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61 Frames Per Second

August 2008 - Posts

  • You Got Your Waggle In My Touch Screen Portable!

    Posted by Derrick Sanskrit

    You may remember back in May when Activision CEO Mike Griffith stated that the next Tony Hawk game would be a Nintendo DS exclusive and "utilizes new technology not yet seen on the DS." According to a press release sent yesterday by Activision, that game is Tony Hawk's Motion, which proudly announces it will use the Motion Pack for accelerometer-based game control. That's great and all, but why is this the first we've heard of the "Motion Pack"? The press release casually mentions it as if it were some peripheral we were all already familiar with. All we can gather about it from the press release is that it adds an accelerometer - the same kind of gyroscope that's in the Wii remote and iPhone - to the DS.

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  • Rockman Lucky Star

    Posted by Nadia Oxford

    Ewww, who stunk up the blog with religion and serious crap?...Oh, it was me. Sorry guys. Friday is not for thinking. Friday is for sillies, especially Fridays that herald the looong weekend. I'm gonna drink a beer and get so drunk.

    And by "a beer" I mean fifty.

    I don't think I'd want to live in a world without silly anime dances. I don't know how many of you are fans of Lucky Star (I personally haven't seen it yet), but the adorable Mega Man parody of the opening can be appreciated no matter your alignment. There's some impressive sprite work to be had. Bonus footage of Gravity Man flipping Roll and Kalinka upside-down.

    It's not quite what you think. Sorry. Lord, the whole thing is very innocent.

    I wish you the best long weekend ever.

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  • Christian Games Need Not Sucketh

    Posted by Nadia Oxford

    News of a "Christian" alternative to Guitar Hero has the gaming world laughing at Christians again. I can't imagine why.

    "Grab the guitar and play along with top Christian bands! Shred those riffs or blast the bass…you add a unique sound to the solid Christian rock. But watch out: if you can't keep up, the artists will take a break and stop the music."


    Oh yeah. That's why.

    How did Christian-oriented games end up as the #1 Choice for Scared Grandmas who need a Birthday gift for sonny boy? By all rights, Christian games should kick ass. They should make you think about your own spirituality. They should make you consider the wonder of the world around us. They should not be about unconditional lollipops and dodging Sunday-shopping heathens to get to Church.

    Speaking for my own upbringing, I am a Jew with a smattering of Catholicism. My mother was Irish-Catholic, but she converted. It basically means that she is one of a very few women in the world who has cooked chicken soup and matzoh balls while crying over the death of Pope John Paul the II.

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  • Rumors, Rumors, Riz-u-mors: Resident Evil 2 Wii and The Glory of Speculation

    Posted by John Constantine

    When discussing videogames with my extended family, I usually have to use a lot of different language than I would when talking with a casual game fan or writing for 61 FPS. Certain words and acronyms go straight out the window. You can’t say platformer or RTS. You can’t say Capcom and expect it to carry the same contextual weight it would when chatting with someone who can name multiple Street Fighters. My grandparents in particular are mystified by my obsession and so I usually have to rely on the power of metaphor. When it comes to describing what blogging about videogames entails, I tend to fall back on sports coverage. Just like following the NFL or NBA, a lot of excitement can come from following trades (corporate mergers), defeats (marquee creators leaving publishers), and scandal (Hot Coffee). Following videogames isn’t just about the games themselves, but following the people who make them, the industry that publishes them, and, most importantly, the delectable drama that results. And rumors. Oh, rumors are the best.

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  • WTFriday: Birdo's Gender Confirmed?

    Posted by Bob Mackey

    Note to readers: WTFriday is a weekly feature where I find something stupid about video games get you to laugh at it until it goes away. Please try to forget this is what I normally do every day of the week.

    One of the lingering question in the world of video games for the past 20 years has been "What the hell's up with Birdo?"  He/she has basically been Nintendo's version of It's Pat, bewildering us all, challenging our concepts of gender, and perhaps breaking Yoshi's heart in some depraved reptile version of The Crying Game.  Known as"Catherine" in Japan, I've always assumed that Birdo's biography was a victim of Nintendo's "make shit up" policy when it came to writing manuals.   UNTIL TODAY

    In case you don't have the 20 year-old booklet immediately available, here's what the US instructions for Super Mario Bros. 2 say about Birdo:

    "[Birdo] thinks he is a girl and likes to be called Birdetta. He likes to wear a bow on his head and shoot eggs from his mouth."


    Yet, according to the Super Mario Wiki, the Japanese manual for Super Mario USA (the other Japanese version of the game) says pretty much the same thing.  I'm going to go ahead and trust these people since they wrote 5000 words about Birdo.

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  • Chiptune Friday: Leeni's 8 Bit Heart PLUS Bonus Music Video!

    Posted by Derrick Sanskrit

    Two things are certain in listening to Leeni's "Perfection Interrupted":

    1 - This girl has some strong opinions about popular media.

    2 - She must really dislike whoever this song is about.

    Nonetheless, it is a beautiful example of a finely crafted pop song composed with the Game Boy's nanoloop.

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  • I Wish I Had Bought Tetrisphere.

    Posted by Amber Ahlborn



    Tetris, who isn't familiar with Tetris? I owned the original Game Boy once upon a time so naturally I had the game that started the craze. But I have a secret to share. I wasn't really a fan. It was okay, but I seemed utterly immune to its spell. Really, I'm not much of a puzzle game fan. Oh sure, I like puzzles that are worked into other games, like platforming games or adventures and such, but pure puzzle games have never attracted me that much.

    But I really do wish I'd bought Tetrisphere.

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  • Jonathan Blow Your Mind

    Posted by Bob Mackey

    The Onion A.V. Club recently put up an extensive and excellent interview with Jonathan Blow that's sure to piss some people off and make others fall deeper in love with the outspoken game designer.  I'm leaning more towards the latter, even though he mocks my chosen profession--hey, at least I was smart enough not to even attempt an analysis Braid's storyline and pass my word off as law.  Which is why the following inflammatory quote really doesn't bug me.  Honest:

    What’s interesting to me is that in terms of people who I feel are getting what it’s about – and here I’m not even talking about what the elements of the story mean, like, whatever symbolism and metaphors and things are in there. But even the structure of the game, like, there’s a fundamental structure and reasons in the way things are laid out, and parts of the game that are meant to draw people’s attention to certain things, regardless of what’s contained in that structure. And what’s interesting to me is that some people get that, and some people don’t. But that’s completely decorrelated from people’s claimed positions in the sphere of commentary. By which I mean, there are lots of random blog posters on places like Gamespot or NeoGAF or whatever who show a clearer understanding of the game than people who are all, “I’m all about games, and narrative and meaning, and I write a blog just to tell you about how I analyze all these things.” Those people have the same hit rate as your general forum poster. So that’s given me a cynical response to that whole community, which is just that, “Guys, are you sure you’re qualified to do this?” And that sounds asshole-ish, and mean and snarky, but that’s just how I’m feeling right now.

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  • Games We Will Never Get to Play: Kenji Eno’s D2 for M2

    Posted by John Constantine



    My obsession with Kenji Eno continues to grow despite the fact that I have yet to play a single game he designed. It isn’t just the mystery behind the man and his philosophy on design that’s got me so intrigued, but the fact that his games have always been on the periphery of my experience, especially the original D. Long before I had a Playstation or even a home computer that had a prayer of running the game, I remember gawking at pictures of the macabre adventure title in advertisements and being both fascinated and legitimately creeped out. When D2 came out for the Dreamcast, I was keen to check it and satisfy my younger self’s curiosity, but lost interest when I found out that the American version had been heavily censored. Thanks to Lost Levels and PC Games That Weren’t’s Timo Weirich, Kenji Eno and D just got a little bit more delightfully mysterious.

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  • Aliens and Games and TV, Oh My: The Jace Hall Show

    Posted by John Constantine

    Videogames, they’re played on televisions. Well, they’re played on computer monitors too, but those have all but turned into televisions in recent years, right? Right. Of course, 61 Frames Per Second has been pondering and expounding on the relative merits of televised programming based on and about videogames of late. As our very own Amber Ahlborn made the point the other day, videogame television aimed at avid players is typically schlock ridden garbage, marred by a need to come off as both cool enough for the cool kids and geekily informed enough to appeal to the really cool kids. Amber’s spot-on in saying that the best game television is on the internet. When it comes to quality, the comedic characters created by Yahtzee and the Angry Video Game Nerd are joined by the first truly successful preview/review show, The 1up Show. Ryan O’Donnell and Jane Pinckard found the winning formula of scripted dialogue, personality and informed journalism lacking in every other attempt at the form, and O’Donnell has kept it strong for three years running.

    The golden rule of entertainment is that when you make something that works, someone is going to imitate you on the quick.

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  • Warning: Pictoimage Isn't Really A Game

    Posted by Bob Mackey

    Yesterday, my general boredom led me to the Wii's space-gobbling Nintendo channel, in the hopes that something could eat away minutes of my precious free time.  I was luck enough to stumble across a DS demo for Sega's PictoImage, which amazingly transforms your DS into a virtual piece of paper!  Here's the trailer:



    Yep, PictoImage is the same gimmicky crap that made everyone think the DS was a bad idea back in 2004. Thank god we can experience those same feelings in 2008, what with Ping Pals being a forgotten tragedy nearly four years after the system's launch.

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  • Ne, Rokkuman! Yaranaika?: The World of Hayadain

    Posted by Nadia Oxford

    Yesterday afternoon, our hero John Constantine became frightened and confused when he inadvertently discovered Mario and the Western Show. In this jaunty showtune, which is set to music from Super Mario World, Super Mario and his nemesis Bowser haggle back and forth over which one of them loves Princess Peach more (and Bowser picks his nose hard enough to make it bleed). Both seem oblivious to the fact that Peach wants neither of them. In fact, she sounds like she's on the verge of initiating that sexual harassment lawsuit that should have been filed years ago.

    Mario and the Western Show is written by a Japanese remixer named Hyadain. Whereas America treats its video game remixes with the awe and dignity you'd expect with a revered hobby, Japan's remixes tend to be a bit more silly. Hyadin has become especially famous for cutting loose and giving us beauties like The World Warrior.

    The World Warrior features the cast of Street Fighter. Each fighter sings about what motivates them to get their face stepped on by M Bison. True to the series, Honda says, ”Sumo is the greatest fighting style in the world!” When is someone going to conjure up the stones to tell the dude that he's the #1 choice of n00bs? Nobody who doesn't want to be sat on, I guess.

    Other delights by Hyadin include Appearance of Golbez's Four Lords of the Elements and (oh God) CRASH! Let's Do It!, which is Crashman's love song to Mega Man. Don't act disgusted, you only wish you could make love to your hero while Airman fans you gently.

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  • On Beating Braid

    Posted by Bob Mackey

    I hate to be late to the party--or whatever the lingo is for when you don't finish a game 48 hours after its release--but I finally got around to beating Braid. Yeah, it's been about three weeks, but this was a game I really wanted to savor.

    Also, when it comes to logic puzzles, I suck on toast. If there's a Hell and I end up going there, Satan will lock me in a tiny room with nothing but The Adventures of Lolo trilogy for all eternity.

    While I'm slightly ashamed, I was able to get through Braid with only a minimal amount of cheating. I managed to finish Portal unaided through sheer willpower alone, but Braid kinda broke me. The puzzles--save for one with an autonomous key--are all watertight. My only problem with the game arises in a few of the later levels, when designer Jonathan Blow's penchant for non-intervention robs you of the tools you need to get some of the trickier pieces.

    If you haven't finished the game, beware: spoliers lurk below.

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  • A Perfectly Cromulent Beat-Em-Up

    Posted by Bob Mackey

    Were you aware that newly-released XBox Live Arcade game Castle Crashers is a revival of the old arcade genre known as the beat-em-up (or brawler) that flourished in a roughly five-year period?  Of course you are.  You're reading a gaming blog, for Christ's sake.

    But you might not be aware of this absolute fact: The Simpsons, Konami's take on the genre--seemingly perfected a few years earlier with their own Teenage Mutant Ninja Turtles--is the best damned beat-em-up to ever exist.  Here's a brief reminder:



    Capcom would eventually move things to the next level with their Dungeons and Dragons arcade games, but no beat-em-up was more fun than The Simpsons.

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  • One Crazy Summer of Arcade

    Posted by Bob Mackey

    Today's LIVE Arcade release of Castle Crashers and the recent trend of incoming college freshmen gathering in front of me to learn writing can only mean one thing: summer is over. But man, what a summer it was.  So many memories made while only moving slightly to avoid bedsores.

    Of course, I speak of Microsoft's five-week-long "Summer of Arcade," an event that saw the back-to-back release of five awesome Xbox Live Arcade titles: Geometry Wars: Retro Evolved 2, Braid, Bionic Commando: Rearmed, Galaga Legions, and Castle Crashers. Sure, it started a little late, and it neglected to include a few of the more recent remakes (Commando 3 and 1942: Joint Strike got just a little bit screwed by the timing), but I can't remember a time that so much multi-genre awesomeness was packed into such an affordable month.

    More importantly, though, I think it's a look at things to come for the future of gaming.

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  • Yahtzee Says, Support Your Local Independent Developer (He's Right).

    Posted by Nadia Oxford

    If you're 1) a gamer and 2) not insane, then one of your favourite all-time games is Cave Story. Cave Story was planned, designed and developed by one demigod, the radiant Pixel. One of the greatest games of all time came from two arms, two eyes and one brain.

    Cave Story works so well because the graphics, sound, story and gameplay all compliment each other beautifully. But what if Pixel had proposed the title to, say, EA and had a hive mind work on the game? For starters, it would look and sound radically different because players today are all about the big noises and shiny things according to the Big Men In Charge (which is why Mega Man 9 has everyone leaping like dogs at a lambchop). The aesthetic shift alone would have sent Cave Story's delicate feng shui swirling down the toilet.

    Yahtzee talks about the importance of indie games this week, specifically Braid on XBLA. His argument for indie titles against corporate titles is that too many cooks spoil the broth—or rather, too many faceless men in suits destroy the original intent. Sometimes we all need to step back and clear our heads with games that don't stray far from the man or woman who originally thought up the idea.

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  • Indie Dev Moment: A Game a Month From Kloonigames

    Posted by John Constantine



    I sometimes worry that even though I talk a big game about championing videogames as a creative medium, I’m full of crap. Nine times out ten, if I’m playing a game, it’s some blockbuster title or the twentieth entry in a franchise that’s been milked for more than a decade. If a game with the word Castlevania in its name is on the shelf next to, say, Rhythm Tengoku, I’m going to buy Castlevania. I’m that guy. I am part of the problem.

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  • 16-bit Morals: Sonic Warns You About Uncle Ernie

    Posted by Nadia Oxford

    I watched video game-based cartoons for two reasons. First, it was something to fan my buzz when my parents made me turn off the Nintendo. Second, to feed the fanfic writer gestating inside me. I hoped that game cartoons would expand on the meagre stories games offered back then. I probably don't need to tell you that I was often disappointed. In the beginning, I actually believed that these cartoons were written by highly-paid enthusiasts who were bursting with their own ideas. I didn't think of them as desperate writers who recruited their nephews and nieces for crash courses in Mario lore (obvious exception: Bob Forward, who wrote the Legend of Zelda and Beast Wars). It didn't take long for the truth to hit me, and it wasn't the bad writing that betrayed these ladies and gentlemen. It was the kindergarten-level morals that got crammed into most episodes of most everything.

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  • Japan Scares Me: Mario and The Western Show

    Posted by John Constantine



    Edge Online ran a small feature piece this past Monday on artist Antonin Fourneau’s new multimedia project called Oterp, which appears not on canvas or film but on Sony’s PSP hardware. Oterp creates different sounds and music depending on its audience’s physical location using a GPS to track them. Fourneau’s creation, as Edge points out, joins the ranks of i am 8-bit and Reformat the Planet as evidence of videogames’ growing influence on humanity’s creative endeavors. And that’s great. It’s wonderful to look at how the life-imitates-art-imitates-life cycle is incorporating a still-young medium. It’s inspiring to see games inspire. That is, unless you spend a lot of time on the internet. Then you see what videogames have done to people’s minds. Especially Japan’s mind.

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  • Bringing Sexy Back: Retro Controllers of the Future

    Posted by Derrick Sanskrit

    Take a gander at this metal USB game pad from Dream Cheeky. It features all the buttons of a SNES controller and none of the ergonomics, but honestly, who cares? Look at how shiny it is! Look at how smooth and sleek it is, like your 24th century android girlfriend, with the tiny L and R buttons as her perk nipples and a rubberized grip as her toned synthetic hips. She has a six foot USB cord so as to not smother you, and she even swings both ways with both PC and Mac support. Sure, she doesn't have as many features as the Logitech pad that's been loyal to me for years, but I'm willing to sacrifice function for form when its a form like this.

    There, now that your PC games have an extra dash of Björk's "All Is Full of Love," let's see what we can do about the sexiest home console around, Nintendo's Wii.

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  • Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?

    Posted by John Constantine

    While they might not be rock stars quite yet, it’s great that videogame developers are becoming more and more recognizable by name. Many, many people know who Hideo Kojima is and what Kojima Prodcutions makes. Sega didn’t just contract Platinum Games to make a few killer titles for them, they signed them on for the name recognition, for the artists’ cred. Back in the day, it wasn’t the people who created games that got recognized. It was only franchise names and publishers that got the love. In 2008, it’s widely known that Tomonobu Itagaki is the head honcho behind Ninja Gaiden. But who is the brain behind Ninja Gaiden on the NES?

    After doing a bit of digging, I found that Ninja Gaiden and its first sequel were designed by a fellow named Shuichi Sakurazaki and Tecmo’s Team Strong. The game’s trademark cutscenes, arguably the first of their kind, were penned by Sakurazaki himself. But that’s where the information trail ends, with nary an interview with or a Wikipedia page on the man to be found. I found only two other games credited to Sakurazaki, and surprising ones at that.

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  • Trailer Review: Eyepet - Wii Killer?

    Posted by Cole Stryker

     



    Probably not, but this thing still looks like it would be a total blast for kids, moreso than any Wii game I've yet seen. It reminds me of those old Sega holographic laserdisc arcade games with the cowboy and the princess in which it was impossible to survive for longer than thirty seconds. I'd never play this, but I know plenty of munchkins who would.

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  • Mario Will Not Retire. He Will Outlive Us All.

    Posted by Nadia Oxford

    Growing up, we all kind of hated the rich kid. Even if he was the sweetest child in the world who only wanted to share his toys and candy and have us come over and play in his hedge maze (remember that episode of Care Bears? If not, silly me, I just made up another euphemism for sex), we'd lapse into an uncomfortable, cringing silence around him, like dogs in the presence of an alpha. When he wasn't around, we'd seethe and hiss in his direction.

    There are gamers in this world who are similarly intimidated by the existence of our hairy king, Mario. He benevolently brought many of us into this glorious, mind-gelling hobby. He has walked, run and jumped with us since we were children. Thanks to Mushroom Kingdom logic, we have baffled our teachers with adamant declarations about raccoons flying and fireballs bouncing underwater. Just last year, we soared through space with our magic plumber and visited more fantastic planes than the Little Prince.

    Mario is grand. And that's why the latest Internet fad, in which bloggers call for his retirement, is impotent and sad.

    I'm still unsure who first decided to make the ill declaration; likely someone desperate to crown himself King Controversy. This time, freelancer Patrick Goss takes the throne and gives us his reasons why Mario should give it all up and open a spaghetti farm.

    The article is admittedly well-written and free from the venom that usually shoots from the mouths of message board trolls who feel qualified to look down on Shigeru Miyamoto. Still, I feel obligated to counter.

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  • Gold Farming: Why I'll Never Play an MMORPG

    Posted by Cole Stryker

    A sensational title, to be sure, but this is insane.

    BBC News reports that nearly half a million people make a living supplying lazy first-world gamers with monopoly money.

     

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  • Kenichi Nishi and Kenji Eno’s Newtonica Brings iPhone Gaming Into the Realm of Awesome

    Posted by John Constantine



    I have been, in general, pretty resistant to the iPhone mania that’s overtaken many hundreds of thousands of folks. They’re attractive little devices but, well, them things are expensive. Plus, it remains to be seen whether or not it will come into its own as a gaming platform. The version of Spore Maxis has cooked up looks like a neat diversion but not many other games seem particularly interesting. For example, a friend of mine downloaded Super Monkey Ball and told me that when the game wasn’t crashing his iPhone, it was a chore to actually control anything. Newtonica, a new game from the ever fertile mind of Kenichi Nishi, now has me chomping at the bit to actually hand over some cashey money to Steve Jobs. Why? For starters, Nishi was the field designer on Super Mario RPG and Chrono Trigger, the founder of Love-De-Lic, and the designer of Skip’s Chibi-Robo. That’s what you call a pedigree right there.

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  • The Mother 3 Translation: We're Not Worthy!

    Posted by Bob Mackey
    Ever since Nadia Oxford started writing about the Earthbound soundtrack, something keeps popping up in my mind that I've been trying to supress out of sheer impatience: the unofficial translation of Mother 3--for you non-Earthbound fanatics, that's essentially Earthbound 2.  From all of my lurking in Earthbound fandom for over ten years, I can tell you that the translation couldn't be in better hands; it's being guided by a fellow with the hacker alias "Tomato" who--along with a few other folks--basically orgazined the online Earthbound fanhorde just as the Internet started taking off.

    Back in 2006, I assumed that the translation patch for Earthbound would be out days after the game's release in Japan; but I had no idea how hard Tomato's team (one of a few who took a crack at the game) was working, or about the unhackable quality of Mother 3's code.  If you check out their to-do list, you can see just how far the translation team has come in the last two years--all that's left to do is testing.  Here's a video from Tomato himself showcasing some of the work they've done on the game so far.  Note how faithful it is to the spirit of Earthbound's awesome localization:

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  • Ys and You

    Posted by Bob Mackey

    Monday saw the release of Ys Book I & II for the Wii's Virtual Console, making it the first time since mid-May I was remotely interested in anything on the service.  Standard VC bitchery: Nintendo, I am willing to buy digital versions of games I already own.  The save battery on my Earthbound cart still worked in 2005, but in the horrible year of 2008, who knows?

    If you weren't too aware of gaming in the early 90s,
    Ys Book I & II was basically the Halo of the ill-fated TurboGrafx-CD--not in how it was treasured by millions of gamers, but by what a showpiece it was for the hardware.  In 1990, CD-ROM technology was still astoundingly new, and NEC knew it could impress the pants off of prospective console buyers; hence, the showing of promotional videos featuring footage of Ys in gaming stores across the country (and I should know, because for some reason NEC also sent a handful of copies to my house).

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  • No Alternate Soundtrack: Donkey Kong Jungle Beat

    Posted by Derrick Sanskrit

    Nearly a full year before the first Guitar Hero introduced gamers to the now all-too familiar concept of game controllers shaped like musical instruments, Nintendo released Donkey Kong Jungle Beat for the Gamecube worldwide. The game was a platformer in the vein of Donkey Kong Country that overlooked the Gamecube controller in favor of the DK Bongo peripheral used earlier for Donkey Konga, a rhythm game that aped (oh god, sorry about that) its own development team's Taiko Drum Master series of games. Rather than come off as gimmicky as a result of this peripheral use, though, Jungle Beat felt fresh and intuitive and was praised by critics for its innovation. Years before the Wii would get gamers off their butts, Jungle Beat was moving players and causing them to work up a sweat, all while playing a traditional platformer.

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  • Game Rage

    Posted by Amber Ahlborn



    Video games can be relaxing. They can be stimulating or relieve stress. They can also be utterly rage inducing and that's what this post is all about: The Rage.

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  • Wizards of the Coast Gives You -1 Charisma on Facebook

    Posted by Cole Stryker

    Wizards of the Coast has released a watered-down, casual version of D&D for Facebook, ensuring that anti-social nerds who have since shied away from the social networking service will be tractor-beamed into the site's time-sucking vortex. 

    According to TOR, it's got great "beautiful production values and beautiful writing":

    ...it’s not all hack-and-slash. It would have been easy enough to make a game in which every event is a scuffle of some kind. D&D is, after all, the ur-rpg with the very well-aged unofficial motto, “Kill things and take their stuff.” And of course there is fighting in plenty. But there’s a lot more. There’s environmental challenges like quicksand, crossing a gorge, and climbing difficult slopes. There are also a lot of social interactions where the key challenge is to see through a deception, win over someone who might be an ally despite a hostile start, save a drowning child. This is adventuring broadly construed, and it makes me happy.

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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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