Register Now!

61 Frames Per Second

Browse by Tags

(RSS)
  • 10 Years Ago This Week: Super Smash Bros

    A vital addition to the Nintendo 64 catalog, Super Smash Bros (released April 27, 1999) was a phenomenal critical and commercial success. It helped cement the console’s legacy of innovative four-player game design, while at the same time creating a new flagship franchise for Nintendo and starting the game’s creators, Masahiro Sakurai and particularly Satoru Iwata, on a trajectory that would eventually see them leading the industry. As such, it’s one of 1999’s most historically important titles.

    Read More...


  • The All New Retro: Bust-a-Groove and Low-Poly Love



    I won’t deny it. My gaming tastes are a little unusual. Take my emulation aversion. Does a normal person spend months and months tracking down a rare and expensive cheat device so they can play an imported SNES game when they could download a ROM and SNES emulator in about ten seconds? No. This is not how a normal person behaves. As I slowly morph into something approximating an adult, I’ve been noticing another strange predilection in my gaming brain: a love of low-polygon graphics.

    Some games do not age with grace. Their mechanics, and especially their graphics, develop the distinct taste of vinegar when they used to be wine just five years before. Yet the games of the 32- and 64-bit era, games that I thought were repulsive even at the time, are starting to take on a strange allure.

    Read More...


  • Retro Game Achievements: An Awesome Idea

    So, most of us are knee-deep in Retro Game Challenge at this point--and if you're not, I think it's time to seriously step back and reexamine your life. That being said, had RCG simply been a showcase of eight retro-style games, it would merely be great; the games within are solid genre homages worth playing in their own right. But the framing device and window-dressing of the whole package amps it up way past awesome. And what I've come to appreciate most about RGC's games are the "achievements" established by Arino himself throughout, since they've given me more of an incentive than normal to play the majority of relatively-simple games featured in RGC. Without some sort of achievements or leaderboards, games where I'm getting a high score for the sake of getting a high score usually leave me completely unmotivated and a bit sleepy, which is why I think the goals enforced upon the player in RCG could easily be added to older (or retro-style) games to give them new life.

    Read More...


  • Roundtable Discussion: Where is the Handheld Version of Console Wars?

     

    Roundtable Discussion takes the intrepid 61FPS blogging team and pits it against itself in the search for deeper truth. The moderator for today is Joe Keiser.

    Towards the end of the last roundtable, the topic swerved off-course into a discussion of the existence or nonexistence of handheld wars. I thought that the fact that question came up was interesting, because no matter how you parse it handheld fanboy battles seem to lack the vigor of their console cousins.

    Which brings us to the question: do people have less of an emotional attachment to their portable systems compared to their TV-tethered ones? A different kind of emotional investment? Why do you think this could (or could not) be the case?

    Read More...


  • Indiana Jones, We Hardly Know Ye



    It is very, very strange that there are so few excellent Indiana Jones games. The characters and fantasy-20th-century that make up Henry Jones Jr’s world are uniquely suited to the tropes and traditions of game design. This isn’t to say that Indy hasn’t had some success in the medium. The arcade game of Temple of Doom is a memorably colorful quarter-muncher (though, the less said of its home ports, the better,) JVC’s Indiana Jones’ Greatest Adventures on Super Nintendo is the best platformer that studio produced, and Lucasarts’ point-and-click adventures, an adaptation of The Last Crusade and an original story called Fate of Atlantis, are rightfully beloved for both their branching stories and their taxing logic puzzles. The rest of Indy’s gaming oeuvre, however, ranges from tolerably mediocre, like Traveler’s Tales’ Lego Indiana Jones, to plain bad, like Windows/N64’s Infernal Machine. (Infernal Machine is especially notable because it’s the only game in the franchise that falls into the genre most-suited to Indiana Jones, the Tomb Raider-styled 3D platformer. Tomb Raider has always been modeled on Indiana Jones’ particular brand of archaeological adventuring. Raider’s spiritual successor, Uncharted, is even more explicitly inspired by Jones, right down to the sarcastic male lead of dubious morality with a heart of gold.) It’s true that officially licensed videogames have something of a history when it comes to sucking, but given Indiana Jones’ Lucasfilms/Lucasarts pedigree, you’d expect the franchise to have at least as good a track record as Star Wars. (By my calculations, you get one good Star Wars game for every three terrible ones. Luckily, that equates to a lot of good Star Wars games.)

    Today, the pertinent question is not why are there not more good Indiana Jones games, but why aren’t there more Indiana Jones games period?

    Read More...


  • Underrated: Buck Bumble



    Welcome to the inaugural post of what I hope to make a regular Monday feature. Underrated looks at titles that probably flew below the radar of most gamers. Titles that sold poorly or were generally under appreciated for one reason or another. The first game I'll be looking at takes us back, back to an older simpler time when systems were still measured by their bits and Nintendo promoted all 64 of theirs. I'm talking of course about the Nintendo 64 and the title Buck Bumble. You've probably never heard of it.

    Read More...


  • Two Years In: The Wii's Feats of Strength and Its Disappointments

    The Wii is two years old this November. It seems like only yesterday a good friend kindly paid for my husband and I to accompany him to New York City and attend the launch. It wasn't all about shivering in a stationary line outside Nintendo World, however. I did have my picture taken with a giant Yugi Moto (see bio picture).

    To celebrate the Wii's terrible twos, game designer Brice Morrison has penned two articles. There's Two Years In: The Wii's Successes and the more frowny-faced Two Years In: How the Wii Has Failed.

    I'm going to argue against the Wii's "failures" because it's more fun to do that instead of agreeing with its successes.

    I recognise that the Wii has a lot of failings and untapped potential. Morrison is right when he says that the dreams we had of "virtual" gaming when the Wii's remote was first unveiled are still not realised (wait, I thought we were all yelling about motion controls being a stupid idea--I was personally very drunk that day so I thought my first glimpse of the Wii remote was just a pink elephant experience). I had a great time with the Wii remote in The Legend of Zelda: Twilight Princess, but third parties have merely been farting around with waggle control. DragonQuest Swords had the potential to be good instead of, uh, you know, shitty.

    Read More...



in

Archives

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.


Send tips to


Tags

VIDEO GAMES


partners