Domain: classicgaming.com
Stories and comments across the archive that link to classicgaming.com.
Stories · 48
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Learning to Code with a Boardgame
markmcb writes "While some of us cling tight to our memories of Apple-filled classrooms playing The Oregon Trail and driving our Turtle around in Logo, children today have many other ways to learn about the inner-working of computers and the code that drives them. Wired.com is running an interesting article about a boardgame in which players must use simple logic similar to that used in programming to get their skier down the mountain. From the article: 'Using basic math, players have to figure out which paths are open to them and then decide the fastest way to the finish line. The trick, however, is learning which paths are open to you using only programmer jargon like 'if (X==1)' then you can take the green path or 'while (X4) you can take the orange path,' where X is the roll of the die.'" -
Journey To The Heart of Castlevania
Via Press the Buttons, a website entitled The Castlevania Dungeon. Everything you could want to know about the Belmonts and their quest against undead ickyness is detailed here, with extensive plot details and screenshots. The site also has several features, including details on who made the games, magazine scans from previews and reviews, and Simon Belmont on Captain N. -
Journey To The Heart of Castlevania
Via Press the Buttons, a website entitled The Castlevania Dungeon. Everything you could want to know about the Belmonts and their quest against undead ickyness is detailed here, with extensive plot details and screenshots. The site also has several features, including details on who made the games, magazine scans from previews and reviews, and Simon Belmont on Captain N. -
Journey To The Heart of Castlevania
Via Press the Buttons, a website entitled The Castlevania Dungeon. Everything you could want to know about the Belmonts and their quest against undead ickyness is detailed here, with extensive plot details and screenshots. The site also has several features, including details on who made the games, magazine scans from previews and reviews, and Simon Belmont on Captain N. -
Journey To The Heart of Castlevania
Via Press the Buttons, a website entitled The Castlevania Dungeon. Everything you could want to know about the Belmonts and their quest against undead ickyness is detailed here, with extensive plot details and screenshots. The site also has several features, including details on who made the games, magazine scans from previews and reviews, and Simon Belmont on Captain N. -
Got Game
Eli Singer writes "Are gamer employees different? This is the question John Beck and Mitchell Wade answer in Got Game, How the Gamer Generation is Reshaping Business Forever. They argue that yes, employees who grew up with Nintendo, TurboGrafix and Genesis approach their work in fundamentally different ways than non-gaming workers. If you grew up with games, you can use this book to teach your boss how to appreciate your gaming abilities in the workplace." Read on for the rest of Singer's review. Got Game author John Beck & Mitchell Wade pages 202 publisher Harvard Business School Press rating 7/10 reviewer Eli Singer ISBN 1578519497 summary Got Game describes the unique abilites gamer employees bring to the workplace, and teaches managers how to harness these often untapped skills.1980s-era Nintendo-thumbed teenagers are now adults moving into senior positions in the workforce. As they move up, a cultural rift is forming in the workforce between the old guard who've never held a controller, and those who grew up hunting for the Triforce. Got Game proposes how to bridge this gap.
Beck and Wade argue that a massive culture gap began in the '80s when video game systems like the NES suddenly appeared in tens of millions of households across North America. Games radically reshaped youth for a whole generation by creating a new leisure activity with a distinctive culture. Ever since, gaming has become deeply embedded in our society and in the lives of each cohort over the last two decades.
At its core, Got Game is a guide for senior managers stumped at how to manage their gamer employees. Its purpose is to teach them that they must treat video games as serious preparation for the workforce, and that gamers possess a unique set of skills necessary in the modern business world:
"Anyone who actually looks at the games selling and being played knows that the typical video game is not the blood-spattering, media-grabbing, parent stressing cartoon that makes the nightly news on a slow or tragic day. Instead, it's a massive problem solving exercise wrapped in the veneer of an exotic adventure. Or it's the detailed simulation of an entire civilization, or a pivotal battle that affected the course of world history. Or it's a serious opportunity to try coaching a sports team or setting military strategy. In short, even if their surface is violent, sexist, or simpleminded (which is not true nearly as often as non-gamers believe), games are incredibly complex computer programs that lead the brain to new combinations of cognitive tasks."
The book is divided into two parts. The first three chapters are a primer for non-gamers, outlining video game culture, dispelling myths, and generally building the case for treating games and gamers seriously. Chapters four through eight, though, are where I thought the most innovative thinking lies. Here the authors draw explicit parallels between the skills people hone to win video games, and those needed in our global, techno-centric workforce. These chapters also go the extra distance by instructing managers on how to restructure their style to harness the skills in their gamer employees.
As a casual gamer, I found these aspects of the book helpful. By outlining the instances where managers and executives from outside the game generation don't see things the way I do, and then translating into terms they can understand, it is possible for me to effectively bridge the culture gap. Building understanding and common language reduces tension, making work less stressful, more fulfilling (and ultimately more like a video game!)
Here are some of the top insights in the book for non-gaming managers:
Tap into the gamer instinct for heroism
Gamers "have a hero's appetite for a challenge that requires full attention. Meeting these needs, giving the potential heroes who work for you a challenge that will inspire extreme efforts - can unleash enormous commitment."Don't let superficial badges of culture mislead you
"Remember the old fogies who thought men with long hair automatically couldn't be trusted? We boomers now have the chance to replicate the fogies' mistake, or to build on major assets that out less open-minded peers overlook."Don't dismiss gamers' ability to focus and multitask
"Gamer employees will prefer to be surrounded by extraneous noise and attentional clutter. They might want to have two or three activities assigned to them at once so that when they tire of one, they can move to the next, and then come back to the first when they have something useful to add."Manage your teams as group video games
"Structure team assignments like a game, providing clear high-level direction but also lots of room to explore. Tell your team, 'here are the boundaries; you can't go outside them, but inside try anything - open all the doors, run into the walls, find a way to succeed.'"Beck and Wade support their points of view with a commissioned study involving 2,500 business people. Graphed results are presented throughout comparing how gamers and non-games view risk, teamwork, decision-making, and responses to authority. While I realize that providing statistical support of ideas is essential, I didn't find the graphs or conclusions very compelling.
What I do appreciate is that in publishing this book, Harvard Business School Press is sending signals to the business community that video games are an important part of our culture and that we ought to consider the serious impact gaming is having in offices throughout the country.
The scope of this book goes beyond the 'important books for managers' genre. Proactive employees could easily benefit from strategically giving a copy to a boss to kickoff a conversation on refining a working relationship. For the more adventurous gamer, I'd recommend absorbing the business insights and using them to manage upward and get ahead in the workplace.
This will not be the last book about gamers in the workplace, but it does a good job kicking off the genre. I extend thanks to Beck and Wade for bringing attention to this real phenomenon.
Reviewer Eli Singer lives in Toronto. Apart from technology consulting, he blogs at singer.to and sends biking tours to Europe. You can purchase Got Game from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Got Game
Eli Singer writes "Are gamer employees different? This is the question John Beck and Mitchell Wade answer in Got Game, How the Gamer Generation is Reshaping Business Forever. They argue that yes, employees who grew up with Nintendo, TurboGrafix and Genesis approach their work in fundamentally different ways than non-gaming workers. If you grew up with games, you can use this book to teach your boss how to appreciate your gaming abilities in the workplace." Read on for the rest of Singer's review. Got Game author John Beck & Mitchell Wade pages 202 publisher Harvard Business School Press rating 7/10 reviewer Eli Singer ISBN 1578519497 summary Got Game describes the unique abilites gamer employees bring to the workplace, and teaches managers how to harness these often untapped skills.1980s-era Nintendo-thumbed teenagers are now adults moving into senior positions in the workforce. As they move up, a cultural rift is forming in the workforce between the old guard who've never held a controller, and those who grew up hunting for the Triforce. Got Game proposes how to bridge this gap.
Beck and Wade argue that a massive culture gap began in the '80s when video game systems like the NES suddenly appeared in tens of millions of households across North America. Games radically reshaped youth for a whole generation by creating a new leisure activity with a distinctive culture. Ever since, gaming has become deeply embedded in our society and in the lives of each cohort over the last two decades.
At its core, Got Game is a guide for senior managers stumped at how to manage their gamer employees. Its purpose is to teach them that they must treat video games as serious preparation for the workforce, and that gamers possess a unique set of skills necessary in the modern business world:
"Anyone who actually looks at the games selling and being played knows that the typical video game is not the blood-spattering, media-grabbing, parent stressing cartoon that makes the nightly news on a slow or tragic day. Instead, it's a massive problem solving exercise wrapped in the veneer of an exotic adventure. Or it's the detailed simulation of an entire civilization, or a pivotal battle that affected the course of world history. Or it's a serious opportunity to try coaching a sports team or setting military strategy. In short, even if their surface is violent, sexist, or simpleminded (which is not true nearly as often as non-gamers believe), games are incredibly complex computer programs that lead the brain to new combinations of cognitive tasks."
The book is divided into two parts. The first three chapters are a primer for non-gamers, outlining video game culture, dispelling myths, and generally building the case for treating games and gamers seriously. Chapters four through eight, though, are where I thought the most innovative thinking lies. Here the authors draw explicit parallels between the skills people hone to win video games, and those needed in our global, techno-centric workforce. These chapters also go the extra distance by instructing managers on how to restructure their style to harness the skills in their gamer employees.
As a casual gamer, I found these aspects of the book helpful. By outlining the instances where managers and executives from outside the game generation don't see things the way I do, and then translating into terms they can understand, it is possible for me to effectively bridge the culture gap. Building understanding and common language reduces tension, making work less stressful, more fulfilling (and ultimately more like a video game!)
Here are some of the top insights in the book for non-gaming managers:
Tap into the gamer instinct for heroism
Gamers "have a hero's appetite for a challenge that requires full attention. Meeting these needs, giving the potential heroes who work for you a challenge that will inspire extreme efforts - can unleash enormous commitment."Don't let superficial badges of culture mislead you
"Remember the old fogies who thought men with long hair automatically couldn't be trusted? We boomers now have the chance to replicate the fogies' mistake, or to build on major assets that out less open-minded peers overlook."Don't dismiss gamers' ability to focus and multitask
"Gamer employees will prefer to be surrounded by extraneous noise and attentional clutter. They might want to have two or three activities assigned to them at once so that when they tire of one, they can move to the next, and then come back to the first when they have something useful to add."Manage your teams as group video games
"Structure team assignments like a game, providing clear high-level direction but also lots of room to explore. Tell your team, 'here are the boundaries; you can't go outside them, but inside try anything - open all the doors, run into the walls, find a way to succeed.'"Beck and Wade support their points of view with a commissioned study involving 2,500 business people. Graphed results are presented throughout comparing how gamers and non-games view risk, teamwork, decision-making, and responses to authority. While I realize that providing statistical support of ideas is essential, I didn't find the graphs or conclusions very compelling.
What I do appreciate is that in publishing this book, Harvard Business School Press is sending signals to the business community that video games are an important part of our culture and that we ought to consider the serious impact gaming is having in offices throughout the country.
The scope of this book goes beyond the 'important books for managers' genre. Proactive employees could easily benefit from strategically giving a copy to a boss to kickoff a conversation on refining a working relationship. For the more adventurous gamer, I'd recommend absorbing the business insights and using them to manage upward and get ahead in the workplace.
This will not be the last book about gamers in the workplace, but it does a good job kicking off the genre. I extend thanks to Beck and Wade for bringing attention to this real phenomenon.
Reviewer Eli Singer lives in Toronto. Apart from technology consulting, he blogs at singer.to and sends biking tours to Europe. You can purchase Got Game from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Got Game
Eli Singer writes "Are gamer employees different? This is the question John Beck and Mitchell Wade answer in Got Game, How the Gamer Generation is Reshaping Business Forever. They argue that yes, employees who grew up with Nintendo, TurboGrafix and Genesis approach their work in fundamentally different ways than non-gaming workers. If you grew up with games, you can use this book to teach your boss how to appreciate your gaming abilities in the workplace." Read on for the rest of Singer's review. Got Game author John Beck & Mitchell Wade pages 202 publisher Harvard Business School Press rating 7/10 reviewer Eli Singer ISBN 1578519497 summary Got Game describes the unique abilites gamer employees bring to the workplace, and teaches managers how to harness these often untapped skills.1980s-era Nintendo-thumbed teenagers are now adults moving into senior positions in the workforce. As they move up, a cultural rift is forming in the workforce between the old guard who've never held a controller, and those who grew up hunting for the Triforce. Got Game proposes how to bridge this gap.
Beck and Wade argue that a massive culture gap began in the '80s when video game systems like the NES suddenly appeared in tens of millions of households across North America. Games radically reshaped youth for a whole generation by creating a new leisure activity with a distinctive culture. Ever since, gaming has become deeply embedded in our society and in the lives of each cohort over the last two decades.
At its core, Got Game is a guide for senior managers stumped at how to manage their gamer employees. Its purpose is to teach them that they must treat video games as serious preparation for the workforce, and that gamers possess a unique set of skills necessary in the modern business world:
"Anyone who actually looks at the games selling and being played knows that the typical video game is not the blood-spattering, media-grabbing, parent stressing cartoon that makes the nightly news on a slow or tragic day. Instead, it's a massive problem solving exercise wrapped in the veneer of an exotic adventure. Or it's the detailed simulation of an entire civilization, or a pivotal battle that affected the course of world history. Or it's a serious opportunity to try coaching a sports team or setting military strategy. In short, even if their surface is violent, sexist, or simpleminded (which is not true nearly as often as non-gamers believe), games are incredibly complex computer programs that lead the brain to new combinations of cognitive tasks."
The book is divided into two parts. The first three chapters are a primer for non-gamers, outlining video game culture, dispelling myths, and generally building the case for treating games and gamers seriously. Chapters four through eight, though, are where I thought the most innovative thinking lies. Here the authors draw explicit parallels between the skills people hone to win video games, and those needed in our global, techno-centric workforce. These chapters also go the extra distance by instructing managers on how to restructure their style to harness the skills in their gamer employees.
As a casual gamer, I found these aspects of the book helpful. By outlining the instances where managers and executives from outside the game generation don't see things the way I do, and then translating into terms they can understand, it is possible for me to effectively bridge the culture gap. Building understanding and common language reduces tension, making work less stressful, more fulfilling (and ultimately more like a video game!)
Here are some of the top insights in the book for non-gaming managers:
Tap into the gamer instinct for heroism
Gamers "have a hero's appetite for a challenge that requires full attention. Meeting these needs, giving the potential heroes who work for you a challenge that will inspire extreme efforts - can unleash enormous commitment."Don't let superficial badges of culture mislead you
"Remember the old fogies who thought men with long hair automatically couldn't be trusted? We boomers now have the chance to replicate the fogies' mistake, or to build on major assets that out less open-minded peers overlook."Don't dismiss gamers' ability to focus and multitask
"Gamer employees will prefer to be surrounded by extraneous noise and attentional clutter. They might want to have two or three activities assigned to them at once so that when they tire of one, they can move to the next, and then come back to the first when they have something useful to add."Manage your teams as group video games
"Structure team assignments like a game, providing clear high-level direction but also lots of room to explore. Tell your team, 'here are the boundaries; you can't go outside them, but inside try anything - open all the doors, run into the walls, find a way to succeed.'"Beck and Wade support their points of view with a commissioned study involving 2,500 business people. Graphed results are presented throughout comparing how gamers and non-games view risk, teamwork, decision-making, and responses to authority. While I realize that providing statistical support of ideas is essential, I didn't find the graphs or conclusions very compelling.
What I do appreciate is that in publishing this book, Harvard Business School Press is sending signals to the business community that video games are an important part of our culture and that we ought to consider the serious impact gaming is having in offices throughout the country.
The scope of this book goes beyond the 'important books for managers' genre. Proactive employees could easily benefit from strategically giving a copy to a boss to kickoff a conversation on refining a working relationship. For the more adventurous gamer, I'd recommend absorbing the business insights and using them to manage upward and get ahead in the workplace.
This will not be the last book about gamers in the workplace, but it does a good job kicking off the genre. I extend thanks to Beck and Wade for bringing attention to this real phenomenon.
Reviewer Eli Singer lives in Toronto. Apart from technology consulting, he blogs at singer.to and sends biking tours to Europe. You can purchase Got Game from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
'PalmPSOne' Takes PlayStation Into Handheld Domain
Anonymous Coward writes "'Some believe it was brought to Earth in the belly of an asteroid. Some believe it was created in a mad scientist's lab. Some believe Tom Brokaw's name is pronounced Tom Broke-off. These pages contain the real story. The unofficial PalmPSone, a custom-made portable PlayStation, was created over the course of about three months with a few hundred dollars (two units were made). Most would consider the cost of both time and materials to be far too high. Maybe, but it had to be done.'" This project is similar to Ben Heckendorn's PlayStation Portable, and there's an interview with Brian Gardiner, PalmPSOne's creator, over at IGN PS2, in which it's noted: "Gamers shouldn't be too disappointed since the nickel metal hydride batteries that power the PalmPSone provide a whopping one and a half hours of continuous gameplay." -
Videogame Nostalgia Isn't What It Used To be
Thanks to GameSpy for its 'Pixel' column discussing the dangers in letting videogame nostalgia run unchecked, as the author explains: "Number one: Just because it's old, doesn't mean it's particularly good. And number two, loosely based on Sturgeon's Law: 90% of all video games ever made are either mediocre or crap." He gives an example: "Case in point: A little PlayStation game called Gunners Heaven. It was a very early Japanese release by Sony... [and] the American import magazines covered it a bit and described it as a Gunstar Heroes clone", but the game, once acquired, "was thoroughly mediocre", showing "the dangers of unchecked nostalgic anticipation." -
Best Holiday Gaming Seasons Ever?
Thanks to GameSpy for their feature discussing the best videogaming holiday seasons of all time, as they point out: "Most of the biggest and best games, and many of the best game consoles, have all come out during the final months on the calendar." Their nominations include 1982, in which "Ms. Pac-Man ruled the arcades, and the previous arcade king, Donkey Kong, could finally come to our homes, packed in with the snazzy new ColecoVision", and 1996, where: "With the introduction of Mario 64 in September, gamers discovered the joys of games in 3D. With the release of Tomb Raider that same month, gamers discovered their hormones." What was your all-time favorite gaming Christmas? -
Japanese Fans Vote On Top 30 NES Games
Thanks to 1UP for their report on a Japanese poll rating the top 30 Famicom (NES) games of all time, as conducted for an upcoming Tokyo museum exhibition. The report comments that this poll is "an interesting look at the titles that were big in the early days of Japanese gaming, as well as what's held up in retrospect", and the Dragon Quest series (Dragon Warrior in the U.S.) is particularly well-represented, since "...all four Famicom games in the series made the top 10, compared to only one Final Fantasy." Also pointed out: "It's also interesting to see what's ahead of Super Mario Brothers 3, the most popular NES game in the United States. In Japan, they'd rather play Ice Climber and Balloon Fight." -
Are MS, W3C Barking Up Wrong Prior Art Tree?
theodp writes "CNET reports on how Microsoft and the W3C are spotlighting old technology - Pei Wei's Viola browser and W3C staff member Dave Raggett's HTML+ specification - in an effort to defeat Eolas' Web patent. In his ruling, the Eolas judge agreed that a Wei presentation that included an interactive image of a chessboard came close to prior art, but explained that the late 1994 date of invention excluded it from the ambit of prior art. Perhaps the judge might have ruled differently had he been shown January 1994 correspondence between Tim Berners-Lee, Pei Wei, Dave Raggett, and others in response to a challenge to match the prior art of the interactive, networked games that were operational on the PLATO system in the 70s at the University of Illinois to make it possible to develop browser-based chess games." (Read on for more.)theodp continues: "If they were up on PLATO history, Microsoft's lawyers could have shown the judge that operational prior art existed two decades earlier than Eolas', Wei's, and Raggett's efforts. Not only that, there are striking similarities between PLATO and Eolas patents. BTW, Eolas patent holder Michael Doyle obtained his degrees from the University of Illinois, where PLATO was developed and widely used."
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Castlevania - Innocence Lamented, 3D Debated
Thanks to GameSpot for their review of Castlevania:Lament Of Innocence for PlayStation 2, released today in the U.S., as they pronounce this "new 3D installment" to be "a fun, though fairly short and simple, game that marks a promising new beginning for this beloved series." GameSpy also have an interview with the creator, Konami producer Koji Igarashi, but end up judging the title a "very playable but somewhat dull game", and 1UP try a different tack by nominating the Top 10 Belmonts, discussing the "Belmont family of vampire hunters", before ruling similarly to the other reviews, albeit with a more upbeat edge: "Taken on its own terms, Lament of Innocence is a resounding success, and one of the best 3D action games on PS2." Would you prefer the Castlevania series stuck to 2D, or is 3D the only way to truly evolve it? -
Mario Gets Advanced Again, Parties On
Thanks to Game Informer for their hands-on impressions of Super Mario Advance 4 for GameBoy Advance, as the 20th October U.S. release nears for this handheld remake of Super Mario Bros 3, which GI suggest is "...probably the best platformer of the 8-bit generation, and also the best-selling video game in the United States of all time, across any platform." The game features e-Reader compatibility, "...where you can add new levels, power-ups, and level demonstrations by scanning in e-Cards", but unfortunately, "you will need two GBA devices" to use the e-Reader capabilities properly. IGN has an enthusiastic review of the game, mentioning Nintendo "will reportedly even create [e-Reader] cards featuring levels from the original Super Mario Bros. game", and elsewhere in the Mario franchise, French site GameKult has many new screenshots from the GameCube title Mario Party 5, due out Stateside on the 11th November. -
Ridiculous Game Character Names Exposed
Thanks to 1UP for their chart of the most ridiculous videogame character names ever. Among the crazed picks are Higharolla Kockamamie from Snake's Revenge ("How many 8-year-olds of the time were expected to get the Ayatollah Khomeini reference here is questionable"), Rocket Billy Redcadillac from Gungrave O.D. ("Here's a name so gloriously stupid, the mind protests at being asked to accept it"), and Fred Askare & Paula Abghoul from Castlevania IV ("Presumably from the same translation department that gave us Love Chaney, Jr. and Boris Karloffice.") Any other nominations? -
Donkey Konga - The Drums, The Majesty
Thanks to Nintendojo for revealing new details regarding the previously rumored, Namco/Nintendo co-produced GameCube-exclusive rhythm game, Donkey Konga. The site has pictures of the "new Congo Drum peripheral dubbed as 'Barrel Konga Drums'" which will be shipping with the game, and the 4-player, 32 music-track title may include the Super Mario Bros theme alongside "Latin beats, pop music, dance, classical, Anime and children's tunes." Adding to the fun, "the drums will include a microphone that's designed to pick up the sound of claps thus making the game require you to clap as well as bang on the drums", but Nintendojo reckon a U.S. release to be "highly unlikely" since "it caters too perfectly towards the Japanese audience" weaned on games like Taiko No Tatsujin. -
Ninja Gaiden - Unlockable Classics, Difficulty Worries?
Thanks to IGN Xbox for their hands-on look at Tecmo's Ninja Gaiden for the Xbox, as the eagerly-awaited ninja action title got an updated showing at the Tokyo Game Show. As well as what GameSpy call the "beautiful and frenetic action" of the main game, the developers showed off the NES Ninja Gaiden games that were recently announced as unlockable features, found "...hidden inside of a random chest. After finding it, series creator Tomonobu Itagaki directed us to a rundown arcade cabinet in the corner of the [in-game] room. Suddenly... we were playing the original Ninja Gaiden in all its 8-bit glory." Intriguingly, Itagaki was concerned that the new Ninja Gaiden was too easy, and "...said many Japanese gamers don't really like challenging games, and that he wanted to make sure the American fans were pleased and found the game challenging enough." -
Konami, Hudson Team Up, Smash Bros-Style
Thanks to Nintendojo for the news that Konami and Hudson are creating a mascot-infested fighting game in the vein of Nintendo's classic multiplayer fighter Super Smash Bros. The title, called Dream Mix World Fighters, is being released for PS2 and GameCube in Japan this December, and the game will ship "...featuring such enigmatic characters as Bomberman, Peach Taro, Master Higgins, Bonk, Takao, Yugo, Rika, Simon Belmont, Dracula, and many more." But, as Video-Fenky points out, where are the Kojima-game characters? -
Konami, Hudson Team Up, Smash Bros-Style
Thanks to Nintendojo for the news that Konami and Hudson are creating a mascot-infested fighting game in the vein of Nintendo's classic multiplayer fighter Super Smash Bros. The title, called Dream Mix World Fighters, is being released for PS2 and GameCube in Japan this December, and the game will ship "...featuring such enigmatic characters as Bomberman, Peach Taro, Master Higgins, Bonk, Takao, Yugo, Rika, Simon Belmont, Dracula, and many more." But, as Video-Fenky points out, where are the Kojima-game characters? -
Ninja Gaiden - Xbox's Post-KOTOR Killer App?
Thanks to IGN Xbox for their hands-on feature on Tecmo's Ninja Gaiden, claiming that Star Wars:Knights Of The Old Republic "...has some competition for game of the year" on Xbox. According to the effusive preview, "While the original Devil May Cry made it fun to juggle enemies with your gun and then slice them in half with your sword, Ninja Gaiden one-ups Capcom's classic with a combat system that is more free-flowing and naturalistic than any 3D action game I can remember." The game, a sequel to the classic NES title, is "...tentatively set to ship Holiday 2003." -
Mac OS X Classic Games Roundup
Alcimedes writes "Maybe I'm jaded as to the quality of games coming out these days, but I haven't found that much lately that really catches my eye. So it was with great joy that I returned to the SC2 project page to find out that my favorite game of all time, Star Control 2, has been ported to Mac OS X." Jay Brewer writes "Small Fry Studios will be releasing a Mac OS X version of our new shareware game, Hillbilly Whack! Save Winnie May! this fall. We've launched a small preview site with teaser trailers and screenshots of the classic-style-on-steroid game." Ambrosia has ported Escape Velocity and EV:Override (using the EV Nova engine) to Mac OS X, free to existing EV Nova customers. And Cliff Johnson's amazing The Fool's Errand has a sequel coming on Halloween Day, The Fool and his Money. You can go over now and catch the preview material, and download free copies of The Fool's Errand and 3 in Three (which work mostly fine in Classic mode on Mac OS X). -
Kirby Creator Leaves Company
Thanks to Gamers.com for their news that Masahiro Sakurai, creator of Super Smash Brothers and the Kirby series, announced his departure from developer HAL Labs in his latest column for the Japanese magazine Famitsu Weekly. Although an independent developer, HAL Laboratory is tied very closely to Nintendo, but Sakurai said that "...his departure was entirely amicable, and he is leaving with the approval of Nintendo president Satoru Iwata." Going forward, it's confirmed that "HAL will continue to develop games starring Kirby, although the fate of the Smash Brothers franchise remains uncertain", according to Sakurai's column. -
Scorched3D Takes Classic Series Crossplatform
Dave_B93 writes "Scorched3d (a Scorched Earth clone that features a 3D Environment, plus LAN and Internet play) has just released an update, to Build 35. It's now cross-platform (Win32, Linux, Solaris), and includes Server side bots, batteries, fuel, napalm, sand hogs, diggers and leapfrogs in addition to all the previous weapons. It's also been open-sourced under the GPL. You can find the SourceForge project here (Scorched3d was mentioned previously in this article.)" -
Michael Michael On PomPom Shmups
Thanks to an anonymous reader for pointing to an Adrenaline Vault interview with Michael Michael, one of the two developers at indie game outfit PomPom. They've just had their two good-looking PC shoot-em-up ('shmup') titles, the Robotron-inspired Mutant Storm and the Defender-inspired Space Tripper picked up by indie publisher GarageGames, and talk a little about the idea of "..more single stop online portals for quality independent developers, so that customers who buy a PomPom game and like it can return to the same site for similar titles by other developers, rather than hunting throughout the Internet" - definitely a good idea. -
Highs And Lows Of Game Character Design
Thanks to an anonymous reader for pointing to a Gamers.com article discussing the best and worst character designs in videogames. The author singles out his favorite designs, including Samus Aran, Solid Snake, and Sonic The Hedgehog, and then picks Ratchet, Plok, and Boogerman as examples of characters that just don't make the grade. It may not be the final word on the subject, but it's a good starting position to answer the question: "Who became an absorbing avatar with which to explore a virtual world, and who was just plain painful to look at?" -
Metroid - Zero Mission Previewed
Thanks to Nintendojo for posting a preview of the forthcoming GBA title, Metroid: Zero Mission. This game, which the site says is rumored to be either a prequel, or more likely, a partial remake of the NES Metroid, was shown only in video form at E3. The Metroid Database comes to similar conclusions about the game, saying "..it looks as though we will be taken back to Zebes for Samus' first encounter with Mother Brain, but this time our girl will have all the abilities and weapons she's gained in all her adventures since then." -
Metroid - Zero Mission Previewed
Thanks to Nintendojo for posting a preview of the forthcoming GBA title, Metroid: Zero Mission. This game, which the site says is rumored to be either a prequel, or more likely, a partial remake of the NES Metroid, was shown only in video form at E3. The Metroid Database comes to similar conclusions about the game, saying "..it looks as though we will be taken back to Zebes for Samus' first encounter with Mother Brain, but this time our girl will have all the abilities and weapons she's gained in all her adventures since then." -
Super Mario's Wacky Worlds?
Thanks to InsertCredit for pointing out a new article on The Black Moon Project regarding the lost Philips CD-I game, Super Mario's Wacky Worlds. This appears to have been in development by Novalogic (better known for the Comanche helicopter sims at the time) in 1992 and 1993. The article has info and screenshots from the partially finished prototype, which was intended to be an adaptation of Super Mario World for the CD-I with new levels and gameplay. What a genuinely odd find. -
Super Mario's Wacky Worlds?
Thanks to InsertCredit for pointing out a new article on The Black Moon Project regarding the lost Philips CD-I game, Super Mario's Wacky Worlds. This appears to have been in development by Novalogic (better known for the Comanche helicopter sims at the time) in 1992 and 1993. The article has info and screenshots from the partially finished prototype, which was intended to be an adaptation of Super Mario World for the CD-I with new levels and gameplay. What a genuinely odd find. -
US Shmup Ports - Ikaruga Vs. MLF2?
US conversions of Japanese games can either be beautifully done or amateurishly botched. And the 2D shoot-'em-up (aka shmup) genre has seen both over the past few weeks. First, there's been Atari's conversion of Treasure's vertical 2D shmup for Gamecube, Ikaruga, which has been generally hailed as 'a great thing', with the preservation of turn-to-vertical mode (play with your TV on its side to exactly replicate the arcade version!) and even an online score ranking system. On the other hand, the budget US release of vertical shooter Mobile Light Force 2 (actually Shikigami) from XS Games has prompted howls of derision from the hardcore fans, with a bizarre Charlie's Angels-aping cover that has nothing to do with the game, and vertical mode and cut-scenes removed. But then, the game is still fundamentally intact - so how much should these import changes matter if you can snag the game cheap? Opinions, as always, welcome. -
Developing Online Games
peterwayner writes "If you're a bit tired of programming books, API descriptions, tables of keywords, and arguments about which data structure is buzzword compliant, super-mega-efficient and intuitively easy to grasp, turn to Developing Online Games , a book that seems to have very little interest in many of the traditional challenges for programmers. The authors spend four lines discussing the best computer language for the job (C/C++), conclude that objects give "far more flexibility in design" and then move on to fun questions like how to make a online game compelling for achievers, socializers, killers and explorers. This book is a wonderful psychoanalysis of the gamer's mind and it should be the first and last book read by game developers about to start a quest to capture the hearts, minds and subscription fees of people on the Internet." Read on for the rest of Peter's review. Developing Online Games author Jessica Mulligan and Bridgette Patrovsky pages 495 publisher New Riders rating 8 reviewer Peter Wayner ISBN 1592730000 summary The Sociology of building online games.The book's strength lies in the deep experience of the authors and the efficient, occasionally gimlet-eyed voice they use to analyze their collective addiction. Jessica Mulligan's bio lists work on more than 50 online games like Ultima Online, while Bridgette Patrovsky's includes time building games for Electronic Arts, Sony and Interplay Online Services. If you believe that Online games are the latest thing, Mulligan would like you to know that you're wrong. She wrote a column celebrating the 30th birthday of the Online game in 1999. Rick Blomme wrote Spacewar back in 1969 and Dave Arneson started an RPG named Blackmoor in 1970 or 1971. It was so long ago, he can't be quite sure.
All of this experience weighs a bit heavily on the authors. The book is more of a core dump than a logical progression and that means we hear bitter echoes of the past. One section is entitled "Yes, it really will take 2-3 years to complete" and another is called "No, More Programmers Won't Make it Go Faster." These sections don't add much to the usual literature about herding cats, but they do offer a strong reminder that this isn't a task for slackers who never could get around to forming that garage band.
The better parts are aimed at the design of the games themselves. While game players are slaying monsters or saving Princesses, game designers are questing after a full Player Satisfaction Matrix. Good games sate the player's need for socialization, accomplishment, discovery and conflict as they journey from the state of confusion (0-1 month), on to excitement (2-4 months), glide through the state of involvement (5-48+ months) before landing in boredom (until VH1 starts making "Behind the Game" documentaries). The trick to good design is making sure that there's plenty to feed the player's involvement.
For instance, you may be driven to create a new persistent world that emphasizes socialization because you're tired of all that death. The authors gamed that scenario and decided that "killers do have a positive role to play from the point of view of the socializers." Good can't exist without evil acting as a contrast and besides, players can usually find some other passive/aggressive technique for stabbing each other in the back even if knife objects aren't instantiated.
The authors tend to view the online realms as ecosystems. If you want to "increase the number of achievers," then the authors advise that you "reduce the number of killers, but not too much" while maybe "increas[ing] the number of explorers." I suspect that these recommendations are to be taken with a grain of salt, but they do reflect the observations of people who've spent a long time managing these games. I'm even tempted to develop my own Sim Sim that lets you simulate the process of crafting a simulation.
Ultimately it's hard for the authors to offer much more than these recipes and matrices. The details about the management, the strategies for stopping cheaters, and the intricacies of player relations are essential parts of the journey, but those are only half of the battle. Making the characters sing and the world come to life is a job for the artist.
This book is like many of the simple guides for writing a screenplay. They talk about arcs, hinge points and beats, but end up counseling that the screenwriter should aim to make each of these "good," This book can't tell you how to make your characters "good," but it can give you much insight into how others have done it before.
You can purchase Developing Online Games from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Gobs Of Gaming Goodies
Warrior-GS writes "The final part of the Future of PC Gaming is up at GameSpy. This one deals with the future of user-created games and talks to developers and mod makers, as well as identifying tools that can assist them. There is also a Q&A with Warren Spector on where he thinks PC gaming is headed in the next several years." John Scabadone points to a "nice article featuring an update on the state of the handheld gaming industry along with a roundtable of some of the premier developers." Read on below for several more gaming updates, too.pandrew writes "Square has openly admitted to doing something people have been asking for for many years now: a sequel! Though not what most people have asked for (i.e. Final Fantasy 7) this is still a very big step in the Final Fantasy line, since no game in the series has ever had a follow up with a connecting storyline."
k-hell writes "The Mother of All Games, Scorched Earth has been updated to allow for playing on Internet. Rendered in OpenGL, Scorched 3D now features a 3D island environment and LAN and Internet play. See screenshots here. You can download a Windows binary package and/or Windows source package here. At the same time, you should also grab the excellent server browser The All-Seeing Eye."
Lucifer writes "'Sega announced a list of new Sega AGES game titles for PlayStation 2, remakes of their classic Master System, Mega Drive/Genesis, Saturn titles. Each game will retail for 2500 yen, and the first four titles are scheduled to release in Japan in summer 2003.' 15 years later and I'm going to start playing Phantasy Star again! ;-)"
Finally, bredroll writes "Attention fellow Geeks! Ever wanted to live 100ft underground in a ex British gov't nuclear bunker for three days and do nothing but geek at extreme levels and play LAN games? Well, we can help, This year's event includes food and bunks as well,
In-Bunker Events
- Battle Royale (Robot Wars-type event)
- Underground Noise Fest (see site)
- High-speed switched LAN
- Various LAN game tournaments
- NTK will be there
- + more ....
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Sega Master System is Reborn
Nick of NSTime writes "Various sources are reporting that a Brazilian company is releasing a new version of the venerable Sega Master System, dubbed the Sega Master System III. The case is a radical departure from the old SMS and SMS II. The thing to get excited about: it will include 74 games built-in. The translated page can be found here." -
SNES Portable
Tha_Zanthrax writes "This guy is really good: the same dude that built a portable PSX a while ago and has also made some really old Atari 2600 portable has did it again. This time he 'compressed' a Super Nintendo System. The comicbook-like intro is nice to." -
SNES Portable
Tha_Zanthrax writes "This guy is really good: the same dude that built a portable PSX a while ago and has also made some really old Atari 2600 portable has did it again. This time he 'compressed' a Super Nintendo System. The comicbook-like intro is nice to." -
Farewell to SNK
pliew writes: "There's a good article over at classic gaming with a reader's digest version of the history of SNK. I'm sure all readers here have at one point experienced video games on the neogeo console." -
Farewell to SNK
pliew writes: "There's a good article over at classic gaming with a reader's digest version of the history of SNK. I'm sure all readers here have at one point experienced video games on the neogeo console." -
Return to Castle Wolfenstein Ships
Screaming Lunatic writes "Woohoo, Return to Castle Wolfenstein has finally shipped. Check this story out at Yahoo. You should be able to buy it at the regular gaming shops. I highly recommend buying it rather than hacking it, as noted in Graeme Devines .plan file." CD: I am seriously flashing back to the Apple II game with a similar name, hope this doesn't suck like daikatana. -
Portable N64
Tha_Zanthrax writes "After the portable PlayStation a while ago, now there is a guy who built a Portable Nintendo 64. He already made a portable NES which he is now 'upgrading'. Cool, hacking your own hack." -
Portable N64
Tha_Zanthrax writes "After the portable PlayStation a while ago, now there is a guy who built a Portable Nintendo 64. He already made a portable NES which he is now 'upgrading'. Cool, hacking your own hack." -
PlayStation Portable
King Kool writes: "Apparently, some guy decided it would be cool to try to take apart his PSX and make it portable - and it worked. It has about 2 hours of batterylife (with screen and everything) and runs on a Sony Lithium battery. Pictures and documentation are included. Cool." -
PlayStation Portable
King Kool writes: "Apparently, some guy decided it would be cool to try to take apart his PSX and make it portable - and it worked. It has about 2 hours of batterylife (with screen and everything) and runs on a Sony Lithium battery. Pictures and documentation are included. Cool." -
Gunpei Yokoi: Mr. Nintendo
basscomm writes "Nintendojo has the first two parts of a two part editorial on the career of Gunpei Yokoi. Mr. Yokoi worked at Nintendo for many years and was responsible for such innovations as the D-pad, R.O.B., the Game and Watch, Kid Icarus, Metroid, the Game Boy, and the ill-fated Virtual Boy. This prolific inividual was killed in an automobile accident in 1997." -
Exceptionally Unexceptional Quickies
Starting the show off with some cool do-it-yourselfer sorta projects: Diederik Meijer submitted the The Silicon Graphics Refrigerator Project (or: How To Turn a $175.000 High-End SGI Challenge DM Server into a Fridge). Next up, mdaughtrey built a Mechanical Hit Counter jrbx1 sent us a link to an in-dash Atari 2600. Even coolor is that the dash its in is attached to a 1978 volkswagon ;) rednax sent us a review of a kit for adding neon to your PC. If you're not skilled enough to hack how it works, at least you can pretend you're cool and hack how it looks! I Nothing is more dangerous then glewtion's link to a story about a sculpture in england that that worries people since the heat it generates cook fry a bird mid-air. Oh, and I lied: even more dangerous then art is amasci's link to making pet ball-lightning. In your microwave, duh. If you've got some spare time, MxTxL submitted something that we've been seeing more of, email games. This one is battlemail, which apparently is glorified addictive paper rock scissors. f you were an Anime character, here's some helpful hints to keep in mind. Hieronymus Coward sent us a bit about The Drew Carrey Show featuring a 2 minute segment based on the sims. I wonder if they will use the vibromatic bed, actually the next expansion comes out soon (today?) so I probably am gonna have to resurrect my neighborhood sometime soon. Thirsty? Dipfan sent in a story about Coke wanting to put soda fountain style coke in every house right next to the water dispenser. Got Carbonated Milk? Finally for a little random product plugging, Rustin H. Wright found a place selling penguin crossing signs. Finally, anotherone noted that you can use Google in full swedish bork bork chef glory. -
Slashback: 2600, X-Many Bytes, Results
Tonight: Reactions and reductions of previous Slashdot appearances, including but not limited to: in-dash video gaming for the less upwardly mobile; a CSS descrambler you could scratch as a crib onto the side of your #2 pencil; and more on the engineers vs. scientists brouhaha. Enjoy!I like the driving game in front of the windshield. Not everyone has the cash or the gumption to outfit his Macintosh with a Pathfinder; for the computationally experimental on a more modest budget, there is an easier way. wing_king writes: "A fellow named Troy Kellogg managed to hack an actual Atari 2600 console into the dashboard of his 1978 Volkswagen. The "AtariMobile" even has controller ports and a screen built right into the dash! The AtariMobile site has some pictures of the unit and some details on its construction. What a way to kill all that time sitting at stoplights."
Please tell me this is only for passengers and while parked, ok? I own one of these micro televisions, and it seems like playing on a screen that size while hunched over the stickshift might constitute more work than this labor-intensive project took in the first place. Wow.
Stir, reduce and simmer, stir in indignation: Aimster has removed the Pig Latin Encoder software from its site. And if that wasn't enough trivial encoding for you ...
If just over 500 bytes still wasn't small enough for your new MPAA-mocking tattoo, note that the famous Content Scramble System most famously De-flated with DeCSS has fallen anew.
PotatoNO writes: "Charles H. Hannum has created an even smaller DeCSS decoder than the perl script posted a few days ago. This one is written in C and takes 442 bytes, beating the perl script by 30 bytes. It's small and in C, so of course it's speedy. Hannum's program can decode in excess of 21.5MBps which is faster than the DVD spec allows for. That means it can actually be used for realtime playback."
Now hold on a goldarned minute there! William Evans, of Clark University's Dept. of Computer Science, took issue with the report Tuesday night in which drhpbaldy wrote: "At the latest ACM meeting, scientists and engineers threw mud at computer scientists for not contributing anything useful."
Wrote Evans in response:
"There seems to be some confusion as to what computer science is, and who computer scientists are. Programmers and other IT workers are not, for the most part, computer scientists--they're programmers and other IT workers. This is by no means disparaging, but simply a delineation based on definition.
Computer scientists study the branch of mathematics dealing with computation.
In the terms of your story, it was perhaps 'computer scientists' throwing mud at 'programmers and other IT professionals.' In actuality, though, it was mud thrown at business executives, and the ages-old indictment of the larger culture of western corporate management."
What medal do you get for 11th? ;) Rathnor writes: "I've spent the last week or so in Vancouver, Canada in the lead up to the ACM International Collegiate Programming Contest World finals. I'm a reserve in the University of NSW Team from Australia. Its been a great week with lots of cool things done for us from IBM and UPE.
The results are officially out and presented: The winners were: St Petersberg State University Second place: Virginia Tech the rest of the standings can be found here. (We made 11th)"
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Slashback: 2600, X-Many Bytes, Results
Tonight: Reactions and reductions of previous Slashdot appearances, including but not limited to: in-dash video gaming for the less upwardly mobile; a CSS descrambler you could scratch as a crib onto the side of your #2 pencil; and more on the engineers vs. scientists brouhaha. Enjoy!I like the driving game in front of the windshield. Not everyone has the cash or the gumption to outfit his Macintosh with a Pathfinder; for the computationally experimental on a more modest budget, there is an easier way. wing_king writes: "A fellow named Troy Kellogg managed to hack an actual Atari 2600 console into the dashboard of his 1978 Volkswagen. The "AtariMobile" even has controller ports and a screen built right into the dash! The AtariMobile site has some pictures of the unit and some details on its construction. What a way to kill all that time sitting at stoplights."
Please tell me this is only for passengers and while parked, ok? I own one of these micro televisions, and it seems like playing on a screen that size while hunched over the stickshift might constitute more work than this labor-intensive project took in the first place. Wow.
Stir, reduce and simmer, stir in indignation: Aimster has removed the Pig Latin Encoder software from its site. And if that wasn't enough trivial encoding for you ...
If just over 500 bytes still wasn't small enough for your new MPAA-mocking tattoo, note that the famous Content Scramble System most famously De-flated with DeCSS has fallen anew.
PotatoNO writes: "Charles H. Hannum has created an even smaller DeCSS decoder than the perl script posted a few days ago. This one is written in C and takes 442 bytes, beating the perl script by 30 bytes. It's small and in C, so of course it's speedy. Hannum's program can decode in excess of 21.5MBps which is faster than the DVD spec allows for. That means it can actually be used for realtime playback."
Now hold on a goldarned minute there! William Evans, of Clark University's Dept. of Computer Science, took issue with the report Tuesday night in which drhpbaldy wrote: "At the latest ACM meeting, scientists and engineers threw mud at computer scientists for not contributing anything useful."
Wrote Evans in response:
"There seems to be some confusion as to what computer science is, and who computer scientists are. Programmers and other IT workers are not, for the most part, computer scientists--they're programmers and other IT workers. This is by no means disparaging, but simply a delineation based on definition.
Computer scientists study the branch of mathematics dealing with computation.
In the terms of your story, it was perhaps 'computer scientists' throwing mud at 'programmers and other IT professionals.' In actuality, though, it was mud thrown at business executives, and the ages-old indictment of the larger culture of western corporate management."
What medal do you get for 11th? ;) Rathnor writes: "I've spent the last week or so in Vancouver, Canada in the lead up to the ACM International Collegiate Programming Contest World finals. I'm a reserve in the University of NSW Team from Australia. Its been a great week with lots of cool things done for us from IBM and UPE.
The results are officially out and presented: The winners were: St Petersberg State University Second place: Virginia Tech the rest of the standings can be found here. (We made 11th)"
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Court rejects SONY's restraining order against Connectix
Gon writes "According to this Techweb story, the emulation side has legal precedent on their side. This might explain why the SF court rejected SONY's request for a restraining order against Connectix." Kristian Dorland sent us this email from the authors of UltraHLE who claim they have not been contacted by Nintendo and that they know nothing about the security device Nintendo claims they circumvented in the N64." Interesting Ultra HLE Tech doc posted by an AC below.