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




Posted on May 3rd 2009 at 10:22:48 PM by (Marriott_Guy)
Posted under Collectors Corner, MGs Collecting Take

 

The Collector's Corner
Edition 1 : Privacy and Protection

This series of articles focuses on the real life tribulations, joys and helpful tips for all
collectors in our shared passion - video games and the hardware that drives them.  


Monster video game collections - they are out there, but so few of them are rarely displayed to the general public.   This is true of most significant compilations, regardless if the passion of said person are video games, stamps, coins or even Barbie Dolls.  There are really two main reasons for this - security and privacy.  These are genuine concerns for any avid collector, especially in today's economic climate.  This is a sad reality, but appropriately pragmatic in nature.  The well known collection displayed above is an exception rather than the norm - but yet he has remained completely anonymous to most everyone. 

I don't classify myself in the class of collectors that I am referring to, but I still nonetheless take the following safeguards.  These are a few items that I would recommend to alleviate the stress in owning a large collection (however you define it).
 

Insure Your
Collection


This seems like a no-brainer, but do not overlook this most important aspect.  Take pictures, catalogue items and keep your insurance company updated.  You will need to provide a value for everything (if you truly want to insure your collection).  This will take some time, but it will be well worth it.  Not doing so might have you underinsured.
 

Be Wise When
Posting Pictures


Eliminate/erase any personal references in the pictures that you do choose to share with the general public.  This includes personal photos of family members, menus, anything that might be in the background that may identify you.  Do not unnecessarily subject yourself - black out/blur completely where appropriate.
 

Be Verified via an
Alternative
Address


Do not use the address of your collection (or your personal home) when making purchases.  You can get verified easily through PayPal without having to reveal this information.  This is completely legit and will in no way harm your reputation as a buyer or seller - you just have to have a safe haven to sign/receive goods and a verifiable payment source.  Do not have things delivered directly to your homeplace of your collection.  This will unknowingly result in the widening of your 'circle of friends', regardless if you think so or not.  Also, make purchases from trusted sources when sharing this info if you must, and only with those whom have as much to lose as you do.
 

Remain
Anonymous


Prudently share information, and with only those you completely trust.  This is of paramount importance.  Ensure that your 'inner' circle is completely trustworthy.  Not doing so will put you at risk.  Make certain that members in your circle of trust are limited to a select few.  Even with this small number, do not trust that their own respective inner circle(s) can be trusted.  Instruct them that this sharing of your collection is privileged for one - not the many (including family). Can they guarantee that none of their personal entourage will spout off at some point about what they saw. This is important to consider when sharing.  I have hurt someone in the past by having to instruct them not to share any info about my collection (modest as it is) with their family simply due to the fact that I was aware they were a bit too loose with their mouth after having a few pops on a Friday night at the local speakeasy.
 


This article is not meant to be a "fear-for-your-collection" piece at all, more of how to take the proper precautions in protecting your investment, both now and in the future.  Trepidation in sharing what one has amassed is natural.  Taking some steps to be able to alleviate this stress will put your mind at ease.  You can share your collection - all of us gamers love seeing it.  Just be wise when doing so.
   





Posted on Apr 19th 2009 at 08:02:34 PM by (Marriott_Guy)
Posted under Historical Viewpoint

What Were They Thinking???


Throughout the years I have been amazed by the technological leaps and developments in the video game industry.  By the same token, some of the gaffes that have been made by the developers and manufactures have stunned me as well.  Here are a few of my favorites... 
 
 

Power Supply of the Atari 5200

 Nintendo's Game Packaging Infomercials for the Philips CD-i
 

Now this picture does not truly give this dog it's proper justice.  This was the proprietary AVpower adapter with the first run of the Atari 5200 systems.  It was huge, cumbersome and is very expensive to replace (if going for the original 'module').  I can understand, to a certain degree, Atari taking this protective measure after their recent litigious bouts with Coleco (among others) concerning copyright violations.  Still, I hate this thing with a passion and the think tank at Atari should not have levied part of their reaction on us gamers with this monstrosity.  That point being aside, this thing is prone to failure as well.
 

 

For all of their successes, Nintendo just could just never get their game packaging right until the release of the Game Cube.  I can understand the NES boxes - they basically followed Atari's lead.  However, why continue on the same failed path when Sega showed you how to do it right with those sturdy, plastic Sega Master System game cases?  I know cost is a big issue in this, but this bothersome trend continued well into the 1990s.  If I am going to shell out $49.95 for a game at least give me a box that won't get smashed and flattened at the lightest touch.  Panasonic - you should have known better has well (3DO).
 


Being the old school gamer that I am, I remember watching the brutal offerings as shown in the above as a young adult.  I have to admit I was intrigued at the time, but these infomercials had nothing to do with my interest level in this system - it had the complete opposite effect.  I wanted a gaming experience - not a multimedia device that would serve all of my needs.  This way the way of the 1990s with many companies, albeit with limited success for the most part.  I can only imagine what Philips invested into these lame infomercial offerings,  Perhaps these monies should have been diverted to R&D.
 

Console Design of the NEC PC-FX

 

The Atari Jaguar Controller

 Gakken TV Boy - Everything!
 

Now I rather like the design of the PC-FX.  It is definitely different than the standard thoroughfare of the day.  Resembling a mini tower PC, this system did indeed have expansion port capabilities.  The bad thing about this system - where are you supposed to put it?  It is too tall to fit under 99.9% of the entertainment centers in 1994.  To top this off, the CD-Rom drive is located on top of the unit - requiring another 5-6 inches of required vertical clearance.  Nice console design, just not well thought out in my humble opinion.
 


I have to honestly admit that I have never heard one person talk favorably about the Atari Jaguar controller.  Released in 1993. this pig had only three (3) controller buttons when everyone else was sporting six (6) button models along with triggershoulder buttons on some.  They couldn't even get the labeling right (buttons labeled C-A-B for some unknown reason).  This thing was huge, hard to grip and only a few games utilized the numeric keypad.  Don't bother trying to use the D-Pad and the keypad at the same time - it is a waste of time.
 


The picture says it all.  The main controller was built into the system (right hand throttle- looking appendage) and this system required you to grip the 'telephone anchor' with your left hand to prevent the light-weight, miniscule console was moving all over creation.  I have tested out this console a few times and it grows more and more frustrating every time.  I'd like to think I am not the pessimistic type, but in all honesty I can not say one good thing about this loser.  Thank goodness Gakken eventually went back to handhelds.
 


These are just a few of the truly puzzling decisions made by video game industry experts.  I have no doubt that these individuals are highly capable and very intelligent in this field.  But, still, I have to ask myself "What were they thinking??".   What are some of the innovations, products, etc. that you would place in this category?
   





Posted on Apr 12th 2009 at 03:58:48 PM by (Marriott_Guy)
Posted under Historical Viewpoint


"Shut up you guys!!!" Jimmie barked at John and I as we were jabbering about his latest Hot Wheel addition.  Our self-nominated Quarterback was definitely taking his newly acquired role a bit too far in my humble opinion.  John acknowledged this as well with a quick glance towards me.  Now Jimmie was the classic over-competitive, under-achiever type - like some of those bad acts in American Idol auditions.  That being said, we half-heartedly complied to simply appease him and avoid 'the need to focus' speech.  It was after all 4th down and we had to get to the Jones' mailbox for a 1st down, lest we forget.

"We're going for it!" Jimmie exclaimed in a confident voice to our foes (who were actually 8 year old kids - just like us). 

"OK... Now John, you go out to that first tree just past the Davis' driveway and cut in." Jimmie whispered to us as though he was sharing military secrets.  "Terry, get to that mailbox, and turn around, fake and then go deep."  Jimmie made it sound like a plan - the only drawback was that he threw like a girl and the electrical wire 'vines' that crisscrossed through our street almost negated the long game (not that we truly had that option with him anyway).

"Hutt-hutt-Hutt" ... the next thing I knew I was on defense after our 'gunslinger' successfully completed his pass, off the wires,  to my defender.   Now if I were QB....
 


The game of football is a North American trademark of sorts.  Rich in tradition, this sport has almost surpassed (if it hasn't already) the 'official' past time of the USA, baseball.  I first had the pleasure of experiencing this great game as an adolescent during the 1970s.  During that time, we had to rely upon gathering the required parental permissions and assembling our group of four to wage battle on the paved streets of our suburban neighborhood. Everyone, regardless of age, has experienced the raw emotions that are triggered by the simple event depicted above.  Though we did not have the benefit of today's smorgasbord of electronic and digital entertainment, the evolution in the electronics field was just around the corner and would provide more options to fulfill our gaming needs.

The following takes a look at the evolution of the football 'gaming' experience during my time in the 1970s.   On to the games...
 

Paper Football
(System : Kitchen Table)

Successful field goal (picture credits unknown)

Who doesn't love this school cafeteria classic!!  This game was a blast, right up there with plastering a gooey spitball smack in the middle of the some unsuspecting victim's glasses.  Making a solid paper football was an art form in its own right.  Too big and touchdowns were a breeze but field goal attempts would flutter too much.  Craft one too small and games went on forever.  Regardless, Scotch tape was always a necessity. The ultimate high, and honest goal, of any serious paper footballer - "doinking" your bud plumb square in the forehead and seeing the thin reddened crease develop there as a result of your efforts.  This was an ego booster - 5th grade style.


Paper football TD (picture credits unknown)

Best Memory: Being envious (honestly, more nervous) of my paper football as it sailed over my buddy's shoulder and down the front of Kelly K's shirt (our school's hottie).

 

Tutor Electric Football
(System : Electronic Board Game)

Tudor Electronic Football (picture credits unknown)

Believe it or not, this game debuted way back in 1947.  I never really could understand the fascination with it - set up a bunch of might-mite plastic dudes on a puke-green metallic gridiron and watch them shake and shiver like a drug addict at a detox clinic.  There were a great many variations of this game (Talking Football anyone?), but all of them relied basically on one thing - you had to have an vivid imagination to enjoy the gaming experience.  That being said, I doubt even Stephen King could last for more than 10 minutes with this "gem". 

Electronic Football in action (public domain pic)

Best Memory: Watching my buddy's cat creep closer and closer to the 'electric gridiron' and watching it jump 5' in the air when we flicked on the power.

 

Mattel Electronics Football
(System : Dedicated Handheld)

Mattel Electronics Football (picture courtesy of the Handheld Games Museum)

This was one of the first truly electronic football experiences.  Mattel Electronics came out with their line of dedicated handheld sports games in 1977.  Football was arguably their best release in this first batch of games and quickly became a favorite of all of us teenage hooligans.  Your warrior, who was basically a bright-red 'minus' sign, could only run and kick.  This game rocked - as long as your 9 Volt battery did not give out.  When the juice started to run low, the game became dimmer by the minute until your player would take three seconds to move just one space on the virtual playing field (grid).  This game could also double as a night light to check out comics after the lights were turned off for the night.

Mattel Electronics Football (picture courtesy of the Handheld Games Museum)

Best Memory: Using tape to mask the built-in speaker to try and mute the 'bleeps' while playing this game way after my dictated bed time.  It didn't work - I got busted every time.

 

Atari VCS Football
(System : Atari 2600 Video Game Console)

Atari VCS Football Box (picture courtesy of AtariAge.com)

This was Atari's first football venture in console gaming.  Released in 1978, Football consisted of three-on-three play with basic pass and run functionality.  Remember Rock 'Em Sock 'Em Robots?  Well, put those guys into a trash compactor and you'll end up with a reasonable facsimile of your virtual player, less the flicker.  Some might find this aspect of the game nostalgic - I just find it purely annoying and gives me a headache to this day.  I do have to admit that the sound effects were kind of cool as well as the '1st down' line.  Other than that, this game didn't really have that much more to offer.

One thing to note about this title - be prepared for your controller to take a beating.  I remember really cranking on the joystick left, right, up, down and being severely disappointed by the lack of response. The game is just slow, but it took me a while to figure this out.  It also cost me two controllers that now reside at the bottom of some waste facility back in my home town. 

The box was pretty 'fly' though. 

Atari VCS Football - SS1 (picture courtesy of ConsoleClassiX.com)

Atari VCS Football - SS2 (picture courtesy of ConsoleClassiX.com)

Best Memory: None to be honest - this game kind of sucked.

 

Texas Instruments TI-99/4A Football
(System : Personal / Home Computer)


 Texas Instruments TI-99/4A Football (picture courtesy of TI994.com)

Texas Instruments released this game in 1979 for their TI-99/4A personal home computer. Now this is as basic as you can get in a football game - a choice of 4 plays on offense and 4 for the defenders. Once your ‘rock-paper-scissors’ selection is made, you are basically at the mercy of the CPU.  This game was flicker-free thank goodness - I was not in danger of having any type of seizure during game play.  While this was a plus, once play was initiated, action would unfold at such a tortuously slow pace that I could actually feel myself aging during each play.

I guess I am lucky that quarters were limited to only 5 minutes (smiling).

Texas Instruments TI-99/4A Football Screenshot (picture courtesy of TI994.com)

Best Memory: Getting a little buzzed with my buddy while we experimented with chewing tobacco (Kodiak) and laughing as he uttered 'Da Bomb' while I was in a goal line defense.

 

Atari Football
(System : Arcade)

Atari Football (picture courtesy of The Killer List of Video Games)

Atari Football was released for the arcades in 1979.  If there was ever a video game that truly made you pay for play, this was it.  Not only did it hoard up all of your hard earned paper delivery tips, it was physically abusive - literally.  The innovative b>Atari 'Trakball'  controller was very responsive, but the price was high to take advantage of this benefit - a pound of flesh from the actual skin of your palms.  Game play was frantic and invigorating.  Gamers wailed away on those trackballs and that sound alone raised the entire energy level of the arcade.  This game was definitely a test of endurance as much as it was a test of skill.  Bring your garden gloves with you before engaging this beast.

Note - Playing this game before a palm reading is definitely not recommended.

Atari Football (picture courtesy of The Killer List of Video Games)

Best Memory: Returning pop bottles and raking leaves to earn more quarters to feed into this beast at the arcade (as well as to pay for all of the bandages for my chewed up hands)

 


The 1970s brought about the advent of video gaming for the great sport of football.  Take a trip down memory lane and share your thoughts on these classics and others from this influential time period!
 





Posted on Mar 21st 2009 at 11:23:34 PM by (Marriott_Guy)
Posted under Historical Viewpoint, Historical Viewpoint

History of the Video Game Console
-- The 1970s --


The 1970s marked the beginning of home video gaming as we know it today.  Ralph Baer, uniformly known as the father of the video game console, created and developed the infamous Brown Box, which would later become the revolutionary Magnavox Odyssey.  Few could honestly admit that this humble beginning would result in the multi-billion dollar market of today.  The advent of the microprocessor proved to be the key.

While some focused on mastering their dance moves to impress at the local Disco, others devoted their time in developing the first microprocessor and the C programming language.  Their efforts resulted in the birth of modern computing.  For once, the electronic components that once occupied more than 15,000 square feet of warehouse space was made available to the general public at a reasonably affordable rate in the form of the home computer.  This technological jump enabled the creation of the home video game console.

Many companies entered into this fledging market hoping to capitalize on this newly developed technology - some with greater success than others.  The decade spawned myriads of PONG systems and also introduced us to a new world  - programmable cartridge based systems (which this article focusing upon). Gone were the days of the dedicated console and ushered in were the true parents of today's hardware.  Fairchild Semiconductors was the first to introduce us to this advancement in the form of their Video Entertainment Center (Channel F), but Atari ended up being the king of this era with the release of the Video Computer System (2600).

The decade marked another significant feat - the beginnings of globalization within the gaming community.  Not only were systems released in various countries, but the first BBS (bulletin board system) enabled gamers from around the world to share their video game experiences via text forums.

The following takes a quick snapshot of each main console (or technology) that was released during this decade.
 

1972 - Magnavox Odyssey

North AmericaEuropeJapanSouth AmericaGermany

The granddaddy of the home video game console.  There were no processors in this system - just a series of transistors, resistors and capacitors.  Pin-outs were contained on the individual game cards and graphical output was produced with white blocks against a black background.  Plastic colored overlays were provided to put over your television screen to enhance the graphics a bit. 

Fun Fact: Consumers were told that this system would only work with Magnavox brand televisions, which was completely inaccurate.

1975 - PC-50X Family

EuropeJapanGermanyAustraliaUnited KingdomFrance

Improvements to the initial General Instruments AY-3-8500 (PONG) chip resulted in more game variations on this classic format.  Manufacturers wised up made a breakthrough - include the new chip(s) on cartridges.  This eliminated the need to develop a new system for every chip and significantly drove down cost.  There were a total of eight chip variations that were produced and the pin-out cartridges contained up to 10 games.

Fun Fact: The initial models still only output the games in black and white.  Later technological enhancements added color (4 colors) and sound.

1976 - Fairchild Video Entertainment System (Channel F)

North AmericaGermanyUnited KingdomSweden

The Fairchild Video Entertainment System (later changed to Channel F) was the first console to feature programmable cartridges.  Featuring built-in games, 8' controller cords and being the first to utilize microprocessor technology, the Channel F was quite innovative at the time of its release.  The following year the Atari Video Computer System (specifically named this way to directly compete against Fairchild's similarly entitled system) put the stake through this fledgling console's heart.

Fun Fact: Andrew Grove and Robert Noyce, two employees of Fairchild Semiconductors,  would eventually start a new company that some of you may have heard of: Intel.

1976 - RCA Studio II

North AmericaUnited KingdomJapan

RCA lost the race to Fairchild Semiconductors to produce the first programmable console available to the public.  The Studio II lacked controllers and relied upon the built-in numeric keypad to control the action.  Another glaring fault of this system is the black and white video output.  Though it has been proven that a few games were designed for color, RCA's rush to get this product to market resulted in the absence of this basic feature.

Fun Fact: Ralph Baer, the designer of the Odyssey, originally approached RCA to be the initial manufacturer of his new system.  RCA declined and the rest is a bad RCA memory.

1976 - 1292 APVS Family

United KingdomEuropeGermanyAustralia

The 1292 Advanced Programmable Video System (APVS) family of consoles was basically Europe's answer to the Fairchild Channel F. The initial developer, a German company called  Radofin, was one of the first companies to license programmable hardware technology to many other companies (much like The 3DO Company did with Panasonic and Goldstar).  This strategy produces extremely positive results as nearly 25 different models were produced by various manufacturers.

Fun Fact: The Emerson Arcadia, released in 1982, was first believed to be a 1292 clone since it uses the same Signetics CPU.  In fact, the Arcadia's coprocessor was an upgrade.

1977 - Atari Video Computer System (2600)

North AmericaEuropeJapanCanada

Atari's mother ship set the standard for programmable based video game systems in the 1970s.  Code named 'Stella' (after one of the designer's bicycle), the 2600 was the first system to come close to delivering an arcade experience in the comforts of one's living room.  This would not have been possible if it wasn't for Warner CommunicationAtari Inc., experiencing significant cash flow problems, approached the media giant who eventually purchased the company and completed development of this classic system.

Fun Fact: In 1982, Atari changed the name of this console in Atari 2600 due to the fact that their newly released system as dubbed the Atari 5200.

1977 - Bally Home Library Computer (Professional Arcade  Astrocade)

North America

The Home Library Computer was designed by Bally's video game division Midway (creators of the infamous Mortal Kombat series).  The technology was quite impressive for the time and rivaled the popular Atari 2600 in terms of graphical output.  The most innovative facet of this system is its multi-functional 'pistol' controller, featuring a trigger action button and a multi-directional joystick know that could also serve as a paddle controller.  Bally suffered from lack of arcade license support (Atari ate these up) and eventually could not compete.

Fun Fact: Though the cartridges resemble audio cassettes, they are in fact just regular carts.  They were designed this way to prevent cart damage (they do not protrude at all).

1978 - Magnavox Odyssey 2  Philips VideoPac

North AmericaEuropeJapanSouth America

The Odyssey 2 was the first console to incorporate a full alpha-numeric keyboard along with its initial hardwired joystick controllers.  Though technically inferior to the rival Atari 2600, the Odyssey 2 did feature flicker-free graphics, a point its competitor could not make.  This console was very successful and was manufactured throughout the world by notable companies including Philips, Radiola and Schneider.  This was also the first console to actively market itself as an educational toll in addition to its programming ability.

Fun Fact: Almost all of the games for were written by one person - Ed Averett, a former Intel employee who worked closely in the development of the O2's Intel 4040 processor.

1978 - Interton VC-4000

GermanyEuropeAustraliaAustriaArgentina

It is undetermined if the German based company Interton developed this system on its own, or if they licensed the 1292 APVS technology from Radofin.  There are minor differences in the cart size and programming, but few would argue that it is anything but a sibling of the 1292 APVS.  The VC-4000 was mildly successful, with models released in Europe, Australia and Argentina among others.

Fun Fact: The Interton VC-4000 is considered to be in the 1292 APVS Family of consoles though there are some minor compatibility differences in cart size and game releases.

1978 - APF Imagination Machine

North America

APF Electronics jumped into the video game craze with their release of the APF-M1000 console in 1978. This 8-bit system was designed to compete against the heavyweight Atari 2600.  It did not even come close.  But what makes this system unique is the addition of the APF MP-10 computer add-on that was released in 1979.  The base console could be docked into this module to create a hybrid computer, one of the first of its kind.

Fun Fact: Although the APF IM game library only contains 15 official releases, many more applications were available made available by its extremely active home-brew community.   

1979 - Bandai Super Vision 8000

Japan

The Bandai Super Vision 8000 debuted in 1979 and was the very first programmable game cartridge system released in Japan. This timeline (1979) and notoriety (initial entry and the developer, Bandai) may be a surprise to some simply due to the fact that Japan has been a leader in video game technology for some time, with big hitters Nintendo and Sega in the fold. Though technically superior to the competition, the high price tag ($1.3K in USD comparable in 1979) quickly doomed this console after just one year of production.

Fun Fact: Due to its controller design, some feel that this is a clone of the Intellivision, when in fact the Super Vision 8000 was released prior to Mattel's system.

1979 - Mattel Intellivision

North AmericaCanadaJapan

The chief challenger to the Atari 2600, the Intellivision sported new disc controllers (either loved or hated by gamers) and superior graphical and auditorial capabilities.  With few attractive arcade or movie licenses available to them due to Atari's aggressive nature in this field, Mattel had to rely upon lesser known titles but did produce an innovative add-on - the Atari 2600 Adaptor.  The library of compatible games now more tripled for this system and the Intellivision would continue to sell into the 1990s.

Fun Fact: After possibly copying their controller design of the Super Vision 8000, Mattel approached Bandai to be the exclusive distributor of the Intellivision in Japan.


The 1970s ended up being one of the most influential decades in the history of video gaming hardware.  Technological breakthroughs abounded and successes (and at times failures) of companies that participated during this time helped inspire behemoths like Nintendo and Sega to develop into the gaming force they would become in the following decade.  Dancing was definitely a driving force during this time period - thank goodness the programmers fingers and not the John Travolta wannabes ended up standing the test of time.
 





Posted on Mar 15th 2009 at 10:49:34 PM by (Marriott_Guy)
Posted under Historical Viewpoint, MGs Gaming Take


Up, Up, Down, Down, Left, Right, Left, Right, B, A

I glance up at the two ready-for-action commandos displayed on the title screen, hoping for some type of manly 'grunt' of acknowledgement for my efforts - I am awarded with nothing but silence.  With apprehension I take a quick look down at the crumpled code page from Electronic Gamer straddling my lap.  "Try pressing the 'Start' button after the code like we told you" the text lectured back to me. OK, point made.  I proceed as directed and again wait patiently for what seemed to be an eternity (in reality it was about three seconds) for the magic to now happen. 

Yahtzee!!  I see my freedom fighter start off on level 1 with 30 lives instead of the rather measly, standard allotment of 3!  Time to go dole out some pain and punishment to the heathens!!!


I can still vividly remember the extreme rush I felt when activating that legendary Konami cheat code while playing Contra on my Nintendo Entertainment System as described above.  This article focuses on just that - extraordinary video gaming moments you will never forget.  All gamers have experienced them, each being unique with different drivers.

As some of you may know, I am an old school gamer - literally.  I had the pleasure of growing up during the advent of the video game console and have experienced first hand each new technological breakthrough in this arena.  This doesn't make me an expert - far from it.  It just means that I am old.

The following are just a few of my more memorable gaming moments that I remember to this day as though it just happened yesterday evening.  Some describe the pure excitement derived from solving an exceptionally difficult levelboss to simply being blown away by the technology.  I chose 'adrenaline' moments for each era, listed chronologically.

1975 - Atari PONG

A standard December gathering at my Uncle Glenn's home? Not!  A steady stream from 'Aqualung' by Jethro Tull was the replacement for the more traditional, tranquil holiday offerings (much to my Grandmother Alice's dismay).  The showstopper occurred when he fired up his newly acquired Atari PONG system.  Though I was quite young, I remember being amazed by what I eventually saw on his 19" black and white television screen - PONG.  The adults pretty much monopolized the gaming that evening, but my cousin Rob and I finally got our chance just before we had to leave.  We basically stunk and it was a miracle when we could manage a total of three consecutive volleys.  Still, it was pure joy and heaven for us.

1977 - Atari 2600 : Air-Sea Battle

My friend Steve (a.k.a. P-Man) was the first to have access to the new line of cartridge based systems - the Atari 2600.  Drago (another neighborhood crony) and I were pumped about this and itching to play.  Now Steve screwed up somehow on the home front very soon after this acquisition.  He was not allowed to have any of us mates over at all for one entire month - plus the 2600 was off limits to him as well.  Talk about cruel and unusual punishment!  The day finally arrived when 'our' sentence was over and we could hunker down and experience this new technology.  We were not disappointed.  The graphics for us were astonishing and when the time counter started to blink in those last 16 seconds of the round - pure adrenaline!

1987 - Nintendo Entertainment System : Castlevania II Simon's Quest

This classic is either loved or hated by Castlevania fans.  More of an RPG (role playing game) than the standard actionadventure fair the series is known for, tackling this game is not an easy task.  One particularly frustrating section for me was being stuck in front of a death-inviting lake with no where to go.  I starting chucking holy water and just about everything else I had in my sack into that cesspool to no avail.  Trial and error button combinations were then deployed at this despised location.  By a stroke of pure luck I finally issued the 'Kneel Down' command at the left hand side of this pool - a magical walkway under the raging current miraculously appeared!  Thank the heavens for this since I was really getting sick of beating through those werewolves and goblins every time 'Day' turned into 'Night' (which seemed to happen every 4 minutes or so).

1992 - Nintendo Super Entertainment System : Super Star Wars

This game is extraordinarily difficult, to the point of being frustrating at times.  One poorly timed jump and it was instant death for my Jedi hero.  Thank goodness it contained one of the best Easter Eggs in the history of video games (in my humble opinion) - "The Cave of 99 Free Lukes".  Following the directions as outlined in my Game Informer magazine, I bravely stepped off the specified cliff and furiously cranked on the Left directional button as my Padawan plummeted downward.  At the last moment before it was 'goodbye Luke', I spotted the ledge to the secret cave entrance, barely making it to safe ground.  I would not be disappointed.  With proton blaster in hand, I unleashed the weapon's fury into the blank recesses of this grotto and 'Free Lukes' starting appearing everywhere!!  To this very day that is one of the best rushes I have ever had.

1994 - Panasonic 3DO : Shock Wave

I admit it - I was the first in line at my local Electronics Boutique to buy this system for $699 upon its launch back in 1993.  Not a good move, I know.  But when I first fired up Shock Wave, I was completely blown away!  Yes, FMV (Full Motion Video) had already been introduced in earlier systems, but the Panasonic 3DO did take it to the next level back in the day.  The intro alone was impressive, making me feel like I was the star protagonist in an actual movie.  When my star fighter absorbed its first 'neon-green proton' hit, my squad Commander promptly appeared in my HUD (Heads Up Display) and barked at me "This is not a game Lieutenant!!".  At that point I was hooked. (Side note: Does anyone else think that Commander was kind of hot?)

1994 - Panasonic 3DO : Out of this World

Though I did not want to include two 3DO games in this listing, I would be remiss if I did not include this experience in this article.  From the moment the artistic polygon animations were displayed in the intro, I was roped in.  In gaming sessions with my buddies Drago and Cola, we collectively beat through this game until we hit the wall.  Our Lester, in a prone position, was presented in a domed room and was subjected to an almost instantaneously electrocution. Almost two hours later, despite all the running, blaster fire, throwing up force fields, etc. we were still getting fried in this room of pain.  Cola's turn was up and we were prepared for more of the same, except Drago uttered two words in an almost inquisitive voice - "crawl backwards".  Yessss!!  Our Lester finally avoided the lethal charge and was gratefully free to exit from this living hell. 

1996 - Sony Playstation : King's Field

I admit to being somewhat of a fanboy of this series, but this game truly rocks.  The Playstation has been recently released in the US and King's Field was one of the first to exploit the true power of this fledgling console.  Upon firing up this FP (First Person) RPG game I was greeted with dark, ominous music that appropriately set the tone for my upcoming adventure.  After a so-so intro the screen fades from black to reveal the brooding island that I have been shipwrecked upon.  I was amazed as I maneuvered my viewpoint to check out my local surroundings.  This was one of my first experiences with FP technology (to this degree) and I have been a fan ever since.  This was truly a treat for all of my senses, right up until the point where I took my first three steps and plunged to my death in the icy cold waters of Melanat.

2001 - Sony Playstation 2 : Grand Theft Auto III

Everyone knows this game so I won't spend any time prefacing this classic.  Sure, I had run over old ladies with walkers in Road Rash and had my share fair of fun decapitating foes in Mortal Kombat, but this was nothing compared to the mayhem that awaited me in Grand Theft Auto III.  Sniping innocent civilians was a blast, but what I remember most was being astonished by the size of the gaming arena known as Liberty City - it was HUGE and mine to exploreexploit as I saw fit.  Thank goodness I enjoy this explorative aspect of video gaming since I frequently found myself completely lost in this sprawling city navigating my 'Stallion' without any real type of plan. (I do admit that my favorite part of this game is still taking off the limbs of pedestrians with my Sniper rifle.)

2006 - Microsoft Xbox 360 : The Elder Scrolls IV: Oblivion

From the very moment I was able to control my paladin in the dark dungeon recesses at the very onset of this game, pure ecstasy is the only way I can describe it.  Though I rather prefer the surreal atmosphere of its predecessor (Elder Scrolls III: Morrowind) to the 'Sound of Music' environment now presented to me, I can't help but to find myself almost being able to smell the dandelions as I make my way through the foothills of Cyrodiil.  Now this is what 'Next Gen' is all about!

 

 


The preceding blurbs depict just a few of my most prized gaming experiences and recollections.  As stated earlier, the trigger to these can be almost anything - success with a cheat code, the thrill at dispelling a nasty Boss to even your combatant's demise during an online session of Halo.  The drivers change from individual to individual.  There is one commonalty though - let these gems keep on happening!

Let's hear about your standout moments in gaming!
 





Posted on Feb 23rd 2009 at 01:32:35 AM by (Marriott_Guy)
Posted under Site News, Madden Nation, ESPN

[img width=300 height=169]http://www.videogameconsolelibrary.com/images/articles/mg-blogs/blog-22Feb09-3_tn.jpg[/img]




[img width=300 height=191]http://www.videogameconsolelibrary.com/images/articles/mg-blogs/blog-22Feb09-2_tn.jpg[/img]




[img width=300 height=290]http://www.videogameconsolelibrary.com/images/articles/mg-blogs/blog-22Feb09-1.jpg[/img]
I was surfing the tube the other evening and happened across an episode of Madden Nation.  Though not particularly foreign to me, I can't fully admit that I had ever sat through any given episode in this series for more than five consecutive minutes.  Television offerings were extremely weak that night - Clean House Comes Clean did have its appeal, but ESPN ended up winning my viewing time.  In hindsight, "Trish the Yard Sale Diva" and crew would have probably been a more entertaining choice (just for the pure eye candy).  Madden Nation was more enlightening for me, and in a way I did not expect.

Being a huge Madden fan since back in the days of the Sega Genesis, I was a bit intrigued in seeing the new generation of footballers duke it out on TV in this latest rendition.  I was thoroughly impressed by the skill and complex button combinations utilized to deftly guide their respective team across the digital gridiron.  But as much as I was in awe of these adept performances, I was similarly disgusted with the amount of showboating, trash talk and other equally tasteless behavior exhibited by the majority of the participants.  I am all about poking some fun as well as personally being the punch line, but these guys just had no class whatsoever.  This was not so back in the day.  For example...

As you probably know, I am an old school gamer and began my gaming 'career' back in the 70's.  My buddy Dragas would shoot over little Marriott_Guys house to huddle around a 13" color television to play a game of Football on my parents newly acquired Texas Instruments TI-99 4A.  Now this is as basic as you can get in a football game - a choice of 4 plays on offense and 4 for the defenders.  Once your 'rock-paper-scissors' selection is made, you are basically at the mercy of the CPU.  While on defense and Drago in a 3rd and 3 situation from his own 14 yard line, I locked into my "Goal Line Stand" formation.  I stole a look at him, hoping to get some sort of read on his play selection.  By the glint in his eyes I knew I was probably screwed.  There are two dreaded words that no one wants to hear while in my current defensive alignment - I was pretty sure those were about to beat on my eardrums.  My friend did not disappoint.  He sucked in some air and in his best Froggie voice impression uttered those feared words - "The Bomb".  All I could do is laugh and sit back and watch the beating unfold.  A high-five would eventually come his way 22 seconds later once his football helmet sprite finally crossed into the end zone (this system was slow!).  Gamesmanship was always a part of the equation for us and is until this day.

The players on this specific episode of Madden Nation really displayed nothing even close to sportsmanship.  Maybe being in front of the camera drove their need to posture to their crew back home.  Maybe these guys are asses in real life and slept through life's lesson in humility.  Who knows.  The over-the-top, ratings-driven antics by these clowns are undoubtedly condoned, possibly even orchestrated, by the ESPN producers of this show.  Whatever the case, I would like to assume this is not a fair representation of today's gamer.  Maybe I am wrong.

All I can say is this - if I didn't know why I had never before made it through an installment in this series, now I do.  Those blowhards were not worth my time.  Yes, shame on me choosing to watch it for that 30 minute interval.  Shame on ESPN for showing the absolute worst behavior of gamers. 

Trish, darlin', I'll see you next week.



Posted on Feb 13th 2009 at 11:12:04 PM by (Marriott_Guy)
Posted under MGs Game Take, Handheld Systems

[img width=250 height=300]http://www.videogameconsolelibrary.com/images/articles/mg-blogs/blog-13Feb-09-2.jpg[/img]
With my console collection pretty much fleshed out I have decided to take the plunge into collecting handheld systems. This is an area within the video gaming field that I have totally neglected, almost to the point of refusing to recognize their existence.  I have never understood the attraction to this method of gaming.  Some of my peers might even say that I am a bit of a snob and view these as 'half-breeds', kid toys or worse.  Upon reflection, I guess I am rather arrogant when comparing 'true' consoles to these half-pint counterparts (yes - the pun was intentional).  Well, after repeated urging (beatings) from others and hearing from them that "I just don't get it", I took the initiative to learn more about these little guys.

After doing a little investigation and with the help of my friends at RF Generation, I was able to compile a list of handheld systems to 'target' for my collection.  It was now time to do some self-education prior to making any purchases so that I do not repeat the same mistakes that I made early on when I started collecting consoles.  This task was right up my power alley.

To my pleasant surprise I discovered that the great diversity that I know to be fact in my experience with collecting consoles is equally true with these handheld units - technology, functionality, package variations, etc.  Once again - a home run in my interests as a collector.  What struck me were the wide use of face plating and  or various colors of the actual handheld hardware chassis. 

Most of the handheld manufacturers utilized this strategy, regardless of the era their respective handheld system was released - the majority of console developers did not (Nintendo 64 & the Nintendo Game Cube among the few exceptions).  My only guess for this difference is that handhelds are designed  marketed to also be a personal expression of the respective owner.  The target audience seems to be rather diverse compared to perspective console owners.  However, I still can not apprehend this pseudo-emotional attachment to a gaming device that companies try to sell to the consumer.  I fully admit that I am an old school gamer and that may be the reason "I just don't get it".

Backward compatibility seems to be a pretty consistent offering in handheld units as a whole - much more so than in consoles.  Improvements in providing additional multimedia functions and networking capabilities usually appear within a year or so after their initial debut in 'big brothers' hardware.  Certain handheld systems have even been at the forefront of technology by including text messaging, PDA, MP3 playback and other applications.  If I didn't have a cell phone or computer, I would have to admit this is pretty impressive.  That leaves us to the core purpose of any hardware - the gaming experience.

[img width=250 height=314]http://www.videogameconsolelibrary.com/images/articles/mg-blogs/blog-13Feb-09-1.jpg[/img]
There is no comparison in this area - console games blow away the handheld's by a mile.  There is no reason why they shouldn't with the space available for technology in a standard hardware chassis.  I fully agree that the portable system offers many conveniences.  But why would I want to play a sub standard game on a tiny screen (as the default) when I can kick back in my lounge chair and experience much better on my big screen from my console?  This is another area that "I just don't get it".

Overall, my initial investigation into this area leads me to believe that I really haven't been missing out on much in this handheld area.  Obviously this is my personal opinion and is based upon my needs  likes as a gamer and my limited experience with the nine (9) handheld systems I have acquired.  Sure, I think the manufacturers' ability to squeeze in the massive amount of technology into that tiny package is extraordinary.  And yes, as admitted before, I am an old gamer who prefers to use other devices (like a cell phone) to perform some of the extra networkingmultimedia functions that are pretty standard in today's handheld units.  I like my games displayed on my big screen TV (my eye doctor did warn me that bifocals are close to being a required reality for me).  Maybe I am over the hill - who knows.  What I do know is that even after researching this field and playing games on these mighty-mites....

"I still don't get it."




Posted on Aug 1st 2008 at 11:49:35 PM by (Marriott_Guy)
Posted under System Overview, System Overview, Bandai, Playdia

[img width=250 height=189]http://www.rfgeneration.com/images/hardware/J-098/bf/J-098-H-00010-A.jpg[/img]

During the early mid 1990s, the video game market exploded due to the new technology available to developers, specifically the jump in processor speed and the release of the CD-ROM format. No longer were game programmers limited by the small canvas standard cartridges provided - the CD-ROM was their dream come true. With this new media format at their disposal, manufacturers began to truly expand the definition of a video game console. Computer hybrids (Commodore 64 GS, FM Towns Marty, Amiga CD32, etc.) and all-inclusive multimedia devices (Philips CD-i, Panasonic 3DO, Pioneer LaserActive, etc.) were designed to target a new, and older, audience. Taking a slightly different approach, popular game developer Bandai decided to enter the foray with their release of the Playdia. Instead of following the current trends, Bandai marketed the Playdia to children and families. Would this Japanese-only release hit the mark? Far from it as you will see.

[img width=250 height=189]http://www.rfgeneration.com/images/hardware/J-098/hw/J-098-H-00010-A_00.jpg[/img]
The Playdia is a rather unsophisticated looking unit. The rectangular chassis is comprised of medium weight plastics, sporting an indigo-blue top section with a leprechaun-green base. The design is simple and to the point. A simple power and reset switch reside on the left top of the console, with a large banana-yellow 'open' button on the right to open the door of top loading CD drive. There is a rectangular recess directly in front of the unit to park the wireless IR controller (the first system ever to have a wireless controller standard). The weight of this unit is a bid odd, with most of the weight residing in the back. A standard composite output and DC 9V power supply jack adorn the rear of the unit. Though simplistic in appearance, I do have to say it does stand out in a collection due to the unique colors utilized in its construction. But that is the only reason it stands out.

With a younger audience in its sights, the library of games for the Playdia is comprised of mostly edutainment titles. All games for this system are interactive FMV movies - there is no real game play with this system with the exception of selecting an action for your character to perform from a lit of presented options. The FMV titles are really not that bad. The anime sequences are presented well with very little frame rate drop off, but this is easy to accomplish since there is no real-time input from the user during these sequences. Surprising around 40 titles were released for this system. But not all of these were for the kids.

[img width=300 height=350]http://www.videogameconsolelibrary.com/images/1990s/94_Bandai_Playdia/playdia_dbz_2_11.jpg[/img]
The Playdia was not succeeding at all and Bandai began feeling the fiscal repercussions of a failed system. The Sony Playstation entered the market just  months after its debut and sealed this system's fate. Looking to recoup their losses, Bandai released interactive anime adult titles to stem the negative financial losses incurred in the first two years of this console's life. Odd that a system initially tailored to the family would resort to these measures, but it worked. Bandai was able to get out with minimal losses after all was said and done in 1996. Plus, Bandai had significant resources devoted to a bigger project - the Bandai Pippin. But that is for another article.

The Bandai Playdia was a short lived and unsuccessful system. Even with devoting their efforts to a rather untapped market (children / families), the Playdia could not survive the release of the Sony Playstation. This is definitely not a recommended purchase for the gamer - only for a console collector. Though unique, the unit is not that pricey.  $100 USD should net you a CIB system. The Playdia is nice to look at in your collection, not so much when you fire it up and experience it.


The link to the full review of this system (including ratings, pictures and video):
http://www.videogameconso...rary.com/pg90-playdia.htm




Posted on Jul 26th 2008 at 12:40:44 AM by (Marriott_Guy)
Posted under The RFG Pulse, Atari, Nintendo, SNK, Mattel

Best Digital Controller

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A video game or console can be great, but without the right input device who really cares?  Playing a bit off of Tan's article on the Saitek Cyborg 3D Gold USB, The RFG Pulse wants your opinion on the Best Digital Controller.  But first a little history might be in order.

Digital controller technology was the primary method utilized until about the mid 1990's.  To put it simply, this was basically an On-Off technology: push a button, directional button or joystick and a single response was transmitted to the console to execute an action.  The amount of pressure applied was not a factor, as it is in today's analog controllers.

When considering your vote, take into account innovation, control, feel, overall performance and usability.  There were many, many more digital controllers released who did not make the list that you see in this poll.  The most notable missing is the 'pistol' controller for the Bally Professional Arcade - a truly sensitive and responsive controller for its time, but not considered a mainstream system by most gamers.

There are some heavy weights in this poll.  Who will win?  Vote and add a comment to state your case!

Atari 2600 - Joystick



Simple, elegant and easy to use.  A true classic.

Mattel Intellivision



Innovative at the time, allowing complex user input.  The 'circle' pad allowed quick directional input.


Nintendo NES



The introduction of the first gamepad.  The D-Pad exists to this day in our modern controllers.

Sega Genesis



Excellent design and fits like a comfortable pair of shoes.

Nintendo SNES



Slightly small, dog bone design, but introduced us to the 'shoulder' buttons still utilized today.

SNK Neo Geo AES



The mother of all controllers.  This true arcade stick was / is a classic with excellent control.

Comments are always welcomed!  Let's hear from you!



Posted on Jul 21st 2008 at 12:09:10 AM by (Marriott_Guy)
Posted under The RFG Pulse

Best Media Presentation

Getting poll results. Please wait...
Through the years we have seen games come in all sorts of packaging, some pleasant to the eye while others being downright abysmal.  This next installment of The RFG Pulse focuses on the overall appeal of the media's casing - not the performance or content of the format itself. 

When thinking about how to cast your vote, consider how well a particular game package would look in your Room of Doom.  Other items to consider are the durability and artwork of the housing for a respective system.  I did not include the latest CD or DVD game offerings - they pretty much are all the same (except the Xbox's distinctive neon green case).

Some of the pictures depicted below are not entirely indicative of the game case - but you get the general idea.  This is especially true with the Panasonic 3DO and the Neo Geo AES pictures.

Without further adieu, the contenders for the Best Media Presentation.

Sega Genesis



Excellent design, durability and artwork.

Atari 2600



Classic design with easy to read details


Nintendo NES



Great artwork on most games

Sega CD



Excellent design and distinct blue coloring utilized

Panasonic 3DO



Those long boxes were either loved or hated by all gamers.

SNK Neo Geo AES



Those monster carts and 'book binder' casings made you feel good about that big purchase

Comments are always welcomed - state your case on your choice.  Let's hear from you!



Posted on Jul 19th 2008 at 11:39:09 PM by (Marriott_Guy)
Posted under MGs Game Take, Elder Scrolls, Oblivion, RPG, Bethesda Softworks

Was this review interesting and\or helpful? (ES:SI)

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Being a hardcore RPG gamer and a huge fan of The Elder Scrolls IV: Oblivion, I have to admit I was a bit reluctant to make this purchase after being disappointed in the previous downloadable content offered by Bethesda. Sure, The Knights of the Nine did satiate my Oblivion appetite for a little while, but by no means did it satisfy my craving as completely as did the expansion packs Tribunal and Bloodmoon for The Elder Scrolls III: Morrowind. I am glad to report that the extra investment you will have to fork over for the Shivering Isles expansion will be money well spent.
 
Your quest begins on an island in the Niben Bay, which can be accessed at any time, by any character - there is no prerequisite for entering the domain of the Shivering Isles (there are leveled items in this new world, so level up a bit in Cyrodil if you want to add the really good items to your inventory). In this new realm, you will be greeted by fresh environments across the land and the dungeons/towns that you will frequent. The isles are comprised of two main political factions and their respective lands are portrayed well by the appropriate use of colors, textures, and wild life. The ruler is a fellow named Sheogoreth, who many of us know as the Daedric Prince of Madness. The world has an almost surreal feel to it, which accurately reflects the deranged minds of its inhabitants. Though presented beautifully, this new realm can never be mistaken for the almost 'Sound of Music' atmosphere that the general landscape of Cyrodil screams of.
 
[img width=250 height=354]http://www.rfgeneration.com/images/games/U-115/bf/U-115-S-02460-A.jpg[/img]

[img width=250 height=187]http://www.rfgeneration.com/images/games/U-115/ss/U-115-S-02460-A.jpg[/img]

[img width=250 height=187]http://www.rfgeneration.com/images/games/U-115/ss/ex/U-115-S-02460-A_00.jpg[/img]
Without giving away any spoilers, your main quest is to protect this demented paradise from, of course, an invasion from an evil force. You must rise through the ranks of this land through both factions, save the country, and become its ruler. New enemies will thwart your efforts, including the Knights of the Order, various hell hounds and the Grumnites, a race that is somewhat similar to the Orcs, though more organized. There are plenty of side quests apart from your main objective that are also available. These include the standard 'fetch item' missions to the more obscure (one nut wants 100 calipers to build a fantasy air ship that only resides in his mind).

The basic gameplay is the same as The Elder Scrolls IV: Oblivion - there have been no changes to any commands, menus, or the like. That being said, I will not review the general mechanics of the Shivering Isles since this has already been done in various reviews on Oblivion. I will say that certain graphical elements have improved over the already great performance of its parent - frame rate is more consistent, water reflections are improved, general AI of the new fiends you will encounter is better.

Many new types of armor, weapons, and magic are available for your discovery/purchase. Depending on your level, these may not replace any of your current inventory, but are nice additions. There are also two weapon shops that will create new items for you if you collect the respective ore that they request - this is very similar to the quest in the Bloodmoon expansion - not great items, but kind of cool. There are no houses or horses to buy as there are in Cyrodil, but you can acquire a new traveling companion, if completing a certain quest, that will aid you in your efforts against the minions.

You do receive 250 additional achievement points for completing all of the missions, but, curiously, your fame/infamy points are not affected at all for your deeds/actions. I think that this is a severe oversight on Bethesda's part - this is a stat I monitor frequently. Total additional game play will put you around 40 hours or so, more if you spend time exploring the vast isles.

Having the Xbox 360 version of ES IV, I downloaded the new content via Xbox Marketplace. The total download is a little under 1 gig, so make sure that you have the space available on your storage device. I have a relatively slow cable/DSL connection and it took around 40 minutes to download it.

Overall, I was very pleased with The Elder Scrolls IV: Shivering Isles and would highly recommend it. The download is pricey, but the content is varied, interesting, and most important, plentiful. Be prepared to let your loved ones know that, once again, you are a non-factor in real life and instead are going to take another journey into the world of Oblivion: Shivering Isles.



Posted on Jul 17th 2008 at 03:15:41 AM by (Marriott_Guy)
Posted under MGs Game Take, Kings Field II, ASCII, From Software

Was this review interesting and\or helpful? (KF2)

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Obviously, I am a big fan of this series.  Let's take a look at arguably the best release in this rather obscure FP RPG saga.


The second U.S. release in this series, King's Field II for the Sony PlayStation, published by ASCII Entertainment and developed by From Software, perfected the FP RPG genre set in its predecessor. True to form, you are free to undertake this extensive adventure as you deem fit. This may seem somewhat daunting to gamers who prefer a more linear approach to their gaming experience.

With the kingdom of Verdite once again in peril and the King having gone insane, this lengthy quest pits our hero (Lyle, son of the cursed King) in search of the source of terrible evil that has blighted his homeland. Once again, you are in search of the infamous Moonlight Sword and the magical power that is contained within.

Fans of the first release will feel right at home when playing King's Field II. The tried and true format of discovery and exploration are not only intact, but have been improved upon greatly. Many more weapons, armor, magic, and ancient artifacts are to be found in the vast country of Verdite. The main difference gamers will appreciate is the much improved environments that you will explore. The vastness of the outdoors are richly detailed and in complete 3D, full polygonal graphics. Earth tones are still the dominant color of choice, but have been put on steroids and communicate effectively the grim nature of the danger at hand.

[img width=250 height=187]http://www.rfgeneration.com/images/games/U-061/ss/ts/U-061-S-05790-A.jpg[/img]

[img width=250 height=187]http://www.rfgeneration.com/images/games/U-061/ss/es/U-061-S-05790-A.jpg[/img]
This time around, interaction with various NPCs (non-playable characters) is required to complete certain facets of the game. Do not worry though - they still sport the same ghastly, undefined faces as in the original. This may be a disappointment for some, but it does add to the dreamlike tone of the game. Significant differences now include the ability to review past conversations you have had with these individuals. This does assist when trying to complete certain side quests for that special set of armor that you have been searching for.

Another welcomed addition is the 'Pixie' map that you can acquire rather early on in the game. This is extremely helpful in navigating the various areas, and saves a great deal of time in unnecessary back-tracking. Monster AI has been improved upon as well, but employing 'strike-back up-move forward-strike again' tactics are again effective. Enemies will utilize different strategies against you, but the main advantage (or disadvantage) is the level of hit points they have compared to yours.

The FP game play rate hovers around 15-30 FPS, depending upon the amount of activity at any given time. The World is seamless and huge - there are no loading times between various sections of the country. As in the original King's Field, an almost surreal atmosphere prevails during game play. Levelssections of the homeland are varied and unique, with a strong sound theme accompanying each. Again, sound samplings for the creatures and actions are perfect and well utilized, both in the time used and comparative sound level to other ambient musiceffects.
 
The control is excellent, using the D-Pad to navigatemovelook at this richly detailed world. Executing attacks and other actions are intuitive and easy to perform. Your progress through the various sections is impeded by the level of the fiends that you encounter, right from the beginning of this saga.

Overall, King's Field II is an excellent sequel. Most arguably the best in the series, King's Field II is still not for everyone. The game play is still rather slow, even being compared to the standards utilized when it was released in 1996. However, the solid game play and overall presentation rate this game high amongst its contemporaries. Arm yourself with patience and diligence - this is an epic journey. This is a definite must-have for any fan of the RPG genre.



Posted on Jul 13th 2008 at 09:20:14 PM by (Marriott_Guy)
Posted under MGs Game Take, Kings Field, ASCII, From Software

Was this review interesting and\or helpful? (KF1)

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One of the initial releases for the Sony PlayStation, King's Field, published by ASCII Entertainment and developed by From Software, was a truly next-gen game for its time. This game was the first FP RPG, set in a massive environment where you alone dictate the game's action and events. The primary antagonist (Alexander/you) is left completely free to choose their own path to discover the vast island you are shipwrecked upon. This may seem somewhat daunting to gamers who prefer a more linear approach to their gaming experience.
 
This lengthy adventure pits our hero in search of the Moonlight Sword, which is required to save his home kingdom of Verdite. You are left on your own to recover this great artifact, given no direction at all. Your adventure thus begins.

Armed with your trusty sword, you venture into this unknown world in your quest. Many upgraded swords, weapons, armor, and magic are at your disposal - but first you must find them. Some are rather obvious, but most are hidden behind secret walls and openings you must first uncover. This is a great part of the King's Field experience - you never know what you will find and must be very explorative as you progress through the various parts of this island.
 
The FP game play rate hovers around 15-30 FPS, depending upon the amount of activity at any given time. The World is seamless and huge - there are no loading times between various sections of the island, which is detailed in full polygonal graphics with dark, almost gritty texture mapping. The feel of this island is almost surreal and is completely grim, which adds significantly to the overall appeal of this adventure.
 
[img width=200 align=right]http://www.rfgeneration.com/images/games/U-061/ss/U-061-S-05780-A.jpg[/img]The background music is appropriate for the varied environments that you traverse. However, the sound samplings for the creatures and actions are perfect. Though rather unspectacular on their own, the sound of a monster cackling around the corner or your sword striking a deserving foe are top-notch and performed at just the right time, and volume, to further enhance your experience.
 
King's Field is a difficult game. Your progress through the various sections is impeded by the level of the fiends that you encounter, right from the beginning of this saga. Enemy AI is not that great, but at times this is compensated for by the sheer numbers that you will encounter.

The control is excellent, using the D-Pad to navigate/move/look at this richly detailed world. Executing attacks and other actions are intuitive and easy to perform. The minimal numbers of NPCs that you will encounter interact with you slightly, and are pretty much useless, though their ghostly, undefined faces are somewhat appropriate for this journey.
 
Overall, King's Field is not for everyone. The graphics and sound are average, though collectively are entirely effective. The game play is rather slow and requires time to navigate the island. For those that are more akin to pure action-adventure type games, this will probably put you to sleep. On the other hand, if exploration and having the freedom to discover and create your own experience is your cup of tea, don't miss this hidden gem.



Posted on Jul 12th 2008 at 08:38:33 PM by (Marriott_Guy)
Posted under System Overview, Emerson, Arcadia, Bandai, Intellivision

[img width=300 align=right]http://www.rfgeneration.com/images/hardware/U-026/bf/U-026-H-00010-A.jpg[/img]In 1982, Emerson Radio Corporation decided to enter the video game hardware arena with their release of the Arcadia 2001. Better known for their development of affordable electronic products, this move was not entirely a big surprise. Emerson was always looking for market niches to penetrate to utilize their existing electronics manufacturing team. As with their previous releases of low-end, price friendly electrical component ventures, the Arcadia 2001 would eventually suffer the same fate.

The Arcadia 2001 is not necessarily a bad looking machine. The sturdy, brown plastic housing has a nice accent of wood grain trimming (which was very popular at that time). The console sports a very clean user interface, located in the front and center of the unit. Soft, rounded, gold colored buttons provide easy access to the main systems functions (Reset, Select, Option, Start). The square shaped Power button that flanks these buttons to the right does not really quite fit into the scheme - almost as if this was an afterthought of the chassis design team. The two, non-detachable keypads (Intellivision-type clone) rest in cradles to the left and right, though do not truly fit visually into the design of the console (maybe another afterthought). The Arcadia 2001 does sport one of the longest video RF cables I have seen - 12' long. The plug for the 12 Volt external power supply and a channel 3/4 switch adorn the back side of this system. There are two (2) screw 'holes' on the back as well. I have no idea what these are used for.

Underneath the hood, the Arcadia 2001 was powered by Signetics 2650 CPU running at 3.58 MHz which produced games in 8 colors and at a screen resolution of 208 x 108. The best way to describe games for the Arcadia 2001 is to think of an Atari 2600 release and inject it with a heavy does of steroids. The Arcadia 2001 was a more powerful machine that the console it was intended to dethrone, but Emerson lacked a critical component for success in the console wars - third party support.
 
[img width=300 align=right]http://www.rfgeneration.com/images/hardware/U-026/bb/U-026-H-00010-A.jpg[/img]Cartridges came in two different sizes and are black in color (USA) with well rendered artwork adorning the front of the cart (almost like a mini water color painting) and game instructions on the back. The title is displayed along the 'spine' of the cartridge in easy to read 'rainbow' lettering. The silver colored boxes are similar in size to the Atari 2600, but much more sturdy and are handsomely numbered. Many games come packaged with a controller overlay identical to the same concept used by Intellivision.  A number of popular games were developed for the Arcadia 2001, including Pacman, Galaxian and DefenderAtari successfully sued Emerson, and other companies, claiming they had exclusive rights to these game franchises. These games never saw the light of day and resulted in a waste of a great deal of capital. This left Emerson scrambling for suitor(s) to develop game software. With the Atari 5200 and the Coleco Colecovision about to be released, both being superior systems, development for the Arcadia 2001 was non existent. A total of 35 games (most arcade clones) were released for this system. Surprising, this console was manufactured and released in many different countries outside of the USA. All are basically the same, but differ in one significant way - cartridge size. Games are not necessarily compatible with all systems.

Development for the Arcadia 2001 ceased about one year after it's debut. Unable to compete with technologically superior consoles that were released at virtually the same time (Atari 5200 and Coleco ColecoVision) coupled with the lack of third party software support sealed this system's fate.
 
Prices seem to fluctuate greatly on this system and appear to be dependant on the respective model. Though this console was a relative failure and a mere blip on the radar, it is not that rare and can be easily obtained.



The link to the full review of this system (including ratings, pictures and video):
http://www.videogameconso...rary.com/pg80-arcadia.htm

Thanks all.

Terry (a.k.a. Marriott_Guy)
The Video Game Console Library
http://www.videogameconsolelibrary.com



Posted on Apr 26th 2008 at 10:36:22 PM by (Marriott_Guy)
Posted under System Overview, System Overview, Worlds of Wonder, Action Max, Nintendo, Atari, VHS, VCR

[img width=300 align=right]http://www.rfgeneration.com/images/hardware/U-033/bf/U-033-H-00010-A.jpg[/img]The year was 1987 and the video gaming world was ruled by the Nintendo Famicom, followed by a somewhat strong competitor in the Sega Master SystemAtari was still a big player at the time, though their recent releases of their 5200 and 7800 systems could not effectively compete with these newer breeds.  A company called Worlds of Wonder decided to enter into the fray with the release of the Action Max.  Though they had already established considerable ties to the gaming community during the mid 1980s, this system was already dead on arrival when it hit the store shelves.

Worlds of Wonder was founded by a group of former Atari programmers.  Being the original distributor of the Nintendo NES in the United States, they had strong ties to both technological and manufacturing resources.  The actions and reasoning behind the development of the Action Max is unknown.  Coming off the video game crash of 1984, many hardware manufacturers went bankrupt and new developers shied away from this video game console field (NEC being the main exception).  Obviously, this did not deter their efforts in creating a new system built upon possibly the most media formats ever devised – the VHS video cassette tapes. 

It is important to first describe how this system works, rather than to describe its physical and technical features as is the norm.  The Action Max is one of the few video game consoles that are not able to display graphics on its own – a VCR is required for game play (not included).  The system works by attaching directly to a VCR.  The VCR in turn transmits the video signal to your television.  Sound is delivered through the Action Max system itself – there is no option for external output.  The included Light Sensor must be plugged into the console, then 'connected' to the television screen via a suction cup.  As mentioned before, games are VCR tapes.  Pop in the game into your VCR, power up the Action Max and plug in the controller (light gun) and be prepared to fire away.  All games (a total of 5 were released) are the same, whether it is shooting a ghost or a submarine, these are simple point and shoot affairs.  What's worse, there is no change/reaction to anything being displayed to you when you score a 'hit' – a small noise is emitted from the console and the score counter increases.  There is no way to win or lose at these games – just high score bragging rights among your friends (better right them down since the Action Max doesn’t keep track of them at all for you).  Also, remember that this is a dumb VCR tape – replay value is -0-.  The tape itself cannot change, and playing a new game repeats the same positions and appearances of all foes.  Memorize where they will appear, maximize your score.

[img width=300 align=left]http://www.rfgeneration.com/images/hardware/U-033/bb/U-033-H-00010-A.jpg[/img]Now that the basic concept of the working of the Action Max has been described, let’s look at the console itself.  The system itself is rather nondescript.  The dark grey exterior casing is shaped and has the size of an aluminum container used for the family sized portion of a Stouffer’s pre-made meatloaf dinner.  Come to think about it, the weight is about the same as well (about 2 lbs.).  A white elongated "S" shaped plastic wedge breaks up the dull, solid colored top facing.  Residing here is a combination of three toggle switches and two dials that control the difficulty level and the number of players (supported two player mode).  The player's score was displayed here as well in classic, old-school red LED numbering. 

The front of the unit has jacks for a headphone and the controller, along with a toggle switch to mute the volume.  The back of the unit is more of the same – a jack for the power (external, not included but the unit can run off of C batteries), two mini-RCA jacks for the light sensors.  The controller is a more of the same - a simple dark grey light gun that feels rather fragile and does not have any girth to it, though it does fit OK in one’s hand.  'Shooting' the 'gun' emits a rather satisfying mechanical clicking noise – nothing like cap guns of the era, but still, with this console, it is all about the small pleasures.

Worlds of Wonder entered into bankruptcy in 1988, less than a year after the release of the Action Max.  The company is more noted for the development and production of various children’s product, including the Teddy Ruxpin interactive bear.  Many of the associates of Worlds of Wonder went on to join Nintendo in various capacities.

[img width=150 align=right]http://www.rfgeneration.com/images/games/U-033/bf/U-033-S-00040-A.jpg.jpg[/img]The Action Max was a short-lived system, and rightly so.  Compared to it's contemporaries, the static game play and poorly acted video VCR games did not stand a chance.  Think of the worst Sega CD FMV game released and multiple your disdain for it by 1000% - that would not accurately define an experience with the Action Max, but it would come close. 

This system is only recommended for collectors – there is no value here at all for among gamers of any level.  The unit is light, but the box is HUGE for this system – the packing alone is around 10" in depth.  I am not sure why the packaging was so extensive for this system – perhaps the marketing gurus at Worlds of Wonder thought that 'bigger was better' when seen on a store shelve.  It is certainly not needed for what it was designed to protect.  Though not seen a great deal for sale, these systems are pretty cheap to acquire through eBay.  Expect to pay no more than $50 USD for a complete system.  Games are not too rare either – they will run you around $10 USD a piece. 





The link to the full review of this system (including ratings, pictures and video):
http://www.videogameconso...ry.com/pg80-actionmax.htm

Thanks all.

Terry (a.k.a. Marriott_Guy)
The Video Game Console Library
http://www.videogameconsolelibrary.com


                                                                                                                                                                                                                                               
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