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Blogger Archive: Marriott_Guy
Tiger Woods 2008, released on multiple platforms this past September by EA Sports, has endured a beating normally reserved for rent-a-cars on most forums. Most of the complaints revolve around game freezes, instable EA online servers, lack of character clothing options and most importantly the hair-trigger analog controls. To the delight of old-school gamers, and possibly a welcomed addition to frustrated analog video golfers, EA (Electronic Arts) has brought back an old friend, the 3-Click swing meter. This article is not necessarily a full review of Tiger Woods 2008, but more of reflection on the reintroduction of this swing meter interface.
I admit I am an older gamer, and have been a fan of video golf games for some 30 years. I started out playing Computer Golf for the Odyssey II at home and Birdie King at the arcades. I was thrilled with the evolution of the golf game genre on all platforms including Big Event Golf (arcade), the PGA Tour series on the Sega Genesis, and the Links series for the PC. My virtual golf life ended with the release of Tiger Woods PGA Tour 2001. The new analog stick swing interface replaced my tried and trusted ways. This was devastating for me. I did not have the time (due to work), to master this new video swing technology. I became frustrated since my drives off the tee went only 167 yards and usually in the trees or the muck bordering the fairway (on a good day, it being my fairway). Sure, there was Swing Away Golf for the PS2 that was the one game that still employed the 3-Click swing meter for the next generation systems (at that time) . It was just not the same game as my beloved PGA Tour series.
I first downloaded on the Xbox 360 the demo of Tiger Woods 2008 once I read that the 3-Click swing meter was brought back from the dead. Obviously I was very happy to be reacquainted with an old friend. I could once again compete off/on-line with a certain degree of competency right away. Naysayers will argue that the 3-Click swing meter makes things too easy and does not truly test the video golfers skill. I can not say that I completely disagree with this. However, EA did reopen up a market to all of the people that grew up playing and loving the original PGA Tour series.
Most of the complaints on this game have been addressed through two (2) game updates. Remaining issues mostly revolve around computer player AI and online play/server performance.
Overall, I am thoroughly enjoying Tiger Woods 2008 (Xbox 360 version). Though there are some problems with it, the reintroduction of the 3-Click swing meter has made me a born-again follower of the series.
Life on the links has been revived for us old-school video golf gamers!
[img width=300 align=right]http://www.rfgeneration.com/images/hardware/J-136/bf/J-136-H-00010-A.jpg[/img]Casio of Japan, a successful electronics manufacturer, released their first video game console, the Casio PV-1000 in October of 1983 for 14,8000 yen ($129 USD). Debuting against the likes of the Sega SG-1000 and the Nintendo Famicom, this extremely rare and obscure system rapidly was an afterthought and not to be seen on video game store shelves shortly after its release.
The PV-1000 itself is not unattractive and the housing feels very well constructed utilizing thick, durable plastics. Dark-teal in color and rectangular in shape, the soft, curved molding culminates with the game cartridge tier. The front inputs are simple but elegant - two joystick ports are centered in the front of the unit face. The back features the same no-nonsense approach with the power connection and RF connectors anchoring the far left and right. The power toggle switch is located on the right side and there is a port on the left side of the system that resembles a PC connector of some sort (use unknown to me). Overall, the PV-1000 design is sleek, unobtrusive and modern compared to its counterparts.
[img width=300 align=left]http://www.rfgeneration.com/images/hardware/J-136/bb/J-136-H-00010-A.jpg[/img] Powered by a Z80A micro-processor at 3.5Mhz and 2Kb of RAM, this engine was able to display games at a resolution of 256 x 192 pixels in 8 colors. Games were released on cartridges approximately the size of Nintendo Famicom carts. A total of 15 games were released for this system, mostly ports of earlier Casio releases for MSX compatible computers including Pooyan, Amidar, Tutankhamon and Dig-Dug. Overall video quality is comparable to the Colecovision. Game control is driven through a solid joystick featuring one (1) fire button at the top of the it along with a 'start', 'select' and a large auxillary button at it's base (packed in with the system). Casio also produced the PV-2000 in December 1983, which was a computer version of the PV-1000. Both the PV-1000 and PV-2000 joysticks are compatible though the game cartridges are not.
Overall, the Casio PV-1000 was a below average system when it debuted and met its demise quickly. This is an extremely rare item and only recommended for the ultra-serious console collector. This console was released solely in Japan for a short period of time. I do not have a recommendation for price since I have only seen one of these systems once for sale - the one pictured in this review. Be prepared to invest heavily if you do wish to pursue - games are just as scarce and pricey.
[img width=300 align=right]http://www.rfgeneration.com/images/hardware/C-142/bf/C-142-H-00010-A.jpg[/img] In 1995, Funtech Entertainment Corporation released the first original gaming system in Taiwan - the Super A'Can. Produced and sold exclusively in its native country, the console and controllers feel very fragile, constructed of thin plastics that belies its strong, dark grey outwardly appearance and extremely high price tag. This system is often mistaken as a SNES (Super Nintendo Entertainment System) clone due to both the physical design and the processor powering this unit. A closer inspection of this rare oddity reveals a different picture.
Appearing just at the end of the hugely successful 16-bit era, the Super A'Can utilizes dual Motorola processors to deliver its gaming experience. The first of these central processing units (CPU) was the 16-bit Motorola 68000, which was also the driving core used in the Sega Genesis and Neo Geo AES systems. The 8-bit Motorola 6502, which originally debuted inside the NES (Nintendo Entertainment System), comprised the second CPU. This dual engine rendered games using a 32,768 color palette and was quite powerful compared to the rest of the 16-bit systems. This processing power would have been a significant advantage for the Super A'Can if this console was released in 1989 instead of 1995. 32-bit technology was already being fully utilized within the gaming market at the time of its release and the Super A'Can was technologically obsolete before it hit the store shelves.
The twelve (12) confirmed games, with an additional nine (9) rumored to be in existence, were released in rather large, SNES-like cartridges. Games came presented in flamboyant, cardboard boxes which included a plastic game holder and instruction manual (also well presented). This matched the fun and playful design of the systems packaging. Overall game graphics and play are very similar to the Neo Geo and SNES. Bold, vibrant colors are pleasantly displayed in 2D environments. One of the best games for this system is C.U.G., a Super Mario type clone. The complete list of confirmed games for the Super A'Can :
[img width=300 align=left]http://www.videogameconsolelibrary.com/images/1990s/95_Funtech_Super_ACan/95_Funtech_Super_ACan_Games.jpg[/img]
- BoomZoo
- C.U.G.
- Dragon Force
- Formosa Duel
- Gambling Lord
- Magic-Stick Billiards
- Monopoly: Adventure in Africa
- Rebel Star
- Sango Fighter
- Sonic Flying Dragon
- Super Taiwanese Baseball League
- The Son of Evil
The Super A'Can failed miserably due to utilizing outdated technology and being initially offered for sale at an exorbitant price. Very few of these systems were sold, and it has been reported that Funtech Entertainment Corporation lost $6 million USD in this venture. Unsold units were disassembled and were parted out to various companies in the USA and abroad.
Collecting for this console is an expensive proposition, due to the limited number of units that were purchased and the exclusivity to the Taiwanese market. Expect to invest heavily if pursing this console - $100/$150 USD for a loose system, $250 USD plus for complete in box (CIB). Unfortunately, games are more rare that the system itself and usually run around $50 a piece for the common games more for the more elusive titles. Super A'Can systems and games are most commonly found from Taiwanese sellers. Shipping costs to the USA will run you a few dollars, but overall are quite reasonable compared to other countries.
Overall, the Super A'Can is a pretty rare console solely due to its failure in the gaming industry. There is nothing extraordinary about the system or the game library for it. Only serious console/game collectors should pursue purchasing the Super A'Can - the system itself does not warrant the high investment by the casual gamer.
[img width=300 align=right]http://www.rfgeneration.com/images/hardware/E-114/bf/E-114-H-00010-G.jpg[/img] The GX4000, released in the UK in 1989 by Amstrad, is definitely one of the most unique looking video game consoles ever released. Amstrad, a popular computer manufacturer, looked to cash in on the lucrative video game console market like many of its peers had attempted to do, some more successful than others. Sporting a very sleek design that resembles the snow speeder in Star Wars, looking underneath the hood of this console reveals anything but space-age technology at the time of its release.
The GX4000 is basically a modified CPC6128+ computer. This enabled the console to be compatible with many existing CPC computer games and applications. The system came packaged with the two controllers (NES style), AV cables and a racing game entitled Burnin Rubber. Released for commercial sale for $99 (British Pound), this console was moderately priced at its time. With a substantial amount of readily available ports from the CPC, the GX4000 would not have to entirely rely upon new game development but could be subsidized by its sister system(s) for game content/programming. Even with all of these positive measures, the GX4000 was doomed from the beginning.
The GX4000 was powered by an 8 bit Zilog Z80A processor, which could display a color palette of 4096 (impressive at the time for an 8 bit system) and enhanced sound. The drawback - 16 bit processing technology was released by Sega (and shortly thereafter Nintendo) just after the GX4000 hit the store shelves - this sealed this consoles fate. Porting of the inferior CPC games to the GX4000 did not prove to be financially sound and was quickly abandoned. Around 32 games were released for this console and could be found in the bargain bins throughout the UK along with the GX4000 system within months of it's initial release.
The GX4000 is an interesting system, but only recommended as a purchase for collectors. Readily available in the UK and abroad through eBay and like services, a CIB (complete in box) system can run you around $50-$100 USD, much less in the UK, but keep in mind that shipping costs can be pricey (around $70 USD from the UK to the USA).
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