Kageshinzo
Member
fist FPS to launch with a built in level editor.
Timesplitters came out in 2000. It contained a level editor.
First console fps.
Goldeneye came out in 1997.
fist FPS to launch with a built in level editor.
First console fps.
Ocarina of Time was the first game to have a targeting lock-on system in a 3D game, if i'm not mistaken.
What was the first game with regenerating health, and a cover system?
Pong-first multiplayer.
Timesplitters came out in 2000. It contained a level editor.
Goldeneye came out in 1997.
yeah, talking about forge and anvil for marathon infinity.
super marathon came out on the pippin in 1996. (and it featured mouse and keyboard support)
I dream that you guys will put together all of these firsts, and then dissect modern games, showing where their gameplay originally comes from. So, something like CoD would include, first FPS, first jumping, first health pack, first deployable health pack, etc. Like DNA or a family tree of some kind. Surely someone could visualize this well.
Once all the heavy lifting was done, you could produce the entire genome of each game that comes out, based entirely on various game play elements.
Goldeneye came out in 1997.
yeah, talking about forge and anvil for marathon infinity.
super marathon came out on the pippin in 1996. (and it featured mouse and keyboard support)
If we're talking ports, then Wolfenstein on the SNES counts, released in 1993.super marathon came out on the pippin in 1996. (and it featured mouse and keyboard support)
Bungie's Marathon and 3D Realm's Rise of the Triad share the claim on "first rocket jump". They released on the same day.
WIkipedia summarizes SNK's Samurai Showdown's impact on fighting games when it comes to firsts:
Like many of SNKs flagship series, Samurai Shodown is home to several firsts in the history of fighting games. For instance:
Was Project Gotham Racing the first racing game to use analogue triggers for gas / brake instead of face buttons?
I'm not sure when that started getting standardized for default controllers, but supposedly, using a Jogcon for Ridge Racer Type 4 meant you got accelerate/brake shoulder buttons.Was Project Gotham Racing the first racing game to use analogue triggers for gas / brake instead of face buttons?
Was Project Gotham Racing the first racing game to use analogue triggers for gas / brake instead of face buttons?
Was Project Gotham Racing the first racing game to use analogue triggers for gas / brake instead of face buttons?
Nope, that would be the Namco NeGcon controller, which was released in 1996:
I think the first game to support this controller might have been Rage Racer, though I could be wrong. Though the NeGcon controller only had one analogue shoulder button for gas.
The first game controller to have both L and R analogue shoulders pads was the Sega Saturn 3D pad which was released in 1997:
And I believe a version of Daytona USA used the analogue triggers for gas and break. There were also tons of Dreamcast games that used this control too,
As in analogue gas/brake, or just plain supporting the controller? Becasue the NegCon has been supported since Ridge Racer 1 and WipEout 1, though I don't know if they featured analogue gas/brake. Thanks for clearing a lot up here regarding the Sega Saturn controller though!
Goldeneye came out in 1997.
Wolfenstein 3D came out in 1993 on the SNES.
Actually I didn't know that the original Ridge Racer on the pS1 supported the NeGcon, so I am not sure. But I will take a guess and say that all of Namco's racers probably supported the analogue gas and brake buttons. Honestly Rage Racer was the only game I have ever played with this controller.
Also, there were a lot more racing games that supported the Saturn 3D pad than I first thought:
Daytona USA: Championship Circuit Edition
Daytona USA CCE Netlink Edition
Daytona USA Circuit Edition
Choro Q Park
Manx TT Superbike
Over Drivin' GT-R
Sega Ages OutRun
Sega Ages Power Drift
Sega Rally Championship Plus
Sega Touring Car Championship
Wipeout XL
On the Dreamcast, I am pretty sure that almost every racing game made for the console used the analogue triggers accordingly. I am hard pressed to think of a DC racing game that didn't use them.And there were a lot of racers for this console.
What about first paid DLC? Best answer I can find is MechAssault for the original Xbox released in 2002.
Depends. Are we declaring DLC as additional content? Because then, no. Additional content was a thing on PCs long before DLC even had its name.
When you add PC games, it is next to impossible to figure out when one had the first DLC. On home Consoles, Sonic Adventure 1 and 2 had DLC that could be downloaded online. SA2 had a Halloween theme that you could download to your VMU, while SA 1 had a bunch of other stuff (I forget what it had).
But, DLC could go all the way back to the Famicom and Super Famicom modems in jJapan, for all I know.
Space War (1962) predates Pong and that was compulsory multiplayer.
Edit: Tennis for Two predates even that, I just learned!
Platforming (Donkey-Kong ?)
If we're talking ports, then Wolfenstein on the SNES counts, released in 1993.
Max Payne in 2001 introduced the concept of bullet-time / shootdodging.
After that nearly every shooter had some sort of slow-mo, bullet time thingy.
Xevious - First vertical scrolling shoot 'em up.
How about Pitfall? First time you could go backwards in a video game that I can think of.
Was Project Gotham Racing the first racing game to use analogue triggers for gas / brake instead of face buttons?
First Metroidvania game?
Rad Mobile
https://www.youtube.com/watch?v=-AXaEGhFDqs
First and only game to have a dedicated wiper button?!?
super marathon came out on the pippin in 1996. (and it featured mouse and keyboard support)
Tail of the Sun (Playstation) - FIRST 3D OPEN WORLD SANDBOX game ever made.
@Grath.Computer and video games was the first UK game related mag I can remember.