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IELTS Academic Reading Practice Test 177

Part 1 · Read the text and answer questions 1–13

You should spend about 20 minutes on Questions 1–13, which are based on Reading Passage 1 below.

From the Brown Box to the Living Room

By the late 1960s the television set had become the most familiar piece of electronic equipment in the home, and a few engineers began to wonder whether it could do more than receive broadcasts. Computers were still room-sized machines owned by governments and large companies, and the idea that an ordinary family might play games on one seemed absurd. The first practical steps were taken not by a computer company but by a defence contractor, Sanders Associates of New Hampshire, where an engineer named Ralph Baer was allowed to spend a little time on an unusual project.

Baer's team built several prototypes, the last of which was completed in 1968. It was a box of switches and circuits that generated simple shapes on an ordinary television, and from its wooden casing it became known as the Brown Box. Sanders licensed the design to Magnavox, a manufacturer of televisions, and in 1972 the Magnavox Odyssey went on sale as the first video game console offered to the public. It showed black-and-white graphics, produced no sound at all, and its games were chosen by plugging in cards. Sales were modest, but the machine established an idea that would shape the industry: that a console belonged in the living room.

In the same year Nolan Bushnell founded a company called Atari and released Pong, an arcade machine whose two paddles and bouncing ball were understood at once by anyone who saw them. Arcades multiplied across North America. In 1975 Atari turned Pong into a home console and sold it through the department store chain Sears. The machine could do only one thing, but it sold in large numbers and proved that there was a mass market for games played at home.

The next step was to build a console that could play several different games. The Fairchild Channel F, released in 1976, was the first machine to accept interchangeable cartridges, each holding a program on a memory chip; inserting a different cartridge changed the game. Atari followed in 1977 with its Video Computer System, later renamed the Atari 2600, which contained a microprocessor and produced colour pictures and sound. The cartridge was as important commercially as technically. A console could now be sold cheaply, while the games, bought one at a time, generated the profit.

Then the industry collapsed. Too many companies launched consoles, each hoping to repeat Atari's success, and too many poor-quality games appeared. In 1982 Atari released a version of its most popular arcade game, Pac-Man, which players found disappointing, and a game based on the film E.T., which had been made in a hurry and was widely regarded as almost unplayable. Retailers dumped unsold stock at low prices. Revenue in North America fell from about three billion dollars a year to a hundred million, and by 1985 production of consoles in the United States had almost stopped.

The recovery came from Japan. Nintendo, a company founded in the nineteenth century to make playing cards, released its Family Computer, or Famicom, in Japan in 1983. It was an eight-bit machine, cheap and reliable, and sold rapidly. When a version reached North America in 1985 as the Nintendo Entertainment System, Nintendo imposed a strict licensing system: outside developers had to ask permission to publish games, were limited in how many titles they released each year, and had to accept the company's Seal of Quality. The rules annoyed publishers but prevented a repeat of the glut of 1983. The console eventually sold more than sixty million units.

Sega, another Japanese company, challenged Nintendo from 1989 with its Genesis, sold in most of the world as the Mega Drive. The Genesis was a sixteen-bit machine, technically more advanced than the ageing Nintendo console, and an aggressive marketing campaign presented it as the choice of older and cooler players. Nintendo replied in the early 1990s with the Super Nintendo. For several years the two companies fought for the same customers, a contest that filled magazines and playgrounds alike.

The next shift came from a different direction. Sony, an electronics manufacturer, had been working with Nintendo on a machine that would read games from compact discs, but the partnership broke down and Sony built the machine itself. The PlayStation, released in Japan in 1994 and in North America in 1995, stored its games on CD-ROM. Discs were much cheaper to manufacture than cartridges, so games could be produced at a fraction of the old cost. The machine also produced three-dimensional graphics that had been seen until then only in arcades, and it sold more than a hundred million units.

Sony's follow-up, the PlayStation 2, arrived in 2000 and could play DVD films as well as games, which gave families a reason to buy one. It became the best-selling console in history, with sales of more than 155 million. Microsoft, a software company, entered the market in 2001 with the Xbox, which contained the first built-in hard drive on a console and a port for a broadband connection. A year later the company launched an online service, Xbox Live, that allowed players to compete over the internet rather than sitting beside one another.

In 2006 Nintendo took a different route again. The Wii, instead of competing on processing power, used a controller that detected the motion of the player's hand, and its simple games attracted people who had never regarded themselves as players. The other manufacturers concentrated on high-definition pictures and on services that delivered games and films over the internet, turning the console into a general-purpose box beneath the television.

Tip: select any text in the passage to highlight it in one of four colours. Click a highlight to remove it.

Questions 1–6◎ Practise this set only

Complete the table below. Choose ONE WORD ONLY from the passage for each answer.

Write ONE WORD ONLY for each answer.

Landmarks in the history of the home console

YearMachine or eventDetails

1976

Fairchild Channel F

The first console to take interchangeable containing the games

1977

Atari 2600

Built around a and able to show colour pictures and produce sound

1983-1985

Collapse of the market in North America

Shops unsold stock cheaply, and production almost ended

1989

Sega Genesis

Backed by aggressive aimed at older players

2002

Xbox Live

Let players compete over the

2006

Nintendo Wii

Controller responded to the of the player's hand

Questions 7–13◎ Practise this set only

Do the following statements agree with the information given in Reading Passage 1? Choose TRUE if the statement agrees with the information, FALSE if the statement contradicts the information, or NOT GIVEN if there is no information on this.

The Magnavox Odyssey produced sound as well as pictures.
Atari's first home console was a version of a game that had already succeeded in arcades.
Nintendo placed no limit on the number of games that outside publishers could release each year.
The Sega Genesis was technically less advanced than the Nintendo console available at the time.
Producing games on discs cost much less than producing them on cartridges.
Microsoft had made games hardware before it launched the Xbox.
The Wii appealed to people who had not previously been players.

About this reading test

A full IELTS Academic Reading practice test with 40 questions on three original passages: the history of the video game console, the science behind self-cleaning surfaces, and the argument over predictive policing. Includes a timer, band estimate and detailed explanations.

PartPassageQuestionsQuestion typesTopicsWords
1From the Brown Box to the Living Room1–13Table completion, True / False / Not GivenInventions, Technology, History925
2Surfaces That Clean Themselves14–26Matching information, Multiple choice (choose more than one), Summary completionTechnology, Science848
3The Algorithm on the Beat27–40Multiple choice, Yes / No / Not Given, Summary completion (word list)Technology, Society896

How to use this practice test

  • Take the full test in 60 minutes, or practise one passage in 20 minutes.
  • Select text in the passage to highlight it, and click a question number to flag it for review.
  • Drag answers from a list into the gaps, or tap a gap to choose from a menu.
  • When you submit, each answer is marked right or wrong, with an explanation and a “Show in passage” button that highlights the sentence that proves it.
  • For gap-fill questions, keep to the word limit; an answer over the limit is marked wrong, as in the real exam.

All passages and questions on Sprechify are written by our own team in the official IELTS format. They are not taken from Cambridge IELTS books or any other published test. Band scores are estimates based on the conversion commonly used for practice tests.

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