Showing posts with label how videogames changed the world. Show all posts
Showing posts with label how videogames changed the world. Show all posts

Sunday, 7 December 2014

SEGA Mega Drive / Genesis: Collected Works – Review

Any great book starts with a beginning...


And here it begins where it should always start – at the birth before the start. Before the Mega Drive / Genesis came about and the advertising and the games development. Before the original hardware and then the hardware add-ons that came with it. Before the end.


This story illustrates how Sega went head to head with Nintendo when Nintendo was at the top of it’s game bringing about the ups and the downs and the story behind this epic saga of console wars. What came from this was a series of legendary titles that any gamer in their right mind should own.

Whether you are a Sega fan boy or girl it doesn't matter. The likes of Sonic 2, Streets of Rage, Golden Axe and many other games adorn this epic Sega saga. This is a global affair too – covering the Genesis in the US to the European Mega Drive, as well as the Japanese incarnation.

So this is just a written affair? Not at all. Once the story has been told by Games Journalist, Keith Stuart of the Guardian (and it doesn't drag on – just the right length for us personally with little time to spare to read these days!) we get into the visual representation of what makes the Mega Drive an icon, as well as a leading games consoles of it’s time.

This is split into key categories – some of which include:

Hardware; including development documents, schematics, a showcase of hardware released concept drawings, as well as those which remained as concepts. Even to the extent of showing product design notes for the avid fan.

Game Packaging and Character design; a massive amount of detail and artistry here. Many previously unpublished items and visual references to the wonder of Sega in the 90s.


Interviews; here we get underneath of the skin of the brand and the people who pioneered the industry at the time. From the legend of Yu Suzuki who made the arcades his own in the 80s, to Art Director Kazuyuki Hoshino – famous for his involvement with Sonic Team in the early 90s and beyond. This is an interview list that you won’t see elsewhere.



Benefactors; finishing off nicely the book thanks the gamers who made it happen….You and us here at GYL. The community who not only put their hand in their pocket to fund the book on Kickstarter. But we all helped in talking about this book during the funding period – shared it with our friends out there in the world and made it happen. We also couldn’t have done it without one man, Darren (Wall) himself of Read-Only Memory. Without Darren and his vision for the book from the concept to delivery we wouldn't have such a great legacy told in print.



The book uses the highest quality printing and reproduction to bring this all to life. Each section in the book not only uses different paper stock but different layouts to wow us.  The complete book is a solid piece indeed.

In some ways a review like this could be spoiling your own surprise factor, so we can’t go into every little detail which might do that. Like a good movie you should find out for yourself. Hopefully the images and words here tell some of that story to give you an insight without giving too much away.



Whether you lived through the early 90s and throughout to the late period of the Mega Drive - or whether you a younger gamer picking the Mega Drive up now as a retro console for the first time -  this book is going to appeal to you.

In terms of a book on the subject – we think this is the No 1 choice for anyone.

You can buy the book from Read-Only Memory – here is the link: http://readonlymemory.vg/ 



Sunday, 16 November 2014

Another World: The Phenomenon

As a kid I loved games. It didn't matter to me if they were good or not, I still loved playing them. Each was a different experience, with a distinct graphical style and unique music and that was what was important to me at the time.  



Even the not-so-good games were worth a quick blast every once in a while but most didn't hold my attention for too long; There were just too many other games to play and besides, completing a game was an insurmountable task which demanded the kind of dedication I couldn't commit to just one game given the glut available. In short I was a computer game tart, just out for quick and easy thrills.

Once in a while though, something comes along that's so unlike anything else that it's like being woken up with a frappuccino enema.  I can still remember my first glimpses of Another World, contained in this Amiga 600 TV advert:





I didn't know what it was at the time as it isn't mentioned by name within the advert, but it looked incredible and unlike anything I'd ever played before and I'd been an Amiga user for years.  With a bit of asking around in the playground, I soon discovered the title and then set out to acquire the game for myself.


On booting the game for the first of many, many times, I was immediately captivated by the visuals.  I'd seen much more detailed graphics before, but there was something about the style and accuracy of the animation which made it seem special.  

I was convinced that the lack of detail was an artistic decision rather than the result of technical limitation and it's uniqueness added immensely to the immersion and mystique of the game.  




While some other games were trying to make the graphics as realistic as possible, this game concentrated on accurately capturing movement and subtle gestures for it's realism and unlike the others, it succeeded.


I now know that these natural movements were captured by a technique known as 'Rotoscoping' whereby the actions of a real-world stand in - such as a toy Ferrari and cut-out pistol - are filmed and traced from a TV screen one frame at a time. 


This is the kind of painstaking attention to detail which really added to the experience. Some may question whether it would it have been a lesser game if swigging from that drinks can, or grabbing that pistol didn't look quite so realistic, but while the gameplay may have been the same, the experience over-all would have suffered tremendously. Those carefully crafted incidental moments anchored the game in actual reality, making the highly stylised visuals more striking but somehow more natural at the same time.

The visuals and clean sound effects of the lavish intro were exceptional and I was immediately hooked. I couldn't wait for the game to start and as it turned out, I hadn't realised that it actually had already and I got munched immediately. No start screen, no menus just straight in - sink or swim, quite literally as it turned out! 

Gamers of the time were accustomed to a noticeable change in quality of visuals between the into and game proper and it would be many years before we saw game engine driven cut-scenes becoming the norm. Already this was feeling like an interactive movie, and not the naff kind of poorly acted, grainy FMV tosh that become popular in the early days of CD-ROM. The game proper had been running for just a few seconds and it had already broken new ground almost all areas.  What was to lay in store on the next screen? And the screen after that? I needed to know, I was going to find out - the game world had beckoned me. How could I refuse such a rare invitation.

And what a world. How completely realised and sublimely rendered.  The lack of graphical detailing actually enhanced the visuals as it dared the imagination to complete the picture the that superb animations hinted at. Incidental details included to enhance the immersion; Distant, wondrous mountain ranges and dreamy vistas punctuated with strange and fearsome creatures.  

Strange, towering cityscapes archaic in appearance yet alive with futuristic technology and hostile natives.  And to complete the experience, sounds, dreamily reminiscent and startling realistic. Now this was a world worth exploring if you could survive. 

Being unceremoniously dumped into a completely foreign environment with no tutorial to explain the controls was yet another bold move, but it was a challenge I relished.  

Again and again as new challenges arose, the player is forced to adapt and learn, or die.  The pistol for instance; once acquired, only by the careful observation of others wielding this versatile weapon will you unlock it's full potential.  

Fail to pick up on the clues and you'll die. You'll be eaten, mauled, have your head gnawed off, you legs chewed through, fall to your death, drown, be pummeled by rocks, be beaten to a pulp or have your moist flesh zapped off leaving only a carbonised skeleton unable to support it's own structure. 

Back at my school on Earth, an informal support group spontaneously developed amongst us Amiga owners. 

Problems and potential solutions to each of the puzzles could be discussed, theories and anecdotes about the world were exchanged and achievements applauded. 

This helped lend gravitas to the actual game as kudos was up for grabs if you were the first to figure out how to pass a certain point.

What unfolded was to be an epic journey of exploration, adventure and even companionship.  A glorious, balanced mix of desperate combat and devious puzzle solving; each as tricky as the other.



There were furious firefights where the air was livid with crisp, sizzling laser beams.  These encounters required cunning tactics as well as a quick trigger, using all available resources and exploiting the environment to gain the advantage.

To juxtapose this furious pace, there were liberal amounts of logic puzzles where only fiendish lateral thinking could see you safely through.  Many's the time I'd get that light-bulb moment, a potential solution to the puzzle that I couldn't wait to get home to try.  If it worked I was were elated, earned bragging rights for the next day and I saw the next section first.  If the gambit failed, I was crushed, frustrated but not deterred.

Having invested so much into this journey, it was with mixed emotions that I neared the conclusion. It was a relief to have completed such a grueling journey, but I knew my life would be emptier without the game to explore and I felt a genuine kinship for my alien companion, with whom I'd relied on and been through so much. It was partly due to my personal investment and partly due to the wonderful cinematics, that the bitter-sweet ending sequence evoked real emotion in me and, I must confess, the final sequence brought a tear to my eye - something no other game has managed before or since.

It's possible to play the game right through in 25 minutes, but going in blind with none of the solutions it took weeks of evenings.  The game, also known in America as Out of This World, was such a hit it was ported to the other 16-bit systems around at the time, but the console publishers, concerned about re-playability demand some minor changes: an extra baddie here and there which added little to the length of the game to the game.  Nintendo in particular were keen on having the length of female alien bum cleavage reduced in one scene as it was thought to be too provocative.  



Despite the publisher's concerns about it's length, it offered such a unique experience that it was ported to just about every machine of the day, with some creative tweaking required in by the game's creator, Éric Chahi, in some cases to get the required performance from machines. The game, a triumph of quality over quantity, continues to be ported to this day to modern systems, including iPhone and PS4.  


This release for the 20th anniversary features the options of high res graphics, re-drawn backgrounds, high quality music and remastered sound.  



The 20th Anniversary Edition really is the ultimate version (so far) and I was delighted to play it through again recently with one of the original playground partisans. Being armed with many of the solutions, it took us around 1.5 hours as our memory had faded a little and some sections needed figuring out from scratch.  It was immensely enjoyable to revisit that unusual place once more and it's highly recommended for first times too.

GYL Guest Review - by Andy Pryer

Follow Andy on Twitter @clammylizard


Sunday, 9 November 2014

How to set up SEGA CD / MEGA CD on the JXD

As part of the HOW TO Guides for JXD...GYL Fan and Friend Sean Tagg gave us a ten point plan to get the Sega CD/ Mega CD running 

GET 5% off a JXD at www.funstock.co.uk by using discount code: GYL 





Here goes:

1.download and install MD.EMU, then select the App.












2.Select Options / System.













3.You will need to Download the Bios files for Europe, USA and Japan if you want to play game from all regions.
Select USA Bios and then locate the path to your saved USA Bios file. Seen below [bios_CD_U.bin]. Find all 3 file paths.















4.Download a SEGA CD / MEGA CD rom.  Google search!

5. Only games with the .iso & .wav files are compatible. Click on file listing to check.















6. All good!















7. Click on the file to download then unzip the file into a folder with your game name.
Copy the folder over to your JXD game folder.\















8. Open up the MD.EMU app and select Load Game. Find your games folder and select the game.















9.Select the game ( .Cue file)




10.The game will load










Thanks,

Sean (OutRun86 Blog)

Also follow Sean on Twitter at twitter.com/sean_tagg

Monday, 13 October 2014

GamesYouLoved at Play Expo 2014 - day two

Day two update - www.playexpo.net 
Manchester - 12th October 2014



The second day of Play Expo brought more of that old-school goodness with a modern twist, more costumed shenanigans and Retro game competitions with both prizes and pride at stake.

Sunday morning at Play Expo went a lot more smoothly without car worries to hold us back. The Games You Loved team got through the doors as early as possible, quickly unveiled our stand and hit the arcades for some cheeky games before the doors opened

I greatly appreciated the chance to try Smash TV and Tatsujin – two games I’d only heard of and would never usually get the chance to play, let alone see them in an arcade cabinet where they belong. As a younger generation gamer myself, experiencing all the 80s arcade machines in all their glory was a real privilege. The only thing I’d seen like it was Funspot, the American arcade featured in the movie King of Kong so it was a bit like standing on hallowed ground.

Forgive me for being a bit biased towards shoot’em ups but I have an unhealthy love for the genre, so here we go. I was able to play a real Galaga machine for the first time ever! Seeing the solid foundation behind the games I love was very cool, Galaga has definitely aged well which is probably why the series continues to this day. The same awe from playing on a real machine hit me when I tried Sinistar as well, it’s amazing to see how an old arcade game can be as intense an experience as Sinistar is.

Hanging out beside my beloved Progear cab while waiting for a turn gave me a chance to take in the friendly atmosphere of Play Expo. Shared passion makes for easy conversation and after a couple of attempts at my mission from yesterday I finally cleared the game on a single credit, and people who’d seen my efforts were quick to approach afterwards, have a chat and ask for advice about the game.

Day 2 brought out my competitive streak, even if that meant losing to Chris from the GYL team at Kung Fu Master, something I’m sure he’ll remind me of forever!


Alongside all this was a massive walkabout with Chris and a few of the other GYL team and some cool chaps in the community. When it came to arcades from Star Wars to Outrun you could pretty much take your pick.

I spent some time challenging people at Street Fighter games on the SNES, you have to respect the amount of time and energy these guys ‘n’ gals put into learning their fighting games, some of these brawlers were seriously good. I entered 8bit Planet’s Smash Bros Melee tourney despite being a pretty average player myself. 

Just watching the physical act of pressing buttons quickly was impressive enough; the better players’ hands were just a blur of movement and the game was being played so fast that a non-initiate probably couldn’t tell what was going on. As for myself I had the rare pleasure of actually winning a couple of matches before being knocked out of the third round in some really close games. One of my opponents was so good at mind reading he could tell everything I was going to do before even I knew, impressive stuff all round.

Some more exploration led me to a new indie game for Xbox 360 and PC called Tiny Keep, which invited me to begin my ‘tiny escape’. It’s a roguelike dungeon crawler with a charmingly cartoonish visual style that doesn’t detract from the game’s dungeon setting. You progress through randomly generated floors, hacking your way through enemies or leading them into traps. Once I figured out how to control my character I found it very fun, the random element is intended to keep players coming back for a varied adventure while each level has its own distinctive theme and boss.  My escape was cut short however when I ignored warnings to leave an ominous skull totem alone, disturbed it and was mowed down by a sudden ambush of skeleton warriors. As a gamer it’s hard to avoid interacting with any given object, but I definitely learnt my lesson.

Finally I tried out a retro arcade classic born anew on the Occulus Rift: Tempest! This was my first time trying the Occulus Rift for any type of game, so allow me to state the obvious; that it’s pretty damn cool. I won’t overdo it though. Even with the frantic shooter action of Tempest and its constant explosion of trippy colours, I wasn’t freaking out or having problems with my eyes afterwards like some testers have claimed. Somehow even in this crazy cyberspace disco, being totally immersed and having full use of my peripheral vision just felt natural. After trying Tempest I do wonder how I’d be affected by an Occulus Rift game that makes use of visual realism.


By Ben Cataldo
GamesYouLoved


Tuesday, 27 May 2014

Joypad...... The Super Warehouse Party!!!

Fancy a night off gaming , music and booze!  Then the Joypad Super warehouse Party 2 is probably the best night out you will have in a long time!  Based in Bethnal green in an old Pickle Factory,  two retrogamers (and also guys behind the party), Matt Farthing and George Swain bring you JOYPAD!

We spoke to Matt and he told us more about this event, and  with only a week to go until the big day he is getting very excited!






 What is JOYPAD WAREHOUSE PARTY 2?

SUPER WAREHOUSE GAMING PARTY 2!” is quite possibly the best time you can have with your clothes on. We’ve taken over a disused pickle factory in East London and turned it into a haven for lovers of retro/indie games, gaming culture and booze. We have 400+ original carts across NES, SNES, Megadrive, Mega CD, Saturn, N64 and a host of Indie devs showing off their work. Chiptune badass “Steve” will be playing a live set and My Panda Shall Fly and the Super Scratch Bros will be DJing throughout the evening. All whilst our lovely bar ladies serve up liquid refreshment!

What inspired you to start the event?

The gaming scene has exploded in recent years. It’s time for indie and retro game enthusiasts to shrug off the outdated label of ‘geeks’ and show that they can party as hard as the rest of the Saturday night crowd. I personally challenge anyone to play Bomberman with 7 like-minded ’strangers', beer in hand, chip tune blaring in the background, all whilst being cheered on by a baying crowd to not have the time of their life.


What sets you apart from other events?

 We marry together Indie and Retro. Many modern indie games are heavily inspired by the classics - but the two rarely meet! The party atmosphere is electric and you are surrounded by like-minded people. We also focus a lot on presentation; a Joypad SUPER WAREHOUSE GAMING PARTY is a pretty damn cool place to be.


Do you own all the games you feature?

We do indeed - we’ve both been collecting games our whole lives.


In your opinion, which era of video gaming was the greatest?

I personally adore the 16 bit era. The aesthetics of the time, both in terms of graphics and audio, has aged extremely well. It was a time when creativity and originality reigned supreme!


There seems to be a big musical influence in your event , how did that come around?

I am actually a musician by trade. So for me the combination of my two favourite things in the world comes pretty naturally!

What is your favourite console/computer?

It would be a tossup between the SNES and the Atari ST. I’m going to have to go with the SNES though... As I mentioned earlier - it just has the most fantastic design across the board. The sounds, graphics, even the console itself are all just beautiful! I also feel that some of the most unique titles in gaming came out on that console. I’ll always have a soft-spot for it.



What are your plans for the event going forward?

We’re planning on running SUPER WAREHOUSE GAMING PARTIES monthly - in interesting venues across London. We want to grow it in size in scope, maybe even branch out into some specialist events involving heavier focus on particular families of consoles or music. I also love the idea of running an all-nighter at some point (could get very messy!) Eventually, though, we will be opening our very own space - “Joypad". Then the SUPER WAREHOUSE GAMING PARTIES will have a permanent home.

Where can people get tickets to the event?


Thursday, 17 April 2014

A New Retro Gaming Movie - FIZZ! The Surge of Video Games

Fizz! The Surge of Video Games is a unique 90 minute retro video gaming documentary movie made with lost and unseen archive footage which was filmed between 1989 & 1998.

All of the video had been originally shot to TV broadcast standard and the tapes have been carefully kept,restored and enhanced for maximum ouput quality. All of the broadcast formats which the footage has been kept on are now obsolete.Sony Betacam SP,Panasonic MII and Sony BVU SP were all broacast high quality recording video formats for TV in the last 1980's and early to mid 1990's.These were all analogue tapes, the cameras and recorders were all 4:3 aspect ratio and there was no digital recording available anywhere on computers.

This was an era before widescreen TV,16:9,HD,DVD.computer editing and the Internet.The only storage device for video at the time was on a VHS video cassette.

Fizz! The Surge Of Video Games is pure retro.The stories are told using 22 interviews filmed between 1989 & 1998 with key people who were working in the business back then.Games developers,marketing people,console manufacturers,retailers,Games chart research,trade bodies,games publishers.The big names in games back then are all included.Sony,Sega,Electronic Arts,Philips,3DO,Virgin Games,Mindscape,Interplay,Codemasters,Psygnosis,David Perry,HMV.Plus many notable video and audio appearances from some very familiar household names.

Fizz! The Surge Of Video Games tells the story exactly as it was because it was filmed as the marketplace and business evolved over a nine year timeline.

Beginning with momentum in the established 8 and 16 Bit era with a strong presence from the Commodore 64,Spectrum,NES,Sega Megadrive-Genesis, Atari ST,Amiga & SNES.This was a console and home computer gaming sector when titles were published on cartridge and floppy disk.Using interviews & footage filmed at the time,the documentary discusses how it all grew and then the problems which lead to the eventual decline.

As the 1990's wore on,new CD-Rom formats began to arrive, and an almighty hardware & console battle began to escalate.Established names such as Sega & Nintendo now faced competition from hardware heavy weights Panasonic,Sony and Philips who were all looking for a slice of the action.

It was also an era of progress and change as games developers who'd established 2D games and genres now faced a challenging prospect in a new world which would be three dimensional.



CD-ROM also saw the arrival of 'Edutainment'.A whole new genre where the vastly improved storage capacity of Compact Disc meant that people could play games and learn at the same time.

Watch Sony's first ever game launch filmed in 1993,two years before Playstation. There's a host of unseen promotional videos with celebrity appearances and a theatrical party event showcasing a now massive game franchise. 

Meanwhile on the PC there was the arrival of WIndows 95 which promised the end of DOS and the dawn of a stable platform backed by Microsoft.Hardware technology powered ahead with faster processors and 3D graphics cards fuelling high end games to rival any console.

This is a piece of modern history using 100% brilliantly shot,lit & edited archive footage with an excellent voice-over. 

Fizz! The Surge Of Video Games will be produced in English,French,German, Italian, Spanish, Japanese, Portugese, Norwegian, Swedish, Finnish & Danish languages.Worldwide release Summer 2014.  

A KickStarter campaign will be announced very soon.


Press email contact: media@fizzmovie.com 

Monday, 16 December 2013

A gaming Christmas - Part one of two - 1980s

I’m Dreaming of a Gaming Christmas - By David Campbell
“T'was the night before Christmas, when all through the house, not a creature was stirring, not even a mouse”.
Except the mice of parents frantically trying to find an Xbox One or PS4 for their children!
Christmas has traditionally been the time that us gamers were gifted with the latest delights; pocket money and early jobs didn’t afford us the luxury of saving for such things – they were way beyond our price range. Most parents, if they could afford it, would buy the console their child lusted after, guaranteeing a smile on their loved ones faces. Their kindness was generally rewarded by said loved one promptly locking themselves in their bedroom, only venturing out for snack based sustenance and occasional loo breaks.
Christmas is always a magical time, but when you’re a kid with the potential of opening a new console, Christmas Eve is the longest night in history. Lying in bed, willing yourself to get to sleep so the hours would pass until “Santa had been”. The memories of Christmas, especially when receiving a new console as a kid, seem to remain more vivid. If you’ll indulge me, I’d like to share some of my favourite Christmas memories.
Christmas 1981
A little background to this one first. I was 5 years old in 1980, and my dad and I used to go to the local video store (Hollywood Video in Roseburn Edinburgh if you’re interested!). He would pick a movie for my mum and him, and I would be allowed to pick a cartoon or kids film. One day, whilst perusing the Tom n Jerry collections, I happened upon a different movie. This was called “Pac Man”, and the video was in a different box. I asked my dad what it was, and he didn’t know, so the owner explained it was a game, for this new thing called an Atari 2600. 


For £2 per night, you could rent the system and a game. I was sold. I don’t think I ever rented a cartoon again – I saved all my pocket money and used to get the Atari once every week or two. We got to know the owner pretty well, and he used to show me all the carts through the back of the shop – I was in heaven!
Fast forward a year, and Christmas day. I ran from my room to the living room, where my presents were laid out for me on the sofa. An array of colourful parcels, all shapes and sizes. I opened them all in what seemed like 10 minutes, to be surrounded by a mountain of shredded paper and a neatly stacked pile of gifts, ready to be played with.
At this point, my mum mentioned that she produced a present that “Santa must have forgotten” from the side of her chair. It was huge. I opened it hungrily, near passing out with excitement.
It was an Atari 2600 console. My very own. And it came with Pac-Man!
It didn’t end there, though – after carefully explaining to my hyper 5 year old brain that these were only on loan, she produced another large box. It contained literally every game that Hollywood video owned. The shop closed over Christmas (as they did back then!), and the owner had given the whole stock to my mum and dad for me to play. I almost expired on the spot! Even though I was only 5, I still remember that like it was yesterday, and it was 33 years ago!


Part two - into the 1990s continues here:
http://gamesyouloved.blogspot.co.uk/2013/12/a-gaming-christmas-part-two-of-two.html

Guest Blog by David Campbell