which was the company's first in their line of highly influential games in the genre.