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  • 8-Bit Love: The Ten Greatest Vintage Game Songs to Have Sex To, part 2

    Cyriaque Lamar is a New York-based writer with a New Jersey-bred weltanschauung. He’s had original work published at Cracked.com and performed at The New York International Fringe Festival. Cyriaque is thrilled to contribute to 61FPS, as it brings him one step closer to his childhood dream of living on the set of Nick Arcade.

    5.) Final Fight CD – “Walk In the Park (Bay Area)”



    System: Sega CD (1993)
    Sounds Like: A sweaty nooner with Don Johnson.
    I always loved the premise of Final Fight. The idea of a city’s mayor stripping down to his underjohns and beating the shit out of unemployed people in order to stimulate job growth was really ahead of its time. Wait? Mike Haggar was actually fighting to save his daughter from an evil street gang? And here I thought the game was some kind of radical Objectivist propaganda. This Bay Area theme is classic whatever console you play Final Fight on, but the Sega CD version pushes it to the limit with gale-force porno guitars. Seriously, these riffs are like an F4 on the Fujita Scale. In my mind’s eye, the person who would get the most out of this track wears a ton of sea foam green and frequents Fort Lauderdale whorehouses. Sometimes, you just gotta be that person. When it comes to the Sega CD, the only thing sleazier is Night Trap.

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  • 8-Bit Love: The Ten Greatest Vintage Game Songs to Have Sex To, part 1

    Cyriaque Lamar is a New York-based writer with a New Jersey-bred weltanschauung. He’s had original work published at Cracked.com and performed at The New York International Fringe Festival. Cyriaque is thrilled to contribute to 61FPS, as it brings him one step closer to his childhood dream of living on the set of Nick Arcade.

    There are three reasons this list exists. First, I felt obliged to highlight 61FPS’s distinction as the gaming apparatchik of an internet sex publication. Second, I wished to showcase the unsung virtuosos of yesteryear who made masterworks using a limited palette of sounds. Finally, I intend to rebut those critics who still dismiss video games as low culture. Using the below examples, I intend to reclaim the carnal legacy of video games by evincing how early console music illustrated the gamut of human sexuality, from atavistic, heteronormative modes of eroticism to polymorphous perversity as delineated by Freud.

    Plus, the thought of people sticking penises into vaginas to Nintendo music is funny.

    10.) Radical Dreamers – “The Girl Who Stole the Stars”



    System: Super Famicom Satellaview (1996)
    Sounds Like: Koyaanisqatsi composed on Mario Paint.
    Since roughly 95% of all human lovemaking involves someone with a XX chromosome pairing, I thought it necessary to seek out my female associates’ thoughts on which game music best applies to amore. The suggestions I received were few yet incisive — responses ranged from “the Kid Icarus theme” to “Who the eff effs to video games?” Ultimately though, I deferred to my own instincts and picked this pan-pipe jam from the Japan-exclusive, text-based sequel to Chrono Trigger. Composed by the legendary Yasunori Mitsuda, “The Girl Who Stole the Stars” is easily the most romantic theme on our list.

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  • Ghostbusters: There Are No Words For How Good Bustin' Makes Me Feel



    Guest contributor Adam Rosenberg resides in Prospect Heights, Brooklyn, where he slaves away daily as a contributing editor for UGO’s Gamesblog as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.

    I haven’t seen shit that will turn you white. The shit I have seen, namely a fresh build of Ghostbusters: The Video Game for Xbox 360 and PS3, will make you green. With slime. And envy.

    Last summer, a preview build featuring a portion of the widely seen New York Public Library level made the gaming press rounds. The unfinished code appeared out of thin air, its sender listed only as “Evil PR Monkey”. The demo was raw. Very raw. But not so raw as to diminish Ghostbusters’s promise. There were Ray Stantz, Egon Spengler and Winston Zeddmore (noVenkman in the demo), fully voiced by Dan Aykroyd, Harold Ramis and Ernie Hudson. Aykroyd and Ramis’ script, even just that tiny chunk, was characterized by the same wit that made the original films such classics. Then a few weeks later, Activision announced that, following their merger with Vivendi, they would not be hanging onto the Ghostbusters license.

    News on the game since, even following Atari’s confirmation that they would be publishing Ghostbusters in June 2009, has been disturbingly light. No more of the actual game has been shown since that messy preview code. Until last week. While I didn’t actually get to go hands-on with it, I did get an eyes-on playthrough of the remainder of that library level. And now… well… I ain’t afraid of no Ghostbusters.

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  • NYCC 2009 - Ghostbusters Wii

    All New York Comic-Con weekend, there was sure to be a huge crowd at the back half of Atari's booth. What was causing all of the hubbub, distracting from Ready 2 Rumble Revolution, The Chronicles of Riddick and the nearby masseuse? Ghostbusters: The Video Game, of course! All three current-gen console SKUs were up and on display, along with the crystal Slimer seen at right and, of course, dudes in jumpsuits and proton packs. Graphical polish aside, the PS3 and XBox 360 builds looked just about the same as when we saw them last May (though the 360 version seemed to be flaunting more bloom lighting), so of course I was most interested in the Wii version. Come on, you know you've wanted Ghostbusters on Wii ever since you first saw Elebits! In my mind, Wii is the only platform worth making a Ghostbusters game on (though PS3 gets a pass as Sony owns the rights to the films).

    I was fortunate enough to chat with developer Red Fly Studios' James Clarendon, a programmer and designer on Ghostbusters for Wii, as he played through the ever-popular New York Public Library level for me. Atari are still keeping a relatively tight grip on in-game footage, which relieved James as he told me repeatedly that the game as he last saw it two days before the Con looked "totally different" from the demo, which used the game's build from December.

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  • Nolan Bushnell Joins GameWager

     

    Kotaku reports that Atari Founder Nolan Bushnell is dipping his toes back into the gaming industry. 

    From the press release: 

    Designed for gamers of all skill levels, GameWager’s platform introduces a reward system that lets gamers earn virtual tokens for completing in-game actions like kills, objectives and team wins in multiplayer PC games like Counter-Strike and Team Fortress 2. Earned tokens can be redeemed for a chance to win sponsored prizes like Alienware laptops, Nvidia graphic cards, a Hypernia hosted server for 1 year and much more. Nolan serves as an “executive advisor” to the company that has seen over 60,000 gamers earn 25 million tokens since its’ launch last July.

    Xbox Live's achievements system never motivated me much, but I can see myself putting a few extra hours into a game if it meant a chance at a video card upgrade. It's a material reward, a big improvement from ethereal achievements. Of course, being good at video games only scores you a chance at prizes. They are guaranteed to no one, but the better you perform, the higher your chances of getting rewards. 

    With sponsored giveaways, GameWager's reward scheme is completely free. I'm not quite sure how they plan to profit, but if Nolan Bushnell's involved, expect plenty of corporate drama. 

    Related Links:

    Games to Film: Leo DiCaprio to Play Nolan Bushnell in Upcoming "Atari" Flick
    Achievements and Trophies and Unlocking, Oh Meh

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  • Screen Test: Ghostbusters



    Ghostbusters: The Videogame is a videogame based on Ghostbusters. Ghostbusters is a movie. Or a documentary shot in real-time, depending on who you ask. Ghostbusters: The Videogame, had it been a movie/documentary, would have been called Ghostbusters 3 as it follows the events of Ghostbusters 2 and the adventures of beloved characters like Ray, Winston, Egon, and Venkman. Yeah, that’s right. I’m on a first name basis with the ‘Busters. We hang out on weekends. We go to Coney Island and swim together. It’s awesome. Their videogame is going to be awesome. You’ll see!

    *runs away crying*

    Anyway *sniff* these new shots of Ghostbusters: The Videogame are exciting.

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  • New Year’s Resolutions For a Few Of Our Favorite Publishers



    Now, to close out the first full week of 2009, we will do for videogame publishers what we did for console makers: we will tell them how to live their sordid, godforsaken lives! You’d think developers would make the list, but no. No, I tend to trust them, so they will be left to their own devices, free from the crushing logic of advice from 61 Frames Per Second.

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  • Microsoft’s New Year’s Resolution



    For the second time in history, an American company has created a massively successful videogame console. Microsoft’s Xbox 360 is, without doubt, America’s greatest triumph since the Atari 2600. Of course, this is discounting personal computers of all stripes, and even the achievements of Microsoft’s first green-tinged box devoted to gaming. But 28 million consoles sold worldwide is a monumental feat for any gaming machine and, contrary to some speculation late last year, it looks like the system’s sales have yet to plateau. As far as creativity and growth of the medium, Microsoft pioneered downloadable content on home consoles, established one of the first easily accessible independent games services, and brought online gaming into more homes than ever before. Not to mention how they’ve published some of the most enjoyable traditional gaming fare — shooters like Halo 3 and Gears of War as well as RPGs like Fable 2 — of the last two years. Yes, kudos to you Microsoft. Ya done good.

    BUT YOU CAN DO BETTER! What’s up with 2009, guys? Halo Wars? That’s what you’ve got? Where’s Alan Wake, you punks! Ninja Blade? How about a freaking action game without a ninja in it?! Geez!

    Okay, okay. I am calm now. I am fine. Announcing some great first-party software for the 360 would be a pretty logical resolution for Bill Gates’ house of pancakes. But I was thinking more along the lines of modernization.

    Microsoft should resolve to make Xbox Live free to all Xbox 360 owners in 2009.

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  • Ghostbusters. Peter Venkman. Walter Peck. The World is Just.

    There is a reason that this new trailer for Ghostbusters: The Videogame is not getting posted under the Trailer Review banner: I am completely incapable of judging this game with any kind of objectivity. Don’t you see? It has Walter Peck, a William Atherton voiced Walter Peck, cowering in fear and then getting possessed by a ghost. It has the Stay Puft Marshmallow Man tossing police cars about Manhattan and Ray Stantz, a Dan Ackroyd voiced and written Ray Stantz, saying it isn’t his fault this time. It has Peter Venkman.

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  • Trailer Review: The Chase - Felix Meets Felicity

    Look, Atari has a new DS game coming out! Oh, and its a platformer about a boy and girl who fall in love? Yeah, and the graphics are the kind of saccharine sweet that are rarely seen outside of Barbie's Horse Adventures? Surely this will appeal to nobody except for the kids who buy the Suite Life of Zack & Cody games and all those Ubisoft pet simulators that end in the letter Z. Ah well, here's the trailer, I might as well watch it to confirm all of these suspicions.

    Hmmm... this is actually pretty fast-paced looking, and the music is sort of exciting. Hey, you draw platforms just like in Kirby Canvas Curse! I loved that game. Woah, look at that jump, these kids are serious about OH MAN did she just swing on that? DAMN, look at him slide through those WAS THAT A ZOMBIE???

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  • The Videogame Ages, part 2

    In part one of The Videogame Ages, I discussed the inadequacy of “generation” language in gaming, and laid out The Golden Age of gaming. In part two, I look at the Silver and Bronze ages before taking a look at the modern era and the future.

    The Silver Age – 1983 to 1996 8-Bit, 16-Bit, Early Handheld, Early 3D, Advanced PC and Arcade

    The silver age of games is defined by expansion, in not just playability but breadth of experience. When home computers became affordable and home consoles began diversifying, games started transforming from immediate, single-mechanic experiences into more lasting forms. Silver age games were still about escalating challenge, but high scores ceased being the goal, replaced by definitive endings. Games started becoming more explicitly narrative-driven, as aesthetic justification on consoles and as the focus of many PC games (see the entire adventure game genre.) Portable gaming also started to rise to prominence during this period, early single-screen LCD games replaced by multi-game consoles like the Game Boy and Atari Lynx. Arcade and PC game technology pulled far away from home consoles, but all games were shifted from the rough visual abstraction of golden age games, into more aesthetically recognizable presentations – albeit still cartoonish impressionistic rather than realistic. The rise of polygonal 3D graphics, both real-time full 3D (Yu Suzuki’s Virtua series) and pre-rendered (Myst, etc.), at the end of the silver age marks the transition to bronze. In 1996, with the release of Mario 64, Tomb Raider, and Quake, the silver age comes to a close.

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  • The Videogame Ages, part 1



    This past Friday, I tried to slip a little piece of language into a discussion about game emulation that I was wary about using at all. At this point, the go-to boundaries for discussing videogames’ admittedly small history is console-technology generations. We say 8-Bit or 16-Bit because these are easy identifiers based on competing, contemporary technologies. But the language “The 8-Bit Generation” doesn’t account for arcade technology, PC games, or portable gaming. Now that Bob Dvorak’s Tennis for Two is officially fifty years-old, I think we can finally start applying broader terms to gaming’s evolutionary eras. Obviously history is fluid, and chances are these classifications won’t hold true in 2050, but for now they work. The Hesiodic ages, as laid out here, consider games on every platform; the rigid parameters of home consoles, the advanced nature of PC and Mac gaming throughout the 1980s and ‘90s, the fast strides made by arcade technology throughout that same period, and the predominantly inferior technology available in handheld gaming. Unlike Hesiod’s Ages of Man, however, the videogame ages are (mostly) a positive progression. Please note: these are not strict definitions. This is a discussion, and I want everyone to make their opinions heard in the comments section. Now then, onward to the Golden Age.

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  • Square-Enix's Prez Sez: "Japan needs to be #1 in gaming again, homeslices."

    Square-Enix's President, Yoichi Wada, had a few things to say about Japan's lagging game industry at Tokyo Game Show 2008. Namely, "'Eeeeey man, this isn't cool!" and "Let's get off our asses and do something about it."

    I personally find it unfortunate that Japanese game development has been lagging behind North America and Europe. I want to see Japan's industry thrive for a couple of reasons.

    First, having grown up with the Nintendo, gaming (to me) will always feel like the domain of the Japanese. God knows America failed me for my fix of mushroom-jumping Italian plumbers, so pardon me for sleeping with the other side. Really though, there was something extra special about our elders being baffled by Japan's bizarre concepts.

    "Frog-men? Shape-changing leaves? What the hell is a 'Tanooki?'"

    Read More...


  • Question of the Day: How Do You Make a Horror Game Horrifying?



    Don’t be afraid. There are no ghouls here. Just nerds.

    ‘Tis the season for delighting in frights, is it not? That time of year when Halloween is just around the corner, the days get darker, and the things that go bump in the night start getting goosebumps, because, hey, it’s cold out there. As I mentioned last week, it’s also the beginning of game season. Horror, as a genre, doesn’t have quite the presence it did in gaming a few years back, but autumn 2008’s seeing a number of high-profile scary games hitting consoles across the land. Silent Hill’s back after a four year absence, EA is releasing their brand new IP Dead Space in just over a week, and Atari is re-launching their ill-fated Alone in the Dark on PS3. Horror games are an absolute favorite of mine. There’s a visceral thrill they provide that is distinct to the medium, mixing the tension-and-release dynamic essential to horror in any medium with the deep satisfaction of accomplishment that comes from successfully playing a game.

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  • Fix It: Alone in the Dark, Tiger Woods, and the Death of the Glitch

    Today was an interesting day for getting a keen look at what happens when games come to the public in less than perfect shape. For starters, Atari and developer Eden took the middling reception of Alone in the Dark to heart. They’re showing off the Playstation 3 version of the game in Leipzig at the moment featuring in-progress fixes to the game’s unmanageable, glitchy camera as well as the iffy driving and inventory control in the game. They will also be releasing these fixes as a patch for the Xbox 360 edition of the game. Of course, Eden didn’t have to do this. They could have just gone the EA route, and (hilariously) said that those aren’t glitches! That’s just the way the game’s meant to be played.



    Chances are though, EA will go ahead and patch Tiger Woods ’09 regardless of the funny marketing. This is the way of it with games in the age of net-enabled consoles; ship the game as soon as you possibly can, fix it later if you have to. PC games have enjoyed patching for well over a decade at this point but it’s still a new phenomenon in the world of devoted gaming machines. It’s a good thing, ultimately. If NES games with crippling slow down could have been patched, they would have been. The romantic in me, though, can’t help but be sad to see console games lose their permanent state. Glitches in classic games have a rich, memorable history. Take, for example, this classic.

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  • You're a Filthy Cheater! ...Right?

    It's like yin and yang, light and darkness, vanilla and chocolate: wherever there are rules directing life, there is a means of going against those rules. Since video games' conception, enthusiasts have proved themselves champions of cheating and game-breaking.

    But it's not as if cheating at video games is as simple as being cheap about tag-backs or peeking during hide-and-seek.

    I wrote an article for 1UP that looks at the long, twisted history behind game breaking. I'm putting the link up here because I'm a pimp, but also because I find the subject matter pretty fascinating. It's very difficult to draw a line between "Cheating" and "Okey-Dokey" with video games because there are so many variables to consider. Is it "cheating" if you use an in-game trick like the exhalted Konami Code? Or is the term reserved for third-party peripherals like the Game Genie and Gameshark?

    How about the exploitation of game mechanics? Put Mario Kart DS and "snaking" in the same sentence on any game-related message board to launch a war.

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  • Chiptune Friday: Crystal Castles

    Derek said I could hijack his 'Chiptune Friday' feature on the condition that we brand this very special double-dose edition, "IndepenDANCE Day", so that's what I'ma do.

    Crystal Castles hate videogames, and roll their eyes at journalists who attempt to lump them in with other bands who make either video game music, or music with game electronics. They use a keyboard equipped with an Atari 5200 sound chip to create their relentless sound. They have acheived notoriety in the chiptune world not so much for their music, but for a well documented plagiarism controversy.

    Read More...


  • Games to Film: Leo DiCaprio to Play Nolan Bushnell in Upcoming "Atari" Flick

    According to Slash Film, screenwriters Brian Hecker and Craig Sherman hope to incorporate elements from Mr. Smith Goes to Washington and Tucker.

    Bushnell was responsible for Pong, often credited as the first video game ever (untrue, but it was the first game to acheive widespread popularity among the general public). Bushnell went on to found Atari and Chuck E. Cheese. Now he's working on a restaurant franchise called uWink, a sort of Chuck E. Cheese for grown ups, where you place your order and play games on your table's touchscreen.

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  • Personal Firsts: My Gaming Scrapbook, From A to Wii



    Written by Amber Ahlborn

    At some point in the 1980s, the year nebulous in my memory, my mom bowled with her team every Thursday night. I loved Thursday nights because dad let me stay up late to watch M.A.S.H. and Benny Hill. Sometimes he and I would hop in the car and go visit mom at the alley, and that was the best. Dad would sit and watch mom bowl. Me? I would squeeze every last quarter I could get out of him. With a fist full of change and dollars soon to be converted into change, I’d walk down to the alley’s hamburger bar, snag a stool, and drag it through the glass doors into the arcade. Without deviation, I’d position my stool in front of the “Ostrich Game” and stay planted there until I ran out of money. I’m speaking of Joust of course, but at that age I could neither reach the controls without a stool to sit on nor read very well.

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  • Screen Test: Alone in the Dark



    As a youth, conceptual horror was enough to scare me into insomnia. Violence was one thing - I could process that as fantasy - but lurking terror was too much. If someone said that they were going to watch a horror movie or tell a scary story, I would freak out. It was right around pubescence, when my capacity for abstraction was growing exponentially, that I developed a taste for fear. Like any other extreme emotion, fear can be delightfully narcotic. After watching It (yes, it scared me. You look at Tim Curry in a clown suit without shitting yourself, I dare you,) I was finally clued into what everyone else seemed to know: being scared is fun. It wasn’t until the late ‘90s, with early Resident Evil and Silent Hill entries, that I started getting my fix from videogames. So those games’ shared ancestor, Alone in the Dark, is an unknown quantity for me outside of reputation. The new Alone in the Dark from Atari, after a couple of years of development purgatory (not quite hell), is looking like it will live up to that reputation.

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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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