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 Microsoft X Box Information Page
Xbox
Manufacturer Microsoft
Type Video game console
Generation Sixth generation era
First available NA November 15, 2001
JP February 22, 2002
AU March 14, 2002
EU March 14, 2002
System storage 8-10GB Internal HDD, 8MB memory card
Controller input 4 maximum (wired or wireless or combination of either)
Connectivity 100Mbit Ethernet
Online service Xbox Live
Units sold 24 million (as of May 10, 2006)[1]
Top-selling game Halo 2
Successor Xbox 360

The Xbox is a sixth generation video game console produced by Microsoft Corporation. It was Microsoft's first foray into the gaming console market, and competed directly with Sony's PlayStation 2, and the Nintendo GameCube. It was first released on November 15, 2001 in North America; February 22, 2002 in Japan; and on March 14, 2002 in Europe. The Australian launch came on April 26 of the same year. It is the predecessor to Microsoft's Xbox 360 console. The Xbox was Microsoft's first product that ventured into the console arena, after having collaborated with Sega in porting Windows CE to the Dreamcast console. Notable launch titles for the console included Halo: Combat Evolved, Amped: Freestyle Snowboarding, Dead or Alive 3, Project Gotham Racing, and Oddworld: Munch's Oddysee.

Contents

[hide]

bullet 1 History
bullet 1.1 Development
bullet 1.2 Price history
bullet 1.3 Xbox 360
bullet 2 Hardware and accessories
bullet 2.1 Hardware
bullet 2.2 Technical specifications
bullet 2.3 Official accessories
bullet 2.3.1 Audio/video connectors
bullet 2.3.2 Networking
bullet 2.3.3 Multimedia
bullet 2.3.4 Controllers and removable storage
bullet 3 Games
bullet 4 Xbox Live
bullet 5 Xbox modding
bullet 6 UK advertising controversy
bullet 7 References
bullet 8 External links

 

History

Development

v • d • e

Selected home game consoles

First generation
Magnavox Odyssey • Pong • Coleco Telstar
Second generation
Fairchild Channel F • Atari 2600 • Interton VC 4000 • Odyssey² • Intellivision • Arcadia 2001 • Atari 5200 • ColecoVision • Vectrex • SG-1000
Third generation
NES • Master System • Atari 7800
Fourth Generation
TurboGrafx-16 • Genesis/Mega Drive • CD-i • Neo Geo • Super NES
Fifth generation
3DO • Amiga CD32 • Jaguar • Saturn • PlayStation • NEC PC-FX • Nintendo 64
Sixth generation
Dreamcast • PlayStation 2 • GameCube • Xbox
Seventh generation
Xbox 360 • PlayStation 3 • Wii

The Xbox was initially developed within Microsoft by a small team which included game developer Seamus Blackley. Microsoft repeatedly delayed the console, which finally emerged at the end of 1999 following interviews of Bill Gates. Gates said that a gaming/multimedia device was essential for multimedia convergence in the new times of digital entertainment. On March 10, 2000 the "X-box Project" was officially confirmed by Microsoft with a press release.

According to the book Smartbomb, by Heather Chaplin and Aaron Ruby, the remarkable success of the upstart Sony PlayStation worried Microsoft in late 1990s. The growing video game market seemed to threaten the PC market which Microsoft had dominated and relied upon for most of its revenues. Additionally, a venture into the gaming console market would also diversify Microsoft's product line, which up to that time had been heavily concentrated into software.

According to Dean Takahashi's book, Opening the Xbox, the Xbox was originally going to be called "DirectX-box", to show the extensive use of DirectX within the console's technology.[2] "Xbox" was the final name decided by marketing, but the console still retains some hints towards DirectX, most notably the "X"-shaped logo, which DirectX is famous for, along with the "X" shape on the top of the system.

As time progressed, Microsoft's J Allard was responsible for the hardware and system software development. Ed Fries was responsible for all game development on the platform. Mitch Koch was responsible for sales and marketing and all three reported to Robbie Bach. This team was also primarily responsible for Microsoft's follow-up product, the Xbox 360.

The system has been discontinued as of November 13, 2006.[citation needed]

 

Price history

Europe (prices include tax)
bullet €499 (Launch Price (Finland) (March 14, 2002)
bullet€479 (Launch Price (Ireland) (March 14, 2002),
bullet€299 (Launch Price (Rest of Europe) and Ireland April 2, 2002)
bullet€249 (August 30, 2002)
bullet€199 (April 10, 2003)
bullet€149 (August 27, 2004)
bullet€99 (Ireland; Christmas 2005 promotional price)
bullet€99 (Spain, January 2006 promotional price)
bullet€99 (Italy, 2006)
bullet€79 (The Netherlands, March 2006)

United Kingdom

bullet £299.99 (March 14, 2002, Launch Price)
bullet£199.99 (2003)
bullet£139.99 (August 27, 2004)
bullet£129.99 (2005)
bullet£104.99 (Christmas 2005)
bullet£99.99 (2006)
bullet£49.99 (Christmas 2006)
bullet£39.99 (January 2007)
North America
bullet US$299 (November 15, 2001, Launch Price) (C$449)
bulletUS$199 (May 15, 2002) (C$299)
bulletUS$179 (May 14, 2003) (C$249)
bulletUS$149 (March 29, 2004) (C$199)

Oceania

bullet AU$699 (April 26, 2002, Launch Price)
(Quickly dropped to AU$399 after 6 weeks to compete with launch of Nintendo GameCube)
bulletAU$239 (2004)
bulletAU$209 (2005)
bulletAU$188 (2006 Q2)
bulletAU$100 (2007)
bullet NZ$499 (October 3, 2002, Launch Price)
bulletNZ$399 (2003)
bulletNZ$349 (2004)
bulletNZ$299 (2004 Q2)
bulletNZ$249 (2004 Q4) (2005)

Japan

bullet 34,800 (February 2, 2002, Launch Price)
bullet₯24,800 (May 22, 2002)
bullet₯16,800 (November 20, 2003)

Of note is the high European launch price. As with many games consoles (for example, the contemporary PlayStation 2), the Xbox was launched with a price in GBP equal to its US price in USD (in this case, $/£299), and this price then converted using the GBP-Euro exchange rate for the rest of Europe. Ignoring the GBP-USD exchange rate in this way creates a near 100% mark-up for Europe.

With a price-dropped PlayStation 2 and a comparatively inexpensive GameCube as competition, many users were naturally reluctant to invest in the console. Microsoft countered with a £100 price drop (and its equivalent in the rest of Europe) on April 26, 2002, just a month and 12 days after its initial launch in the UK. To avoid frustrating early adopters, they offered any two current games and an extra controller for free to any purchaser who could provide a sales receipt showing the original higher price.

By September 15, 2005, Microsoft reported a four billion dollar loss in selling the Xbox gaming system.[3]

 

Xbox 360

nVidia ceased production of the Xbox's GPU in August 2005, which marked the end of Xbox production and the quick release of the Xbox 360 on November 22, 2005.

When equipped with a removable hard drive add-on, the Xbox 360 supports a limited number of the Xbox's game library through emulation. Emulation adds support for anti-aliasing as well as upscaling of the still standard definition image. These emulators are periodically updated to add compatibility for older games and are available for free through Xbox Live or as a file download to be burned to a CD/DVD from the Xbox web site. As the architectures are entirely different between Xbox and Xbox 360, software emulation is the only viable option for compatibility without including processors from the original Xbox.

 

Hardware and accessories

 

Hardware

Xbox drives
Xbox drives

Xbox was the first console to incorporate a hard disk drive, used primarily for storing game saves compressed in ZIP archives and content downloaded from Xbox Live. This eliminated the need for separate memory cards (although some older consoles, such as the TurboCD, Sega CD and Sega Saturn had featured built-in battery backup memory prior to this). Most of the games also use the hard drive as a disk cache, for faster game loading times. Some games support "custom soundtracks", another unusual feature allowed by the hard drive. An Xbox owner can rip music from standard audio CDs to the hard drive and play their custom soundtrack, in addition to the original soundtrack of Xbox games that support the feature.

Although the Xbox is based on commodity PC hardware and runs a stripped-down version of the Windows 2000 kernel using APIs based largely on DirectX 8.1, it incorporates changes optimized for gaming and multimedia uses as well as restrictions designed to prevent uses not approved by Microsoft. The Xbox does not use Windows CE due to Microsoft internal politics at the time, as well as limited support in Windows CE for DirectX.[citation needed]

The Xbox itself is much, much larger and heavier than its contemporaries. This is largely due to a bulky tray-loading DVD-ROM drive and the standard-size 3.5 inch hard drive. Because of this, the Xbox has found itself a target of mild derision, as gamers poke fun at it for things like a warning in the Xbox manual that a falling Xbox "could cause serious injury" to a small child or pet. However, the Xbox has also pioneered safety features, such as breakaway cables for the controllers to prevent the console from being yanked from the shelf.

The original game controller design, which was particularly large, was similarly often criticized since it was ill-suited to those with small hands and caused cramping in the hands of some users. In response to these criticisms, a smaller controller was introduced for the Japanese Xbox launch. This Japanese controller (which was briefly imported by even mainstream video game store chains, such as GameStop) was subsequently released in other markets as the "Xbox Controller S", and currently all Xbox consoles come with a "Controller S", while the original controller (known as Controller "0", "The Duke", or "The Hamburger") was quietly discontinued.

Several internal hardware revisions have been made in an ongoing battle to discourage modding (hackers continually updated modchip designs in attempt to defeat them), to cut manufacturing costs, and to provide a more reliable DVD-ROM drive (some of the early units' drives gave Disc Reading Errors due to the unreliable Thomson DVD-ROM drives used). Later generation of Xbox units that used the Thomson TGM-600 DVD-ROM drives and the Philips VAD6011 DVD-ROM drives were still vulnerable to failure that rendered the consoles either unable to read newer discs or caused them to halt the console with an error code usually indicating a PIO/DMA identification failure, respectively. These units would not be covered under the extended warranty.

In 2002, Microsoft and nVidia entered arbitration over a dispute on the pricing of nVidia's chips for the Xbox.[4] nVidia's filing with the SEC indicated that Microsoft was seeking a US$13 million discount on shipments for nVidia's fiscal year 2002. Additionally, Microsoft alleged violations of the agreement the two companies entered, sought reduced chipset pricing, and sought to ensure that nVidia fulfil Microsoft's chipset orders without limits on quantity. The matter was settled on February 6, 2003, and no terms of the settlement were released.[5]

 

Technical specifications

bullet CPU: 32-bit 733 MHz Coppermine-based Mobile Celeron in Micro-PGA2 package. 180 nm process.
bullet SSE floating point SIMD. 4 single-precision floating point numbers per clock cycle.
bullet MMX integer SIMD.
bullet133 MHz 64-bit GTL+ front side bus to GPU.
bullet32 KB L1 cache. 128 KB on-die L2 "Advanced Transfer Cache".
bullet Shared memory subsystem
bullet64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
bulletSupplied by Hynix or Samsung depending on manufacture date and location.
bullet Graphics processing unit (GPU) and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and nVidia.
bullet4 pixel pipelines with 2 texture units each
bullet932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak)
bullet115 million vertices/second, 125 million particles/second (peak)
bulletPeak triangle performance: 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.[citation needed]
bullet485,416 triangles per frame at 60fps[citation needed]
bullet970,833 triangles per frame at 30fps[citation needed]
bullet4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
bullet Bilinear, trilinear, and anisotropic texture filtering
bulletSimilar to the GeForce 3 and GeForce 4 PC GPUs.
bulletStorage media
bullet2x – 5x (2.6 MB/s – 6.6 MB/s) CAV DVD-ROM
bullet8 or 10 GB, 3.5 in, 5,400 RPM hard disk. Formatted to 8 GB. FATX file system.
bulletOptional 8 MB memory card for saved game file transfer.
bulletAudio processor: nVidia "MCPX" (a.k.a. SoundStorm "NVAPU")
bullet64 3D sound channels (up to 256 stereo voices)
bullet HRTF Sensaura 3D enhancement
bullet MIDI DLS2 Support
bullet Monaural, Stereo, Dolby Surround, Dolby Digital Live 5.1, and dts Surround (DVD movies only) audio output options
bulletIntegrated 10/100BASE-TX wired ethernet
bulletDVD movie playback
bulletA/V outputs: composite video, S-Video, component video, SCART, Optical Digital TOSLINK, and stereo RCA analog audio
bulletResolutions: 480i, 576i, 480p, 720p and 1080i
bulletController ports: 4 proprietary USB ports
bulletWeight: 3.86 kg (8.5 lb)
bulletDimensions: 320 Χ 100 Χ 260 mm (12.5 Χ 4 Χ 10.5 in)

 

Official accessories

 

Audio/video connectors

bulletStandard AV cable: Provides composite video and monaural or stereo audio to TVs equipped with RCA inputs. Comes with the system. European systems come with a RCA jack to SCART converter block in addition to the cable.
bulletRF Adapter: Provides a combined audio and video signal on an RF connector.
bulletAdvanced AV Pack: Provides S-Video and TOSLINK audio in addition to the RCA composite video and stereo audio of the Standard AV Cable.
bulletHigh Definition AV Pack: Intended for HDTVs, it provides a YPrPb component video signal over three RCA connectors. Also provides analog RCA and digital TOSLINK audio outputs.
bulletAdvanced SCART cable: The European equivalent to the Advanced AV Pack, providing a full RGB video SCART connection in place of S-Video, RCA composite and stereo audio connections (composite video and stereo are still provided by the cable, through the SCART connector, in addition to the RGB signal), while retaining the TOSLINK audio connector. As Europe had no HDTV standard when the Xbox was release, no High Definition cable was provided in those markets.

Numerous unofficial third-party cables and breakout boxes exist that provide combinations of outputs not found in these official video packages; however, with the exception of a few component-to-VGA converters and custom-built VGA boxes, the four official video packages represent all of the Xbox's possible outputs. This output selectivity is made possible by the Xbox's SCART-like AVIP port.

 

Networking

bulletEthernet (Xbox Live) cable: A Cat 5 cable for connecting the Xbox to a broadband modem or router.
bulletXbox Wireless Adapter: a wireless bridge which converts data running through an Ethernet cable to a wireless (802.11b or 802.11g) signal to connect to a wireless LAN. While the official Wireless Adapter guarantees compatibility with the Xbox, almost any wireless bridge can be used.
bulletXbox Live Starter Kit: A subscription and installation pack for the Xbox Live service, as well as a headset (with monaural earpiece and microphone) that connects to a control box that plugs into the top expansion slot of a controller. The headset can in fact be replaced with most standard earpiece-and-microphone headsets; headset specialist Plantronics produces various officially-licensed headsets, including a special-edition headset for Halo 2.
bullet System Link cable: A Cat 5 Ethernet crossover cable for connecting together two consoles or a Cat 5 straight through cable used in conjunction with an Ethernet hub for connecting up to four consoles, for up to 16 total players. This functionality is similar to Sega's DirectLink for Sega Saturn.

 

Multimedia

bulletXbox Windows Media Center Extender: A software kit released by Microsoft which allows Xbox to act as a Windows Media Center Extender to stream content from a Windows XP Media Center Edition computer. It can also be used for DVD playback.
bulletDVD Playback Kit: Required in order to play DVD movies, the kit includes an infrared remote control and receiver. DVD playback was not included as a standard feature of the Xbox due to licensing issues with the DVD format that would have added extra cost to the console's base price. By selling a DVD remote separately, Microsoft was able to bundle the cost of the DVD licensing fee with it. Although there is nothing to prevent the Xbox from acting as a progressive scan DVD player, Microsoft chose not to enable this feature in the Xbox DVD kit in order to avoid royalty payments to the patent-holder of progressive scan DVD playback. The DVD Playback kit only plays DVDs from the local region. The DVD Playback kit will also allow the Xbox to play VCD movies. By default, the Xbox can only play Xbox games and audio CDs.
bullet Xbox Music Mixer: A utility software bundled with a