RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.




Posted on Feb 17th 2010 at 02:05:25 AM by (Marriott_Guy)
Posted under MGs Game Take, MGs Gaming Take


The Online Gaming Leveler
 
The Answer To Being Competitive in Today's Virtual World
 

 
My little brother (age 35) has been pestering me for months to get with the times and pick up a copy of Call of Duty: Modern Warfare 2. I was extremely hesitant - getting beat on like a piñata by a group of 'any' year olds is not my idea of a fun time. He promised that I could ease into it with the help of his online posse (team CoDa). I reluctantly agreed and picked up a copy this past weekend.

Picture courtesy of GameSpy

Once logging in and becoming acquainted with my new 'squad', I have to admit that I was feeling rather stoked! "I love the smell of napalm in the morning...  Smells like...  victory" kept playing over and over in my head. With my newly found confidence, I marched proudly alongside my Band of Brothers onto the virtual battlefield. The action was furious, explosions were breathtaking and the adrenaline rush I experienced was one of the best I have had in quite some time. The end result:

Marriott_Guy --> 0 Kills, 1 Assist, 19 Deaths

Of course I knew the upcoming verbal assault I was about to endure would dwarf the shellacking that ‘earned’ me those numbers. They did not disappoint – the comments were fired out at a rate to rival the M240 machine gun. My personal favorite: "Dude, no offense, but are you 'special' or something?". After taking my medicine like a man (much like the round after round of head shots I recently absorbed), I quietly exited the PS3 playground to console myself. I am no match at all for today's gamers.
 

 
Being an older gamer (43), I fully accept and understand that I will not be able to master any of the newer titles due to my limited time resources. However, I would like to think that I could at least be somewhat competitive and not be viewed as 'dead money' every time I enter the virtual arena. There has to be a way to level the playing field for the old guard.

I am extremely analytical and attempted to statistically dissect this (a.k.a. my own futility). Here are the results:


 

Statistical Sample Size = 1 (me)

As is clearly evident from the above, I just can not keep up with the ever increasing number of Controller Action Buttons (and associated combos). This button escalation mirrors the expansion of the general obligations and responsibilities in my life. The net result of these two corresponding phenomenon equates to less time for gaming for us old farts. I don't know about you, but being the glutton of punishment every time I venture into an online gaming session is not my Cup o' Joe. Fear not grey beards, a solution does exist - the Online Gaming Leveler (OGL). Here is how it works:

(

Total Hours Gaming Per Week

)

=

OGL

(Age) X (# of Controller Buttons)

The OGL is a percentage that is used as a multiplier against the maximum level for a certain game statistic (i.e. Health Points).  Basically, this provides a handicap for the less experienced player (blue hairs and casual gamers).  The following table will demonstrate this in action:

Sample OGL Demonstration

Game Information

Game Name

Name of your game

Platform \ System

Microsoft Xbox 360

# of Controller Buttons

10

Player Information

Name

Marriott
Guy

Young
Buck
Little
Brother
Da' Old
Man

Age

43

16

35

62

Hours Gaming Per Week

10

30

15

2

OGL

2.33%

18.75%

4.29%

0.32%

Leveling the Field  - The OGL Modified Statistic

Max Health Points

1,000

1,000

1,000

1,000

Less OGL

23

188

43

3

Net Health Points

977

813

957

997


I arbitrarily chose 1,000 as the being the Maximum Health Points for the example in the table above.  I used a variety of ages to compare the control group (me) to show how the OGL formula works.  I am sure you will agree that the advantage of having 16.42% more Health Points than the Young Buck would have at least assisted me in being more competitive.  On the other hand, I should give a bit to Da' Old Man since he doesn't play that often and he truly is older than dirt.

This same OGL modifier can be applied to a variety of game statistics to further even the playing field:

  • +/- Amount of Gold achieved from victories (Action RPGs)

  • +/- Experience gained per kill (RPGs)

  • +/- Number of bullets in your standard ammo clip (FPS)

  • +/- Rate of speed of incoming objects (all genres)

  • +/- Number of Ships\Lives (Shmups)

  • +/- Time to make a play call (sports)

Here is what the sample game screenshot would look like with OGL being implemented:


Yes, this article is somewhat of parody and just my way of venting a bit after the trouncing I recently endured.  But then again, go ahead and try out the formula - it does work with most scenarios.  Click Here for the worksheet for you to play around with. 

I am a normal guy.  I don't kid myself thinking I am the sharpest pair of skates on the ice, but on the other hand I know that I am not a dullard (contrary to the comments made after my CoD MF 2 debacle).  I have responsibilities and the like that severely deters the time I can invest in my passion (gaming).  If the OGL system were in place, I might have been a playa this past weekend instead of the beaten farm animal.

But in all honestly, I think my lady friend hit the nail on the head after she read this article prior to being published.  She said that OGL was not really an abbreviation for the Online Gaming Leveler.  It was really just my way of coping with middle age - Old Guy Logic.

I always knew there was something I didn't like about her.
   


Let's have some fun with this (albeit at my expense).

What do my fellow grey beards think of this idea?
What other game statistics would you have modified if the OGL System were in place??
Is this really just Old Guy Logic??


 




Posted on Jan 19th 2010 at 11:07:18 PM by (Marriott_Guy)
Posted under Site News, MGs Gaming Take

Humorous Gaming Lessons:
The Results of Lending

 
Like any other gamer or collector, I take great pride in the preservation of the spoils of war that reside in my Room of Doom. I do not loan out my games to just anyone. I made the unfortunate mistake of including my brother in my extremely limited 'circle of trust'.

Halo: Combat Evolved was our game of choice when it came to head-to head battle. After years of beating on him like a farm animal, I reluctantly lent him my copy to allow him time to refine his skills. Three years later while celebrating my niece's birthday at his home this past month, he presented to me the following:


 

Brutal, just plain brutal - that is all I have to say about the above picture, though it is still CIB in a somewhat masochistic way.  Of course my brother apologized for the condition, albeit chuckling heavily during the entire time of his 'remorseful' delivery. I present to you now the villains (both of whom reek of guilt), who happened to be sitting just to the right of us during this exchange:


 

I have to admit that my brother used his time wisely when he basically annexed this game from my collection. We eventually fired this up that evening and I received the beating of a lifetime. The can of 'whop-ass' he released on me dwarfed the abuse that I had once imparted upon him.
 


Lesson 1 --> Don't lend your games out to people who share a household with the villains (or like) pictured above.
Lesson 2 --> Beating on your little brother is always fun. Why risk losing that opportunity and loan him a game?
 

What Have You Got??

Pictures really enhance your story - please include if you can.




Posted on Nov 25th 2009 at 10:23:26 PM by (Marriott_Guy)
Posted under Site News


Most Expensive Systems to Collect For

Though not a huge game collector, I do tend to invest in software for the more unique systems in my collection.   I enter into this fully aware that the games (for the most part) will see limited action and will require me to pay a premium due to their limited availability andor production.  This is something we all encounter to various degrees in our respective treasure hunts.  That being said,  there are some specific consoles that require heavy financial commitment to collect for, regardless of the title. 

The systems listed below have software libraries that exceed, at a minimum, 20 titles.  It is true that these could hardly be considered mainstream in regards to overall market penetration.  With the exception of the Neo Geo AES, the remaining contenders were basically failures in the gaming industry. 

One consistent characteristic shines through for each one of these consoles - the high price of their software.  Regardless of the title, these systems have the highest average mean when it comes to collecting.  This is mostly due to availability as well as how the system was initially marketed and the respective target audience.
 

Nintendo Virtual Boy
System Released: 1995          Games Released: 22
Pioneer LaserActive
System Released: 1993          Games Released: 44
   

Video courtesy of SteveBenway.

In all honesty, I have no idea what the attraction is for this systemgames.  Sure, it was innovative for the time, but all I get from an experience with the Virtual Boy is a severe migraine.   The games overall are pretty crappy IMHO, but yet most CIB games will run you around $20-$25 at a minimum for the common titles.  I am not exactly sure why games for this system fetch a high price tag.  Want a Japanese version - tack on another 20% (for most titles) plus the extra shippinghandling .

 

Video courtesy of Fakk28.

The second most expensive game system ever released and the games will still hit your wallet pretty hard.  It is true that most of the games for this system originally retailed at around $100 USD.  In today's market, these Laser Disk games begin at around $40 USD and go on up.  None are really anything to write home about, but I do admit that they do look impressive compared to a NES cart.  Most of the games have to be imported from Japan, where the Pioneer LaserActive was a much bigger hit than in the USA.
   

Neo Geo AES
System Released: 1990          Games Released: 154

Bandai Pippin
System Released: 1995          Games Released: 93

 

Video courtesy of peterjn6853.

Still regarded as the 2D powerhouse of the home console market, the Neo Geo produced games on cartridges that rival the size of a library book.  Ginormous is the only way to describe them.  Be prepared to shell out some cash to add some of these beasts into your library.  The cheap games will fetch around $20 USD, but on an average you can expect to doll out between $50-$60 USD for most average titles.
 

 

Video courtesy of thecybercat.

Lack of availability completely drives the Bandai Pippin game market.  The releases were pretty average for the day, but the system itself failed miserably trying to become the first true consolecomputer hybrid in the market.  Most titles were released in Japan, but even there software is scarce.  Expect your credit card to get beat on by an average of $50 USD (plus shippinghandling) when getting any title - much more for the true gaming software.
   

 
I used a 20 game minimum library to create this list.  This takes out the truly obscure systems like the Capcom CPS Changer, Bandai SuperVision 8000 and the RDI Halcyon.  Obviously, those systems with under 10 total games released command top buck. 
   





Posted on Oct 20th 2009 at 02:03:51 AM by (Marriott_Guy)
Posted under Site News

Ready, Set, Game!!!

 
I don't know about you, but I tend to be rather ritualistic when preparing for a serious gaming session. Just like setting the table for dinner, everything has to be set just so prior to my indulgence. Preparation is paramount in order to fully enjoy my upcoming virtual experience. Yes, I admit that my OCD tendencies might have some bearing on the extremely structured routine I follow. I would like to believe I am not an island and that all of us gamers share certain 'peccadilloes' in this regard.

Anyway, the following details some of my required groundwork prior to firing up the system and getting lost in the worlds of Oblivion. Items are listed in the order that they are executed.
   

 
Hunt & Gather


 

 
The right selection and quantities of munchies and beverages are critical for any gaming tour of duty.  You can't expect to give it your all while working on an empty tank - you will need to visit the refueling station every now and again to replenish the reserves.

When it comes to munchies, I personally avoid anything that can either 'crumb' or that I can indent my fingerprint upon.  The last thing I need is a controller pasted with chocolate residue and lighted 'flavored' with potato chip salt.  Also, any food that requires delivery utensils of any kind (i.e. fork) is forbidden in my sick world.  Slim Jims fit the bill for me: easy to eat, the correct portion size, no mess at all - the perfect combination (and taste pretty good too).  Low maintenance is a key here in choosing my favorite rations.

Regarding fluids, I have been on a continued quest since 1995 to find a suitable replacement for my ultimate gaming beverage of choice - Gatorade Ice Tea.   This drink had it all - excellent flavor, generous portion size (32 oz.) and provided immediate refreshment.  I am a HUGE ice tea fan, but not so much of the aftereffects endured while deeply entrenched in my game.  The continual runs to the john to pay back the piper gets old quick.  I didn't have to consume great quantities of Gatorade Ice Tea to get the best of both worlds (ice tea flavor and personal rehydration).  Gatorade Frost Glacial Freeze is now my weapon of choice, but I still dearly miss long lost gaming friend.
 

 
Eliminate Human Contact


 

 
Alone time is always optimal when getting involved with the latest release or a cherished classic by oneself. There is a time for sharing our passion with our family and loved ones, but during a focused gaming session is not one of them. The last thing I want to hear, in one simple word, is anything. I have a task at hand forthcoming and human interaction will distract me from my primary mission - mastering the awaiting challenge ahead.

At times this is a pothole that can not be easily avoided. Family and loved ones always take precedence, that is a given. But on the rare occasion when you have the crib to yourself, you must be prepared to act decisively. GAMING DEFCON 1 actions need to be immediately enacted. In other words, my cell phone ringer gets switched to 'Emergency' and 'I Won The Lotto' modes  - all others get the dreaded voicemail. Yes, I agree that this may be a little extreme. Tell me I am wrong that you aren't peeved to no end when your buddy calls to shoot the breeze when you are smack in the middle of a mob of henchman and fighting for your virtual life.
 


Don the Garb


 

 
Just like the virtual warrior I am about to become, armor selection is paramount. Comfort is obviously the key with old baggy clothing usually fitting the bill. For me, I prefer layering to a degree to give me some flexibility. My 4 Star Suit of choice is a pair of those cheap woven sleep pants from Target, wool socks, a Haines T-Shirt (have to love the no-tags) and my Mr. Rodgers sweater. Propping my baseball cap on the melon and I am ready to go.
 

 
Adjust Atmospheric Conditions


 

 
Proper alignment of your gaming cockpit is a must. Any serious gamer already has this already in place in their Room of Doom, but still this is something that can never be overlooked and should be addressed.

Seating is critical and I, like most, have my own special gaming chair – a high-back swivel desk chair with an accompanying plush ottoman to rest the dogs. It provides ease of movement along with the proper support for both my arms and neck (especially needed in those marathon sessions). Personally, I can not stand gaming while having my keister planted on a couch. I grant you that the sofa is perfectly suited for co-op play and catching the game on a Sunday afternoon, but not so much for extended game play. As for a loveseat, forget it. To this very day I truly have no idea what its function is. I have vowed never to own one.

No set up is complete without the proper gaming side table. This should be large enough to shoulder your rations and remote, but cheap so you don't have to worry about using a coaster for your beverage. No need to spend a million dollars on these either - you can snag one from Wal-Mart for $4. My lady friend rather hates them since the molded plastic table does not fit in at all with the rest of my decor. Hmmm.... perfectly coordinated furnishings or a functional piece of equipment? Sorry honey, you'll have to live with them.

Last thing to do is to set the lighting low, close all vertical blinds and get into cave-mode.
 

 
Assemble the Mascots


 

 
This is basically all about our support group that accompanies us on our gaming adventure. Most of us have one, whether it be a favorite lid for our dome or a funky pair of slippers. For me it is all about my 'gaming blankie'.

I have to admit that I was rather relieved at the reaction when I shared this personal fact about myself in a previous article. To much of my surprise, I found that most could relate, sometimes first hand, and shared some form of this 'mascot' tendency. One person had a sock puppet that always stuck by his side, for another it was a 60 ounce glass stein for his beverages. Whatever the case, they need to be ready and available to join your efforts.
 


Game On!!! (?)


 

 
A fistful of Slim Jims and a cool Gatorade sit next to me on my $4 table. My 'pleather' desk chair creaks a bit but welcomes back my ever-widening bum as I plop down into position. My freshly laundered 'gaming blankie' is draped loosely across my legs. Nothing left to do except to get it on!!

I press the center button on my Xbox 360 controller and eagerly await the system screen to begin my assault on the lands of Sacred 2: Fallen Angel. Nothing. Hmmm.... I press it again, somehow expecting a different result. Still nothing.

If only I would have remembered to get batteries for my controller!!!
 


These are a few of my pecadilloes  - what are yours?
 





Posted on Oct 16th 2009 at 01:33:01 AM by (Marriott_Guy)
Posted under MGs Game Take

  Texas Instruments TI-99/4A

 

 
I have always been intrigued by video gaming systems, beginning with my first experience with my Uncle Glenn's Atari PONG system at the tender age of 7.  I was a gaming panhandler during my early years until my father told me in 1979 that he had decided to take the plunge.  I remember my heart racing with excitement! 

Would he choose the Atari 2600 that seemed to catapult my buddy P-Man into demigod status overnight once he got one?  Or maybe the Magnavox Odyssey 2 that was the showstopper at my cousins house the Christmas prior?  Either way, I knew I couldn't lose. 

The day finally arrived when my pops entered our humble abode with the fruits of his efforts - the Texas Instrument TI-99/4A!

Wait a second.... a TI-what???  What was he thinking??? More importantly, what was this thing that looked like an electric typewriter???
 

 
The TI-99/4A was a personal computer hybrid that was released in 1979 (as the TI-99/4) by electronics heavyweight Texas Instruments.  This is widely considered to be the first 16-bit personal computer to be available to the general public in this genre and was very advanced for the time period.  This hardware debuted at a retail price of $1,200 - and that was a lot of pesos back then (and now for that matter).  The glorified, shiny silver casing sports an odd 'ramp' leading up to the recessed cartridge slot.  I used the term 'hybrid' earlier since the TI-99/4A primarily utilizes propriety cartridges for its software (around 300 total titles).  An optional joystick was available, but do yourself a favor and stick to the keyboard for navigation - the TI version is squirrelly as hell and more sensitive than a rug burn on your kneecap. Better yet, splurge for the Atari 2600 controller adaptor and really live large ($5).

A very nice thing about this beast is that it connects directly to your TV and doesn't require an external monitor.  Another interesting fact is that there was an optional Voice Synthesis module for use with games - and you could teach the system how to talk!  It also supported a plethora of add-ons including a thermal printer, cassette deck (for recording/saving/playing programs) amongst others.  Check out a fully loaded TI-99/4A below:

I won't be detailing the specific hardware information in this article - Wikipedia and dedicated fan sites can provide that much better than I.  I will say that Texas Instruments introduced many innovations with this model, some which are common to this very day and will be summarized in the conclusion of this writing.  My intent in this writing is to share the gaming experience, so let's get to it!

When firing up this hardware, you are presented with a Texas Instruments home screen.  After pressing any key, a text driven menu is displayed to allow your choice of entering into BASIC mode (yes, this baby was programmable) or starting the inserted game cartridge.  Let the games begin....
 

Football
Developer: Texas Instruments, 1979
Alpiner
Developer: Texas Instruments, 1981
  

Video courtesy of keghaywood.

This was the first game that accompanied our TI-99/4 back in the day.  It is rough by all standards to be honest.  You had a selection of 4 plays for offense/defense and you had to be sneaky quick to rifle through them quickly and set your formation so your opponent wouldn't catch you locking 'in'.  After your virtual gridirons (football helmets) are aligned, there is nothing really else to do but to click a button and watch the play unfold - you had no control of your warriors.  This was still a blast with my buddy Drago and we still reminisce at times about him uttering "The Bomb" when I was set in my "Goal Line" defense in a 3rd and 2 situation.  You can guess the outcome of that scenario - Drago 7, Marriott_Guy 0.
 

 

Video courtesy of keghaywood.

I hated this game to be honest, but I would be remiss not to include it since everyone that has owned or experienced the TI-99/4A has been subjected to this sick form of torture know as Alpiner.  First off, what is even remotely fun about climbing a virtual mountain and dodging a deluge of rockslides that look like ginormous piles of horse dung?  Nothing, in my humble opinion.  Secondly, my 'hero' flickers so bad that after playing for more than a few minutes I start to feel like some of those afflicted souls in the movie The Happening - I just want to take a running start and take a dive off of a tall building.  Thinking about it now, that would be a more pleasant outcome to be honest than playing this pig for any extended period of time.
 

TI Invaders
Developer: Texas Instruments, 1981

Parsec
Developer: Texas Instruments, 1982

 

Video courtesy of keghaywood.

This was not a bad clone at all of Space Invaders.  Game play was flicker free and fast.  The sound effects were much better than the Atari 2600 version.  This game had to be displayed in this article to give you a comparison for the era.

 

Video courtesy of keghaywood.

This is a classic must-have for any TI owner.  It is basically a Scrambler clone, but it is well done and features great voice synthesis work during game play.  Sound effects in general are excellent, but most importantly this game is a BLAST!
 

Miner 2049
Developer: TigerVision, 1983
Defender
Developer: Atari, 1983
 

Video courtesy of keghaywood.

Another classic TI game, this time by a third party developer, TigerVision.  I am not a huge fan of this game, but this game does demonstrate the advancement in game technology due to TI's loosening their stance on external software development and embracing willing partners rather than attempting to have a virtual monopoly on all software development for the TI-99/4A.
 

 

Video courtesy of keghaywood.

This big hitter from Atari is a great translation.  The smooth play, deep sound affects set this apart during the day from its rival systems.

The opening sound effect to begin a level still rocks to this day.

Ms. Pac-Man
Developer: Atari, 1983
Donkey Kong
Developer: Nintendo, 1983
 

Video courtesy of PlayingWithHistory.

 

 

Video courtesy of PlayingWithHistory.

 

 
The two videos above are provided in this article to demonstrate how far the development had gone towards the end of this system's life.  Both are excellent translations and truly display the possibilities of the TI-99/4A.
 
 

 
Though initially disappointed with my father's purchase at the time, I quickly grew to really respect and enjoy this system immensely, even to this day.  You can now score one of these systems on the cheap - say around $20 or so.  I recommend giving one of these a shot - this retro 'hybrid' is a low capital investment with a high rate of 'fun' return.
  

 




Posted on Oct 6th 2009 at 12:06:49 AM by (Marriott_Guy)
Posted under Site News

Best Time
For Gaming


Firing up a cherished classic or the latest next-gen release is always a pleasure, regardless of when we can set aside free time to indulge in our passion.  That is a given.  But what are truly are the best conditions that we enjoy for gaming?

The following lists a few of my favorites.
 

 
During a Storm


 

 
Who doesn't love firing up the console when the heavens open up and Mother Nature unleashes her fury? Whether it be a darkened sky caused by a May rain squall or a complete white-out during a December blizzard, there is just something that screams out "Let the Games Begin!" to even the least passionate of players. Hearing your windows being repeatedly pelted by the outside elements is like a mating call from your favorite system - you just can't deny 'her'.

Adverse weather conditions also offer the perfect gaming environment. The cave-like feeling that is created is optimum for hunkering down in front of the big screen and setting your warrior loose to wreck some havoc. The games, for whatever reason, seem to almost look better during a storm! Granted the darkened exterior has a great deal to do with this, but there is something more to this phenomenon that I can not fully place my finger upon.

The best part of gaming during a storm is the multitude of excuses that are Express Mailed directly to you. During these turbulent times gamers do not have to strictly rely upon their creativity in generating reasons to their loved ones for game time allotment - bad weather gives us the grounds we need and all are defensible. Exterior\yard responsibilities? Covered (for obvious reasons). Interior\house projects? Covered (would you really make me go out in this weather to get paint?). The only catch here is to ensure that you plan ahead and have your gaming food and beverage rations on hand prior to the storm hitting. They will be mad as hell if you are man enough to brave the elements to hunt and gather for some Slim Jims and Power Ade but balk at going shopping with them.
 

 
After the Speakeasy


 

 
My 'party like a rock star' days are definitely behind me, but that doesn't mean that I don't enjoy a tall cold one every now and again with my buds. Friday night is usually our 'Boys are Back in Town' evening when this occurs since Saturday is designated as 'date night' with our respective honey. After catching up on real life activities (a.k.a. round table venting session), we move on to more interesting subject matter - video games! The usual course of reminiscing, chest-beating and other caveman talk ensues and we are finally ready to blow out of our local watering hole and get to some gaming. They know the routine well and love it - my icebox will be stockpiled with "personality juice", late night munchies aplenty and at least four classic systems hooked up and ready to go.

Once back at my 'crib' (yes - old guy here trying to be 'fly'), we bust out the crowd favorites and begin the controller assault. Previously consumed cocktails are not helping our technical prowess - this is mediocre at best to start with and this statistic decreases by at least 5% per the hour (remember - full ammo in the fridge). To be honest this just adds to the experience when we make some dumb move or have to eat some crow after a misfired bit of trash talk. The laughter just doesn't stop until we all just dead tired and have no other option to crash for the night.

Side Note: Our lady friends are cool with this monthly "Gamers Night" (sleepover) at my house. Heck, we even get breakfast made in the morning for all of us! All of this does come at a price though - primping sessions for all of them at the local salon (we are making out on this deal I think).
 


Waking Up at 2 AM


 

 
Ever try to sneak in a power nap after a long day and end up waking up in the middle of the night? Wide eyed and wired after your 6 hour hibernation, there is always the comfort of your system to work off some energy. You more than likely have the entire gaming room to yourself, no worries about friends calling and pretty much free of all responsibilities (no one can expect you to be truly productive at 2 AM, can they??).

Regardless if I have to work the next day or not, I feel pumped at the fact that I will have approximately 4 hours of uninterrupted gaming before the world begins to awaken. This is a conscious choice.  I know at the end of the 'real' day that I will probably be pretty wiped out after having this ultra-early gaming session. Nonetheless, once I hear that whir of my console firing up and after my eyes adjust to the artificial light of my television, I know it will be well worth it.

Side note: Having your favorite gaming 'blankie' during this time is a must. Let's be honest - most of us have retained this dependency from infancy. For those who have not, you don't know what you are missing.
 

 
On 'Sick' Days


 

 
Isn't odd that when you feel under the weather and are not able to go to school or work, you can somehow muster the inner strength for a good, long gaming session? Nuff said.
 


These are a few of my favorite gaming times - what are yours?
 

A special thanks to Dave and his community at the Video Game Critic  for the inspiration for this article.





Posted on Sep 26th 2009 at 10:47:25 PM by (Marriott_Guy)
Posted under Site News

Top 5 Annoyances For
The Video Game Collector


Every video game enthusiast absolutely loves adding a new title or system to their collection.  Whether it be a treasure that has been extremely elusive or simply an anticipated release for a current gen system.  We love them all and experience a certain rush with any new addition to our respective "Hero's Chest".  On the flipside, a boatload of irritants accompany your new conquests of war.  Some of these are akin to mosquito bites while others can truly suck the life right out of your soul.  The following lists a few of my 'favorites'.
 

 
Storing Boxes


 

 
I am definitely a CIB fanatic when it comes to video game hardware collecting. That being said, I absolutely hate going through the arduous task of storing system boxes once they are displayed in my collection.

First there is the simple fact that 90% of us do not have unlimited space to devote to our hobby. When I first began collecting, I thought that it would be cool to be able to present every original box with its respective system as a part of my presentation (hence basically relieving myself of this storage issue). This was great in theory but not so much when my collection began to quickly outgrow the physical constraints of my Room of Doom. A secondary space needed to be allocated, but not just any closet to toss the boxes in and forget about them. I need room to maneuver for my biggest annoyance - box rotation.

Even with the Star Trek Deflector Shield activated (aka monster bubble wrap), the pure combined weight of mounded system cartons will eventually crush even the sturdiest of these retail packagings. In lieu of using the 'box-in-a-box' method for preservation (thus requiring even MORE storage space), the only way to protect them is a solid rotational program - a time that I have come to dread every month without exception. What a pain!
 

 
Being "Out-Sniped"


 

 
You have the sought-after mint Atari Lynx system with 19 games in your crosshairs. The auction ends on a Wednesday evening at 4:00 AM (not exactly the Friday closing bell time of the NYSE - perfect!!). You set your alarm clock for 3:45 AM to ensure that the 'morning' duties (microwave a cup of yesterday's leftover coffee; hit the bathroom while your cup of Joe "brews") do not interfere with your upcoming focused bidding efforts. Now positioned in front of your PC (3:57 AM), you see that the opening 'feeler' bid of $9.99 is still all that has been placed. Yahtzee!! you say to yourself. You increase your maximum bid to $75 (better to be safe than sorry you say to yourself). Time ticks down and you can almost taste victory....

I don't have to finish this personal recollection - obviously I lost this auction to a sniper (which I was coincidentally trying to do) for $75.50. This defeated feeling we all know too well - missing out on a good deal. I also feel this way when I am 'asleep at the wheel' and view "Sold" items that I missed out on that went for a great price.
 


Cleaning the Wares


 

 
I'll keep this section short and sweet since this is pretty obvious - we all hate this. I find this so tedious that I actually farm out this chore (albeit to my lady friend). It costs me a gift certificate to Michael's Salon for her every month, but this is well worth it for me to get out of doing this necessary task (also ensures she looks good and maintains her eye candy appeal).

UPDATE : As with most of my articles, I chose to share this writing with the aforementioned "her" prior to publishing.  What a mistake!  She took one look at this section and began to blackmail me wanting an additional $20 gift cert to said salon for, of all things, a pedicure!!.  I don't know about you, but feet don't do a whole lot for me.  Well groomed or not, they should stay stay firmly planted in their 'sock house' and only be allowed out once a day max (for the morning shower).  I ended up reluctantly agreeing to her new terms, but only after I had successfully negotiated moving another despised duty off of my list and onto hers - laundry.
 

 
Shuffling the Display


 

 
I feel safe in saying that most video game collectors have a fierce sense of organization and require their spoils of war to be displayed just so. It is pretty easy to incorporate one game into your presentation - quite another when dealing with bulk software purchases or adding a new system.

Besides the obvious space issues, many times items need to be rearranged to properly incorporate your new acquisition. For hardware, I have everything displayed by the year of its release (yes - I admit to having a bit of an OCD issue). Adding a console released in the 1970s requires me to move the rest of the systems 'up one' in my main shelving unit to accommodate this new hardware. I know I may go a bit overboard in this regard, but I am sure you can relate in your own way based on your own Room of Doom. You develop a style\feel within it and anything new has to be properly 'integrated'.
 

 
Selling


 

 
Need I say more?

No one likes to sell anything when they have invested substantial time and effort in acquiring. Trading dupes is one thing: the win-win ratio is nearly 100%.  Selling a holy grail from one's collection is a completely different animal and many times this truly has nothing to do with price\rarity of the item. 

For instance, I have a copy of King's Field for the Sony Playstation CIB in the original 'long box'.  Nice - sure it is, but rare or pricey it is not.  However, I love this game and it was\is one of my favorite titles to this day.  Parting with it would be difficult.

How many posts have you read where people wish they would have kept their original NES system and ended up having to purchase another one many years later?  Regret, like the weather, can never be accurately forecasted.
   


These are a few of my frustrations - What really "chaps your ass" about being a collector?
 





Posted on Aug 23rd 2009 at 12:01:33 AM by (Marriott_Guy)
Posted under Historical Viewpoint

Gaming Flashback: Video Golf


This past Friday I caught a quick 9 after work and I can only put it one way - I got my money's worth.  I really do not consider golf to be a social activity whatsoever, but I have never met so many people during a round in my life.  I sprayed shot after shot into everyone's fairway except for my own.  It got so bad that yelling 'FORE' and my resulting apology to my new 'friends' became a natural part of my post-shot routine.  To add insult to injury, I could not even dull my frustration nor offer my new 'buds' a compensatory beverage - the Beer Girl had the night off!  By the end of the round, I was dead tired (I probably hit that ball 8,000 yards on a 3,625 yard back 9 course) and felt humiliated beyond description.  This 8 Handicap player had just carded a 63 - with no penalties!  This was not the way I wanted to start off my weekend at all.   I needed some sort of redemption.  

The best way to heighten a sagging spirit like my own - get a video game!  Call me a glutton for punishment, but I picked up Tiger Woods PGA Tour 2010 for the Xbox 360 on my way home.  I fired it up and was once again all was right with the world.  Birdies were no longer just a multiplier for my eventual score on basically every hole I had just experienced two hours earlier on the real links.  This brought back fond memories of the various video golf games I had experienced in my past.  The following is a trip down down memory lane for all of those wishing they could actually perform as well as their virtual golfing counterpart - I give to you my favorite and most memorable video golf games of all time.
 

Birdie King

Released : 1982     Developer : Taito
Platform : Arcade
Golf

Released : 1984     Developer : Nintendo
Platform : Nintendo Famicom

 
Video courtesy of Ataru34

Now I do admit that this arcade classic was basically my introduction to the video gaming golf world.   A roller-ball type of control was used, which was as responsive to the touch as one of my early dates to the High School Homecoming Dance - then again, maybe the problem was me all along (on both fronts).  I do remember absolutely hating that circling buzzard - it would knock my perfect drive into oblivion and then consume more of my hard earned quarters without any remorse as I stupidly chose to 'continue' my round.
 



Video courtesy of nesguide

This was the first golf video game for a console that I truly enjoyed - I was actually a person (Mario wannabe) rather than just some white block on the screen.  For whatever reason, this was important to me.  The introduction of the 'swing meter' was also a welcomed addition.  I grant you that this is as basic as it gets when it comes to the early golf games - but it was fun!  I could change clubs and saw my 'linkster' in action.  I still had to figure out and estimate the yardage and the like - a small price to pay for a rewarding experience back then.

Big Event Golf

Released : 1986     Developer : Taito
Platform : Arcade

Lee Trevino's Fighting Golf

Released : 1988     Developer : SNK
Platform : Nintendo NES


Big Event Golf was truly the pinnacle of arcade golf during its day.  The first golf game to really capture the sport IMHO (along with my quarters).  Rich colors and a detailed environment truly allowed one to really feel 'on the links'.  The best part though was the viewpoint - you watched the flight of the ball from behind the golfer and could see your wayward drive disappearing into the underbrush - or the lake.  Wind was either a friend or a foe.  I cannot say enough about this game - it is a blast with your buds.  I picked one up for $50 from a neighborhood that I would never venture into again (I didn't know this at the time).  After a refurbishment, we still play this game religiously to this very day.
 


The infamous reverse 'TV-style' game view was just among the many things that made this fast paced simulation a hit.  This was one of the first home console versions to feature multiple courses (two) and four-way play.  The graphics were pretty impressive compared to the competition - golfers were more 'lifelike' rather than the cartoonish and the landscape, though still flat, featured much more detail than any of its predecessors in this genre.  Still probably my favorite golf game for the NES system (just beating out Jack Nicklaus' Greatest 18 Holes of Major Championship Golf).
 

Arnold Palmer Tournament Golf

Released : 1989     Developer : Sega
Platform : Sega Genesis

Links 386: The Challenge of Golf

Released : 1990     Developer : Access Software
Platform : PC



Video courtesy of PlayingWithHistory

This game did not introduce a great deal to the genre, with the exception of two vital things we still see in today's games - shopping for gear and the ability to upgrade your skills.   Another interesting note is that your golfer (Arnie) is HUGE - almost 1/2 the size of the screen.  You have three varied courses to chose from along with multiple play formats.  The background tunes are kind of catchy too (or maybe I am just rather bland).
 



Video courtesy of latislos

The true advent of the game as we know it today - Links 386 definitely has a place in every virtual golfer's heart.  The lush, highly detailed terrain was no longer flat - it now breathed of life right down to the the occasional belch from a nearby frog.  Commentary was digitized and spot on ("Jim, I think he hit the tree") and the amount of options were unlimited.  Add-on courses were also available, in attractive boxes (5.25 disks).  This series set the standard.

PGA Tour Golf III

Released : 1994     Developer : Electronic Arts
Platform : Sega Genesis

PGA Tour '96

Released : 1995     Developer : Electronic Arts
Platform : Panasonic 3DO



Video courtesy of PlayingWithHistory

As Links 386 set the standard for the more advanced hardware of a personal computer, the PGA Tour series became the yardstick for the home console.  PGA Tour III was the pinnacle of this series in the 16-bit generation.  This game had everything - tournament play, a massive eight courses and 54 Pros to compete against.  The digitized golfers are well presented and game play is fast.  I can remember tournaments being held at the local speakeasy I frequented - yes, I rocked these due to my knowledge of the '50% rule' for those 'tweener' shots.
 



Video courtesy of cobra12369

Thank goodness for 32-bit systems - courses are no longer flat!!  Courses took a little longer to load, but the wait was well worth it.  The undulating fairways and landscapes really blew you away - hearing the realistic sounding crowd cheer you  was also a nice perk.  The commentator is kind of funny to be honest - always speaking in a hushed voice and usually adding something that does nothing to help out your psyche ("This... for the bogie... to go 8 over").  Still a classic and ground breaking golf simulation for the home console system.

Neo Turf Masters

Released : 1996     Developer : Nazca
Platform : Neo Geo AES

Swing Away Golf

Released : 2000     Developer : T&E Software
Platform : Sony Playstation



Video courtesy of virtualturbo

Now this is the one game I have not personally experienced on this list, but I would be remiss to exclude it.   This is probably the most expensive golf video game that is out there for the home console.  It reminds me very much of the early Golden Tee arcade games, specifically the camera angle that follows the flight of the golf ball after being struck.  From what I have gathered the few people that I do know that have this game, they all say it is a blast and definitely the highlight of arcade-style golf games.  I will have to save up for this ($200+).
 



Video courtesy of LIVIADRVSILLA

OK - I admit this up front - this is the weakest entry on this list by far.  T&E Software had previously released some real clunkers in this genre (Pebble Beach, Wicked 18, etc.) and I was not eagerly anticipating this game at all.  Others had been rele3ased, but for whatever reason I could not (and still don't) embrace the analog stick swing control - I hate it!  Swing Away Golf was the only alternative that I had since they still utilized the old-school 3-click swing,  I have to say that I was pleasantly surprised.  Despite the anime-style cartoon golfers, this game is very deep and a load of fun. 

 
XavixPORT Golf

Released : 2004     Developer : SSD Company LTD.
Platform : XaviXPORT

Tiger Woods PGA Tour 2010

Released : 2009     Developer : Electronic Arts
Platform : Xbox 360

  

Video courtesy of huggi001

This is not a well known title at all, nor is this video game console.  Graphics are on par somewhere between a Neo Geo and a 3DO - not that great to be honest for a system being released in 2004.  However, what merits its inclusion is the controller - an actually golf club!  That is right, before the Nintendo Wii, the XaviXPORT was the first game console to entirely embrace motion sensing technology.  The game is fair at best in  all honesty, but swinging that club makes it a blast!  Simple, easy play is its forte - time to get off the couch!
 

 

Video courtesy of JayBuchanan

All I have to say is that I am happy to be reacquainted with an old friend - the 3-click meter in a next-gen golf game.  Making it's reappearance in Tiger Woods 2008, this release in the most successful golf franchise of all-time is why I keep coming back.  Luscious visuals, easy to use controls, this has it all for me.  There are some things that still need to be tweaked here and there, but you will not find this old-school gamer complaining at all.  This truly displays all of the innovations that have occurred within this genre.
 

 
 
There are many golf games\series that just missed inclusion but all are great games in their own right, most notably Hot Shots Golf and Golden Tee among others.  I admit that this gamer is 100% biased to games utilizing the 3-Click swing method - that is why they call me Tripe O-G at work - I am definitely old-school,  Let's here your thoughts, experiences and top golf games!
 
 
 




Posted on Aug 18th 2009 at 10:24:38 PM by (Marriott_Guy)
Posted under Site News

Roots of the 'Forum' - the 'BBS'

One thing I learned many years ago is to never throw away a necktie, unless I had soiled it beyond repair by dribbling Arby's barbecue sauce all over myself during a rushed luncheon.  Neckties are to gentlemen like shoes are to women - they will always come back in style at some point down the road.  I almost hate myself for saying this.  I know I am just pouring gasoline on an already healthy fire known as my lady friend's 'Shoe Museum' that now occupies the space formerly known as my closet. The most popular medium of today's internet is somewhat similar - the Forum.

 
While perusing a Sacred 2: Fallen Angels board this morning an odd déjà vus moment hit me. The year was 1991 and my warrior was getting beat on like a rent-a-car in Conan the Cimmerian by Virgin Interactive on my Packard Bell 386 computer. Back then the rage was all about 'Hint Lines' - a telephone number you could call to get assistance and tips on a certain game. But there was another option that was available to frustrated gamers - the Bulletin Board System (BBS). This was basically the precursor to what we now know as Forums.

The BBS was developed in the late 1970's as a means to allow users to share information, data and to communicate with each other on their mutually shared passion. Most of these were purely text generated graphical affairs requiring a modem to dial into the host - for the most part they were not supported in the early days of the internet. A long distance call was often required from your LAN line to connect to these hubs (usually ran off a dedicated server in some guy's house). You had to be quick - get in, post/get your info and log off.  Time dawdling would result in your telephone bill skyrocketing beyond your fiscal means (at least for me). The foundation for the Forum as we now know it was laid.

Besides the sharing of information, creating communities has always been a goal of the internet. I did not embrace this aspect of the BBS in its early days - I just wanted the info to defeat Saranj and his entourage of saber wielding bandits in the courtyard of Nanuck. I was frugal with my discretionary financial resources, which were extremely limited at the time, to fully partake in this aspect of the BBS.  Thank goodness technology has evolved to allow resources like RF Generation, Digital Press, ASSEMblers and the like to provide this integral goal for free.

Unlike most of my 50+ neckties that sit in storage awaiting their rebirth, the groundwork established by the BBS has reemerged countless times during the development of the internet. From My Space to Twitter to our favorite bookmarked Forums, the legacy of the BBS still lives on and flourishes to this day.  Only time will tell what new incarnation of the BBS will surface down the road.
 

CTRL-X (terminating modem connection) 





Posted on Jul 15th 2009 at 09:38:52 PM by (Marriott_Guy)
Posted under MGs Game Take

The Way
of the Future


I am the first one to admit that I was wrong about my initial impressions on handheld systems - they are not just jealous little rug rats of their technically superior big brother consoles. They do have their unique appeal and I have found that this attraction was not limited to the specific 'handheld fan-boy' target audience. I have learned that console gamers of all ages typically have a portable system or two in their back pocket and enjoy the gaming experience on the small screen just as much as they do with a title being displayed in Hi-Def on their 56" LCD. The drivers of this cross-over enjoyment tend to focus on three main areas - portability, convenience and unique software releases. I admit that these items were also the primary reasons for me changing my tune regarding these 'mighty-mites' (I finally 'get it'!). But this personal admission/discovery is not the point of this article.  Having the best of both worlds is my focus along with my hardware solution.
 


While hanging out at the Memphis International Airport during a layover, I found myself pondering a very simple question - why had I been so reluctant to test out a handheld system in all my years of gaming? Being a console hardware fanatic, I initially thought the technical limitations of the portable machine would be the primary culprit behind my former 'handheld racism' beliefs. In reality, a much more intimate 'friend' turned out to be the nemesis - my OCD condition, or 'tendencies', as I prefer to phrase it.

I am not the type of player that has 18 games going at one time with a slew of carts/CD cases strewn all over the floor in front of my Toshiba DLP. I am definitely a 'focused' gamer - I like to get very involved with one game and primarily play it in its entirety. This personal fact, coupled with my preference for the superior graphical capabilities that a console system provides, is the crux of my anguish. I spend 95% of my game time with console releases, due to their (usually) heightened content and superior visual/audio output. If I am going to get engaged in a title, I want my time to be invested in the best technology has to offer (for the time/console period). I realize that the fun factor and not the bells and whistles are what make a software title truly successful (no need for that sermon playa's - you would be preaching to the choir). Sure, there are console/TV adaptors that will deliver my handheld output to the big screen, but I want it all - the technologically advanced console experience with the ability to take it on the road (along with my game saves) to continue my adventure. I can't do that with today's Next-Gen systems.

There have been systems that have allowed this in the past, most notably the NEC Turbo Express and the Sega Nomad / MegaJet. These were released after their parents (NEC Turbo Grafx 16 and the Sega Genesis) and were the byproduct of enhanced electronic engineering/development - same software/media format, same system, just squeezed into a smaller box. The problem is that newer technology was arriving on the scene as both of these were released. With all of the strides that the video gaming industry has made in this technical area, why can't they do that today right out of the box when it is released? This is my idea, and the point of this writing. Develop one system that provides the advanced offerings of the console and includes a portable, compatible gaming device to continue your gaming experience on the road or out on your back patio.
 


Let's take a look at the design/workings of this fictional machine, which I will refer to as the SX2. Now bear with me since I am not a graphic designer at all - the referenced picture I threw together using MS Publisher and is only meant to point out a few features. Also please note that I am not an electrical engineer and do not get into any detail in this arena (though all are plausible). Also, cost is not a factor in this exercise (but will be addressed later).  The following picture shows the layout of the front face of the SX2.  This would be angled at a slight 10 degree angle to allow gravity to assist with the docking of the Portable Gaming Device (PGD) unit.  The face of the PGD would be proudly displayed.  The rest of the console in this design is as basic as you can get.  The point I want to focus on is the PGD Docking Station.

The Docking Station serves two purposes - to recharge the batteries of the PGD and to interface directly with the main hardware.  The PGD would have a pretty big hard drive (say 10 gigs or so) along with built-in Wi-Fi and the standard multimedia capabilities (MP3, etc.).  The size would be a little big larger than the Sony PSP.  There would be no media input slot for this unit, with the exception of a memory card slot.  Everything would be downloaded to the PGD through the Docking Station from the SX2 main system, including software.  Here is where it gets tricky.

The standard media format for the SX2 would be the Blu-ray disc (storage capacity of 50 GBs).  A software title would in essence have two versions: High-Def (for main system playing) and Low-Res (for use on the PGD).  The two systems would have the same core programming architecture/OS so much of the game coding could be utilized in both versions contained on the disc.  The big difference in the two editions would obviously be graphical resolution and audio performance.  I have a little background in programming as a hobbyist but I am the first to admit almost complete ignorance in this technical area.  That being said, some of the following might not be at all possible. 

Game development would obviously be focused on the High-Def version for the main system.  Once this has been done, the Developer's Conversion Tool (DCT - I made this title up) for the SX2 could then be used to lower the resolution of all, or select, existing graphic files, thus creating them for use in play on the PGD.  I guess the best example I can give for this idea is 'crunching' a picture file - it retains the same file association and technical uses but loses some of the originals sharpness, depth, etc.  The DCT would be developed and provided by the manufacturer to incent game developers and lower their cost. 

Another integral part of the DCT would be the management of disc space allocation - what must be ported to the handheld device to ensure the same gaming experience delivered by its 'big brother'.  The file size for downloaded games to the PGD would be a maximum of 2 GBs.  This would allow 5 full titles to be stored on its internal hard drive.  The DCT would manage this process for the game developers and guide them in making decisions on what might need to be left on the editing room floor for the Low-Res / PGD version (like some FMVs or other non-critical item). 

As to the actual gaming experience, saved game data would be consistent and shared between the main system and the handheld via the Docking Station.  This would be a two way interface, with a check for which saved game data file is most recent.  Since both versions use a compatible data format in this area, your game would pick up at the same point on either platform - you would have all of your warrior's stats, gear, etc. and be placed at the same location in the actual game world.

The controllers would have to be somewhat similar - this programming item is critical and the button mapping requires a great deal of code at times.  I do see this as one of the drawbacks and have no answer for this.

I guess we would have to discuss costs for this beast.  I have no idea what the R&D would be for a project like this, but I would have to think that for an existing manufacturer that most of it would be invested in my fictional DCT application.  Just looking at the hardware and using absolutely no scientific formulas, I would estimate it retailing for $500 or thereabouts.  This automatically would put it out of the price range of many consumers.

Yes, there are many flaws to this brainstorm of mine including, but not limited to, technical obstacles, programming nightmares and lest not forget a company's desire to be profitable.  I do think this could be successful on many levels though.  Handheld and console systems have for all intensive purposes lived in separate realms.  Why does it have to be that way?  I am sure the think-tanks at Sony, Nintendo and Microsoft have considered this in the past and have decided not to 'muck' the waters by developing a product like this.  I am the first to admit that this system would dilute their respective target audience for the hardware they currently manufacture. 

The same thing occurred in the early 1990s when there was the craze for developing all-in-one multimedia devices.  Systems like the Philips CD-i, Panasonic 3DO, Memorex VIS and the Bandai Pippin (amongst others) all met rather tragic deaths due to trying to be 'everything to everyone'.  It is interesting that what failed in the 1990s is a basic standard in what we enjoy today in the Xbox 360, PS3 and the Wii.  Timing is everything which is evident.  Perhaps this idea will catch on down the road in some facet and become "The Way of The Future".
 


I know this writing completely exposes myself to being picked apart and beat on like a farm animal.  I don't profess to be an expert in any area that was touched upon - it is only my intent to share an idea and hear your thoughts on this matter, which are always welcomed as you know.

Thanks all!
 





Posted on Jul 5th 2009 at 02:56:07 AM by (Marriott_Guy)
Posted under MGs Game Take


Sacred 2: Fallen Angel
Reviewed on the Microsoft 360

Work has been a bit brutal as of late, so I scheduled a three day weekend for myself to recharge the internal battery a bit. What better way to do this? Pick up a new game, score some beverages and a big handful of those monster-sized Slim Jims and dig in for some gaming. Being a big RPG fan, I checked the new release calendar and Sacred 2: Fallen Angel for the Microsoft Xbox 360 jumped out at me. The decision had been made. Armed with my rations and new software title, draperies were closed, gaming chair/table positioned and I was ready to do battle. With all of this preparation, I was desperately hoping not to be disappointed since the title received good but not great reviews thus far from some of the big gaming websites. Quite to the contrary, I have been pleasantly surprised thus far.
 


Sacred 2: Fallen Angel
is an open-ended, action/adventure RPG set in a typical fantasy medieval world called Ancaria.  You have a few different gaming options, including two separate offerings for the primary single player mode - a Light and Dark campaign.  Online multi-player mode is also available.  You are presented with a choice of six (6) character classes in which to customize your Hero (or Villain), none of which really stands out on their own but I have seen much worse.  Let's take a deeper look at this truly epic game.
 


Character building is an integral part of any RPG.  While Sacred 2 does not introduce anything fresh to the genre, it does incorporate tried and true past practices quite well.  There is an exception in this area - Skill Allotment.  This is tricky to say the least and is essential to get it right to ensure your warrior does not end up with a grave marker above their head.  I won't get into great detail here, but ensuring that both the selection of and investment into the correct Skills is critical.  My tip - invest heavily into the Enhanced Perception skill early and often.  More on this later.

The storyline is pure vanilla ice cream - the standard thoroughfare of Good vs. Evil (or vice-versa).  In all honesty, it does not even merit further text.  Usually the backbone of any good RPG, Sacred 2 is still successful without this core ingredient.  The actual game world of Ancaria is the complete opposite - it is well developed and incredibly HUGE.  Think Elder Scrolls: Oblivion and multiply that by 10 and that will give you some idea.  There are literally over 1,000 locations to visit spread across nine (9) different lands with 600 quests to take on.  Each of these 'continents' are unique and expertly detailed to deliver the appropriate atmosphere.  The huge expanse coupled with open-ended game play may be daunting to some.  The map system is good and quest indicators are provided.  The world itself is 'unveiled' as you discover it - portions of the map are revealed during your exploration (ala Two Worlds).  It will take you around 30 hours to complete the main story - over 100 to complete all of the side quests.

The game itself is played from an isometric viewpoint and the controls are tight and easy to learn/master.  Often times you are attacked by hoards of creatures/monsters/foes.  There is some button mashing required to repel these assaults but all in all I have not found this to be tiring in the least.  Enemies will randomly re-spawn (both in type/location) and there is never any shortage of heathens to slay.  Your farming efforts will net you plenty of coin, experience and the best part of Sacred 2 - the spoils of war.

This game is all about 'da loot', plain and simple.  You will amass countless items including armor, weapons, potion ingredients, books, etc.  I admit that I am a junkie for games like this - Balder's Gate, Diablo 2, Champions of Norath, etc.  None of those comes close to fulfilling my primeval hunter/gatherer instincts quite the way that Sacred 2 does.  You can stockpile sets of armor that provide additional stat bonuses, legendary weapons and unique items.  Dealing out mass destruction and the ensuing leftover carnage definitely pays dividends – more importantly it is a BLAST!  As mentioned earlier in this article, investing into the Enhanced Perception skill will result in better drops from the miserable minions you put to their deserved death.  Managing the acquired conquests of battle is another matter.

The inventory management system in Sacred 2 is brutal. It is rather clunky and does not have any type of 'sort' feature, which is a colossal omission in this area considering the focus of this game.  Most items are automatically categorized according to their respective type (i.e. Helmet) but there is no other option to sort them further - like by strength.  There is an 'auto-equip' function to clothe your fighter with the best armor you have in your inventory.  This works pretty well, but does not take into account any of the attribute enhancements most pieces offer (which most often will outweigh the standard armor rating). 

Game graphics are very good, though not spectacular.  There are instances where items will be drawn before your very eyes in the more intricate environments (usually occurring during map teleportation).  A few times you will receive the 'Loading' icon while in certain towns - once again this is due to the complexity of the city.  These I found to be a minor annoyance compared to my overall experience.  In general, I have been very pleased with the graphical performance of Sacred 2

Audio performance is also somewhat average.  NPCs do chatter a bit in the background and your Hero does have their fair share of sayings.  Like most games, these tend to become rather repetitive but does not deter from the overall gaming experience.  I will admit that I have been pleasantly surprised at times by the dry humor that is liberally used during character dialog.  Sound effects are generally very good but nothing to write home about.   

I started writing this article over a month ago.  Needless to say, I have had to repeatedly restock my gaming beverages and munchies many times while enjoying this truly epic game.  Yes - the story is rather bland and the game itself does have some minor flaws, but the pure enjoyment of this title is excellent.  Isn't that what it is all about anyway?

Overall I highly recommend Sacred 2: Fallen Angel to anyone who is a fan of the following games:

   o Two Worlds (Xbox 360)
   o Diablo 2
(PC)
   o Champions of Norath
(PS2)
   o Balder's Gate
(various platforms)

As always, I welcome your feedback and comments.  Thanks!
 

 

 


 

 

 

 

 





Posted on May 25th 2009 at 11:00:32 PM by (Marriott_Guy)
Posted under Site News


A Brave New World

As technology has developed through the years, the art of collecting in the video game arena has become a global experience. Our quest for that last game to complete a system library is no longer limited to local garage sales, flea markets and the rare 'Funcoland-type' retail stores. eBay, internet eCommerce sites and enthusiast forums have been the primary channels for these new purchasing gateways. This contemporary international marketplace provides great opportunities for us collectors, but also is accompanied by a bevy of questions, misnomers and technical challenges.
 


This article will focus on many of these fronts, but not from the typical collector's viewpoint as many posts do.  We will be interviewing Eric Krust, a successful video game proprietor based in Japan.

Eric is the owner and operator of Japan-Games.com and specializes in the selling of rare and obscure Japanese games and consoles.  Many of the systems that you see featured in my collection are a direct result of transactions I have had with him over the past 4 years.  He is a trusted ally and has agreed to take part in this interview to share some of his expertise and experience.

Before the actual interview, a couple of possible assumptions might need to be dispelled.  First, I am not affiliated with Japan-Games.com nor is this article intended to be an advertisement.  No - I don't get any deals or commission or anything like as a result of this writing.  In fact, it will possibly only increase competition for items that he sells that I want.  I asked Eric to do this for the simple fact that I thought his input would be beneficial and a 'good read' for everyone.

OK, enough of my bantering, on to the Q and A...
 


< MG >
Thanks Eric for taking the time with me this afternoon to partake in this interview.  Let's first tackle how you got into the video game business, as well as came to be based out of Japan.

< EK >  I think it all started with a copy of Samurai Showdown 2 for Neo Geo.  I was in Japan and tooling around eBay and I noticed the game in auction.  I remember seeing it for sale in a local game shop and realized that people were selling games from Japan.  At that time I was an English teacher in Japan.  My background was in real estate but I took a year off to do something interesting and now it's turned into 9 years....
 


< MG >
Are you a collector yourself as well as a seller?  Would you consider yourself a gamer?

< EK > I'm a gamer but not a collector.  I used to collect but when you have a warehouse full of games it seems kind of pointless.  In a way everything I've sold is my collection.  It might be temporary, but there is a sense of satisfaction to have owned so many rare consoles even if I don't have them anymore.  I do have one collection that's nearly done with is a piece of software for every console ever released in Japan.  I'm about 90% done.... still waiting to get my hands on a CreatiVision title.  As a gamer I play Xbox 360, usually Team Fortress 2 with my Japanese friends.
 


< MG >
What are some of your favorite games as well as consoles, both retro as well as today's current generation?

< EK > There are a lot of different ways to rank consoles.  In terms of beauty I'd have to go with the Toshiba TVG-610 or the Hitachi VG-104.  For sheer coolness it would have to be the Palcom Laserdisc system.  For collecting I like anything obscure like the EPOCH Atari consoles or the Bandai Gundam PC.  I also have a soft spot for all of the Sega Dreamcast special editions and Xbox special editions from Japan.  I usually play Xbox or SNES/N64.  I have a small amount of games that I usually play over and over again.

In reality I like collecting information more than anything else.  I'd bet that my photo database for Japanese video games is the largest in the world.  What you see on my website now is probably less than half of what I have.  One day my collection will be to have the most comprehensive Japanese video game database on the plant.... if I can ever figure out the right way to do that... Wink
 



Palcom Laserdisc
system
Eric's right - this is a cool looking system!


< MG >
Thanks for sharing some of your background with us Eric.  Let's move on to some of the burning questions from the community - international shipping - how costs are calculated and what are are the various shipping/tracking methods available, along with the pros and cons of each?   

< EK > From Japan you can use EMS (3-5 days), SAL (3 weeks), or SEA (3 months).  All have tracking.  SAL and SEA don't offer insurance to all areas, notably the UK, Canada and Germany.  It would be impossible to give all of the information in just one answer but this page will help:  http://www.japan-games.co...hp?n=Information.Shipping.  Cost can vary between Sellers.  The fast-changing dollar-yen rate causes havoc with that sometimes.
 


< MG >
Another hot topic is how to run a system released in Japan at my home - from electrical to television requirements.  Can you break down what is needed for both North America and European nations?

< EK > The US and Japan have no special requirements.  You can plug in a Japanese console into a US outlet and vice versa without problems.  One thing you should never do is mix and match power cables, though.  Don't use an American plug in an American outlet on a Japanese console.  Just use the Japanese plug and you'll be fine.  Both countries are NTSC.  The only issue you'll have to worry about is region protection.  You can play older RF switch box games by using a regular composite cable and adapter and tuning your TV to channel 96.

European requirements are more tricky.  You will have to use a step-down transformer because the power is different and that can vary by region.  You also have the PAL/NTSC issues with software.
 


< MG >
We know about eBay, Chase the Chuckwagon, Craig's List and the like, but what exactly is Yahoo Auctions?  Why is bidding/participation limited to people with shipping addresses in Japan?

< EK > Yahoo is the dominant internet force in Japan.  Because of that their Auction system is the dominant force in online auctions in Japan.  eBay tried to break into the market about 10 years ago but never gained traction. 

Japan has natural barriers with language and geography.  They have little to no practice using English beyond school textbooks and doing business over the internet is something they'll naturally shy away from because they won't ever fully understand the logistics of everything and their society has enough wealth where they can just sell to a Japanese Buyer and not worry about it.  That's to say they don't need international Buyers.  To them, selling to overseas Buyers is confusing, time consuming, risky, and of little financial benefit to them overall.  They just don't see the benefit of opening up that can of worms for what amounts to a few extra dollars when they can just sell it to a Japanese person and not worry about anything.

Proxy bidding services act as the middle man where there is something between the Buyer and Seller to facilitate the transaction for a small fee.  That's really the only way that someone will be able to bid on Yahoo from overseas and actually have it be worth their time.
 



< MG >
I have heard of proxy bidding services?  What exactly is this and how does it work?

< EK > The function of a proxy service is to complete the transaction in a way that's familiar to a Japanese Seller.  The overseas Buyer places a bid and the proxy handles the transaction for them.  The proxy will contact the Seller, make payment, receive the item in Japan, then ship it to the Buyer overseas.  From the perspective of the Seller he's just sold it to a Japanese person living in Japan.

Here's my proxy service:  http://www.japan-games.co...rmation.YahooProxyBidding.  This will also give more information and details regarding this service.
 


< MG >
What three items do you pinpoint as being the largest contributors to your success as an international dealer?

< EK > I'm assuming you're talking about business practices and not actual game related items?  It's not really rocket science.  Just know what you're selling, present it accurately and treat people fairly.  Being professional in an inefficient marketplace goes a long way.  There's still a lot of room for that.  About half my sales are through repeat customers.
 


< MG >
Say I am considering getting into the business of being a reseller of video games and related items.  What would be three critical tips you would have for me?

< EK > Know your product, test and present the product to eliminate all Buyer fears, then handle the business end of things professionally. Oh, yeah, and find a cheap source to buy from.... but good luck with that. Wink
 


< MG >
What about tips for being a successful buyer?  And no, I am not asking you to give away any of your trade secrets, but feel free to do share some if you would like Wink

< EK > In reality all Sellers are really Buyers.  Without good product then you'll never really be a Seller.  You need to know what a good deal is and what isn't.  You need to know a lot about your product because knowing one little change or special model is worth a lot more than others.  You need to know rarity and be able to price things properly when there's sometimes no other sale to compare it to.  The market goes up and down sometimes, so you need to know what will sell now and what won't sell now.  Right now the financial crisis is hitting everyone, and the only good things selling are the rare consoles.  A lot of the "standardized" items aren't selling at all.  That means I'm not buying a lot of those items right now.
 


< MG >
One final question.  Where do you see the video game marketplace in the next 5 years? Will eBay alternatives like Chase the Chuckwagon continue to spring up on the internet?  What about locally in our respective backyards - will we see more local retailers in this area?

< EK >  eBay will always be the dominant force.  I've had a couple of websites for sales in the past but it takes a very, very long time to get it noticed and it takes a lot of money to advertise and keep the site running.  In the end I knew I could just throw everything up on eBay and have it all sold in 10 days.  So, that's what I did.

There's always room for niche sites like Chase the Chuckwagon.  I think they'll continue to grow.  But in the end no matter how angry people are at eBay, no one can match their exposure.  The other sites might be better, cheaper, more Seller friendly, but in the end it comes down to exposure and if you depend on a steady stream of sales to keep yourself in business it's hard to break away from eBay.

I don't know enough about the video game marketplace overall to really comment on the industry as a whole, but one positive thing seems to be the small developers for the newer consoles, games you sometimes see in places like Xbox Live.  The larger software developers have too much overhead that they tend to release the same titles over and over again as a safety net.  The smaller titles with lower overhead can experiment more with being creative. 

When I bought my Xbox I never thought I'd spend so much time playing downloaded titles for under $10 that are just fun to play, games like Heavy Weapon, 3D golf, UNO, etc.  I think those games are the heart and soul of gaming and it's getting a second chance.  When people talk about their favorite games they almost never mention graphics but that's what the selling point is for newer games.  People don't play Bomberman 20 years later because of the graphics, they play because it's entertaining.  There will always be a need for the large companies to make games like GTA IV, but I think it's equally important to have the smaller shops making more entertaining titles to keep people interested in video games overall.
 


< MG >
Thanks again for taking the time with us Eric and sharing some of your insights and knowledge with me and the community.  It is definitely appreciated and I can confidently say that we all found it to be very beneficial.

< EK > No problem.  Glad to help out.  Let me know if you have any follow up questions I can help you out with.  Thanks!
 


As always, questions and comments are always welcomed.  Inquiries that I am not able to answer I will forward to Eric for his assistance.  This interview was not intended to be all inclusive based on time restraints on both of our ends.  I do hope you found it as interesting as I did though.

Thanks and happy gaming!
 





Posted on May 16th 2009 at 09:51:10 PM by (Marriott_Guy)
Posted under Historical Viewpoint

   
Sierra Entertainment officially closed its door this year and thus comes an end to a true pioneer within the gaming industry. 

The companies founders, Ken and Roberta Williams, were avid gamers and produced the first graphical adventure game for the PC entitled Mystery House, which became an instant hit and is a cult classic to this day.  Sierra has endured a rollercoaster of successes, failures, acquisitions and the like.  But this article is not about the history of this company, but more to celebrate and remember some of its landmark game series.

My ascension into adulthood ran a parallel course with the maturation of the the home PC.  I remember being wowed when first firing up King's Quest on my Packard Bell computer after years of text-based adventure games.  From then I was hooked - Sierra continued to deliver innovation and new technology into my PC gaming world.  Let's take a step back through time and take a look at a few of the treasured game series from this noted software developer.
   

King's Quest
1984 - 1998
Space Quest
1986 - 1995


Video courtesy of MacemanDerek.

The King's Quest series is recognized as the true star that really put Sierra On-Line on the map.  This adventure game centered on the plight of the Royal Family of Daventry and many within the series introduced innovative features at its time.  Beginning in 1984, a total of eight ( 8 ) games were released, each subsequent plot building on the events portrayed in its predecessor.   A number of these games had excruciating hard puzzles to solve without any discernable logic used in the development of these challenges.  Still, game play was still a treat with an engrossing story and a satisfying experience.
 



Video courtesy of CuteFloor.

This six (6) game series follows the space adventures of Roger Wilco, an every-day-Joe if there ever was one, and his antics as he unknowingly gets thrust into saving the universe from some foe.  Unlike the rather somber tones  of the King's Quest line, Space Quest is all about fun, silliness and taking a parodical approach to almost everything.  Roger Wilco debuted in 1986 with the last game being released in 1995.  This light-hearted affair is somewhat of a cult classic amongst old-school gamers.  Technically, the series primarily used previously existed graphic engines that were released in King's Quest and Quest for Glory.
 

Leisure Suit Larry
1987 - 1996
Police Quest
1987 - 1993


Video courtesy of SierraMultinedia.

Writing this text is rather difficult for me, since it parodies my life.  The Leisure Suit Larry series is another adventure series, this time featuring Larry Laffer - a balding, 40-something man still trying his best to score with the ladies and 'be fly' (or is it 'fresh').  This is the only series of games that Sierra developed with a strong 'mature audience' theme.  Even before the days of ESRB Rating system, early games in this series required you to answer a set of questions to weed out the younger gamers. You can still enjoy the adventures of this 'playboy' to this day, though Sierra is not involved in these newer entries.
 



Video courtesy of LateBit.

Probably my second favorite of the Sierra classics, in Police Quest you get to play as a rookie police officer working his way through crime and eventually up the ranks of his local division.  These games were more of action-adventure than previous Sierra entries mentioned thus far and also featured some disturbing crimes/graphics for the time.  Game play was somewhat open-ended and the best part of this series is that you really had to think about your actions and analyze data.  Later games in this series also featured full-res digital crime photos which you had to scour through for clues.  A true classic all the way.
 

Quest for Glory
1989 - 1998
Gabriel Knight
1993 - 1999


Video courtesy of BlueCap86.

Now this is one of the all-time best Action/Adventure/RPG game series of all time (IMHO).  Often credited as being the first of its kind to incorporate meaningful statistical character building as a necessary component to move the story along (i.e. get past a tough bad guys in an area).  Your Hero could be customized as a Fighter, Thief of a Mage - another first in this new genre.  Quest for Glory was truly a landmark during its time and set the bar/base standards that many of today's games now follow.
 



Video courtesy of biohazard4Rocks.

The shortest series being featured in this article, this point-and-click adventure follows Gabriel Knight, a downtrodden horror novelist, as he unravels various mysteries of the occult.  A total of three (3) games were released, all of which featured very different technologies.  As depicted above, the first game started out as a pretty standard animated affair.  Subsequent games in the series featured FMV cut scenes and live digitized actors.  All of the games were rather dark in nature and the high tension was successfully translated to the gamer.

 




Posted on May 13th 2009 at 03:12:09 AM by (Marriott_Guy)
Posted under The RFG Pulse

Best Looking Console

Getting poll results. Please wait...
Hello all.

It has been a little while since we have had our last installment of The RFG Pulse - the formal, but most importantly fun, opinion survey of our community.

This poll will examine a simple, yet highly controversial and personal topic - "Best Looking Console".

I tried to list a little bit of everything in the options provided and I know there are some that were unfortunately left out due to space (Turbo Duo - I am talking about you).

Anyway, I added text for each entry for some flavoring/perspective.


There are some heavy weights in this poll.

Who will win?

Vote and add a comment to state your case!



(extra space needed here to incorporate the poll and the table below)



1977 - Atari 26001983 - Nintendo Famicom w / Disk

It was difficult to leave out this classic.  Many companies tried to incorporate the popular wood-grain look into their consoles, but few could duplicate the simple, clean and elegant look of the Atari 2600.
 


OK, so this is a bit of a combo-stretch on my part.  The Nintendo Famicom with the optional Famicom Disk System truly looks awesome.  The blood-red against the black works perfectly.  Another classic that is hard to beat.
 

1990 - Daewoo Zemmix Turbo

1990 - Neo Geo AES


You bet - beam me up Scottie!  This UFO-styled console was only released in South Korea and could easily be placed on a 'Worst Looking Consoles' poll.  Personally, I rather like it due to its sheer uniqueness.
 


The sleek, uncluttered design emotionally portrays a ravenous lion hiding in the brush and ready to release its fury on some unsuspecting prey.  Well, that may be a bit overstated, but it is pretty cool looking still.
 

1994 - JVC X'Eye

1995 - Bandai Pippin ATMARK

I thought about including the Victor Wondermega version instead of this North American version.  The more I compared them though, the fluid contour of the JVC X'Eye won me over.  Both are stylish in their own right.
 


Yes, I admit, this may be my 'fan boy' inclusion on this list.  From the the concave design of the front CD drawer to the top control pad, I love it all.  This console is extremely professional looking and oozes class.

1996 - Nintendo 64 w / 64DD2001 - Panasonic Q

Another combo-stretch.  The Nintendo 64 is just OK by itself, but pop the 64DD optional disk drive underneath it and you have yourself a completely different look.  They work so well together aesthetically it is scary.
 


Purple GameCube versus this gem - no contest.  From the mirrored front to the high-tech top LCD display, everything about this system is first class in design.  This system is always an eye-catcher and rightly so.

2003 - Sony PSX2006 - Sony PS3

Maybe not specifically a console, but I was hard pressed not to include this PS1/PS2 gaming compatible machine.  Released exclusively in Japan, this is kind of a standard AV unit, but the ceramic white color and PSX logo rock.
 


Yes, I am aware of the George Foreman Grill similarities, but the fact remains that the high-gloss finish really pops.  All of the models are visually appealing (as long as you don't touch them).
 

 




Posted on May 9th 2009 at 08:59:10 PM by (Marriott_Guy)
Posted under Historical Viewpoint

 
Being successful in the video game hardware industry has proven to be financial lucrative for many companies throughout the years.  Everyone knows about the old school power players like Atari, Nintendo and Sega - they began as a company focusing on this specific market (for the most part).  Companies like Sony and Microsoft have also achieved like success in the last decade, though the technological expertise that enabled them to accomplish this were in complimentary field not specifically dedicated to video gaming hardware.  These two giants (Sony and Microsoft) are the exception to the rule rather than the norm.  Many other highly successful companies have attempted to enter into the video game console field in the past and have had little to no success.  The following looks at a few of these mega corporations and provides a little background history, the console they released and what they are currently doing today.
 

 
Believe it or not, the Fairchild Semiconductor company has been around since the 1920s when it was developing aerial photographic equipment and technology for the US government.   At first glance, the decision to enter the video game console world is a bit of a surprise.  Looking deeper into the history of the company reveals a different perspective.  This company employed (and still does) some of the brightest technological minds that were available in the industry.  Some of these individuals were at the developmental forefront of CPU technology.  Why did they enter the video game console world - because they could.  Their expertise in CPU development was solid.
 

The console they released...What are they doing today?

1976 - Fairchild Channel F

Fairchild Semiconductor beat out RCA in being the first company in the world to release a video game system that utilized programmable ROM cartridges, the Fairchild Channel F. This console was pretty advanced at the time, utilizing the newest CPU technology, the Fairchild F8 CPU.  The console ultimately failed due to release of the Atari 2600, but did manage to spawn a second model release as well as achieve moderate success abroad.


You might have heard of...

Though not directly related, the inventor of the Fairchild F8 chip that drove the Channel F was Robert Noyce, co-founder of the Fairchild Semiconductor division in 1957 and subsequently  the technological powerhouse we know today as Intel (in 1968 with fellow Fairchild alum Gordon Moore).  Fairchild Semiconductor is still an active, successful company with over 9000 employees,

 

 
Everyone has heard of RCA, but some may not know that Ralph Baer, designer of the Odyssey and the recognized father of the video game console, first approached  RCA with this design.  RCA obviously turned down the deal and their arch rival Magnavox snatched up this opportunity.  Watching the success that Magnavox enjoyed as a result of their missed opportunity, RCA focused its resources to develop an answer.  The result was far from what they were hoping for...
 

The console they released...What are they doing today?

1976 - RCA Studio II

RCA missed the boat again, this time in their attempt to release the first video game system that utilized programmable ROM technology - the Fairchild Channel F beat them to it by a couple of months. In their haste to release this system, RCA released an inferior product with video being displayed in only Black and White and sound being emitted through a single channel buzzer contained within the unit itself.  Games were also brutal and this console was laid to rest officially with the release of the Atari 2600.
 


Liquidation Sale...

RCA diversified their portfolio during the 1970s with the acquisitions of Hertz, Banquet Foods and Random House amongst others.  Included in these new ventures was CED technology - an early form of the in-home movie format/playback - which RCA invested heavily into.  This proved to be disastrous with the release of Betamax and VHS systems.  These new kids on the block were much more affordable and quickly captured 99% of the market share within two years.  RCA lost over $600 million and was eventually purchased by GE, who in turn broke the company apart and sold off the various components.  

 

 
This highly successful  electronics giant was incorporated in 1946.  Their initial foray into the field focused on compact calculator technology.  They were the first company to release this to the public back in 1975.  Their electronics division grew to include the development of keyboards as well as wristwatches.  With the video gaming industry booming in the early 1980s, Casio decided to temporarily divert some of their internal resources to developing their own entry...
 

The console they released...What are they doing today?

1983 - Casio PV-1000

Casio actually released this system prior to their home PC unit, the PV-2000.  This is an oddity since most companies entering into the video game foray act in the exact opposite manner - PC first then the console.  This console was essentially DOA since the Sega SG-1000 and the Nintendo Famicom hit the market at the same time.  This, coupled with the Video Game Crash of 1984, resulted in a quick death for the PV-1000Casio made another brief appearance in 1995 with the release of the Loopy - a console designed for young girls.  This was a commercial failure as well.
 


Still going strong...

Casio is still an electronics powerhouse and producing innovative technology to this very day.  With over 13,000 associates, Casio has expanded their product offerings to include PDAs, musical instruments and digital cameras.

 

 
Commodore was one the leading technological forces in the personal home computing market beginning in the late 1970s and lasting well into the 1980s.  Developing high powered yet affordable systems was a key to their success.  The true star of Commodore at the time was the Commodore 64, still the best selling home computer of all time.  The Amiga line of computers followed soon after, featuring extraordinary graphical and gaming capabilities. 
 

The console they released...What are they doing today?

1990 - Commodore 64 GS

The Commodore 64 GS (Game System) was the consolized version of the popular C 64 personal home computer.  This system was only released in Europe and had many issues, primarily outdated technology and lack of 3rd party developmental support.  It quickly was an afterthought in the video game industry.  Commodore did have two other ventures - the Commodore CDTV and the Amiga CD32.  Both had little success success and Commodore never entered the console business again.
 


Can you spare a buck brother...

Commodore officially filed for bankruptcy in 1994.  IBM PC compatibles and the Apple Macintosh significantly devoured the market share Commodore once enjoyed during the 1980s. In their last attempt to stem the steadily flowing red ink, Commodore invested heavily into the development of the Amiga CD32.  The mild success of this system could not dig them out of the huge financial deficit facing them.  The Commodore brand name has passed through a few hands since then, with a new line of computers unveiled in 2007.

 
Memorex was established in 1961 and primarily focused on disk drives and other computer peripherals for the home computer.   Developing state of the art recordable media formats really put them on the map - and directly into the crosshairs of Tandy Corporation.  Tandy, who already owned Radio Shack, acquired Memorex in 1982.  Tandy had already achieved significant success in the home personal computing market with their TRS line of systems.
 

The console they released...What are they doing today?

1992 - Tandy / Memorex VIS

Tandy decided to enter the 'multimedia frenzy' of the early 1990s with their release of the VIS (Visual Information System). The VIS was essentially a stripped down Windows PC in a VCR style casing.  Though marketed as a gaming machine in addition to being an educational tool, the fact that so few true games were released for this system quickly sealed this console's fate.  Tandy rebranded the machine with the Memorex label to try and increase sales but in the end nothing could help this sad system.
 


Focusing on their power alley...

After various mergers and acquisitions, Memorex still lives on to this day.  They are primarily focusing on what initially gained them brand recognition - recordable media for personal computers.

 
Pioneer has been at the forefront of audio/video technology since the early 1950s when it released Hi-Fi speakers and other audio components.  In the late 1980s, Pioneer set its sights on Laserdisc technology and bought a majority stake in the format.  Though technically superior at the time compared to the popular VHS format, Laserdisc technology had less than a 2% share in the home video market.  Pioneer, already heavily invested in this area, asked you to do the same..
 

The console they released...What are they doing today?

1993 - Pioneer LaserActive

Pioneer's answer to the growing multimedia, all-in-one console market - the infamous LaserActive.  At the time, the LaserActive was the closest system to deliver a product that did meet most of the multimedia demands of the consumer - movies, games, karaoke, music, edutainment - all presented in the best audiovideo quality available. The problem -  to be able to enjoy all of this would set you back roughly $2,900 in 1993 ($4,500 in today's dollars)!
 


Still in the lead...

Pioneer is still a leading manufacturer and developer in the fields of car audio, televisions, navigation systems and other consumer electronic components.  They employ nearly 38,000 and are a recognized leader in today's market.

 



                                                                                                                                                                                                                                               
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