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




Posted on Aug 1st 2008 at 02:49:35 PM by (Marriott_Guy)
Posted under system overview, System Overview, Bandai, Playdia


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

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

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

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

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


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




Posted on Jul 25th 2008 at 03:40:44 PM by (Marriott_Guy)
Posted under The RFG Pulse, Atari, Nintendo, SNK, Mattel

Best Digital Controller

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

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

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

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

Atari 2600 - Joystick



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

Mattel Intellivision



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


Nintendo NES



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

Sega Genesis



Excellent design and fits like a comfortable pair of shoes.

Nintendo SNES



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

SNK Neo Geo AES



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

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



Posted on Jul 20th 2008 at 03:09:10 PM by (Marriott_Guy)
Posted under The RFG Pulse

Best Media Presentation

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

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

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

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

Sega Genesis



Excellent design, durability and artwork.

Atari 2600



Classic design with easy to read details


Nintendo NES



Great artwork on most games

Sega CD



Excellent design and distinct blue coloring utilized

Panasonic 3DO



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

SNK Neo Geo AES



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

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



Posted on Jul 19th 2008 at 02:39:09 PM by (Marriott_Guy)
Posted under MGs Game Take, Elder Scrolls, Oblivion, RPG, Bethesda Softworks

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

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




Without giving away any spoilers, your main quest is to protect this demented paradise from, of course, an invasion from an evil force. You must rise through the ranks of this land through both factions, save the country, and become its ruler. New enemies will thwart your efforts, including the Knights of the Order, various hell hounds and the Grumnites, a race that is somewhat similar to the Orcs, though more organized. There are plenty of side quests apart from your main objective that are also available. These include the standard 'fetch item' missions to the more obscure (one nut wants 100 calipers to build a fantasy air ship that only resides in his mind).

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

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

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

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

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



Posted on Jul 16th 2008 at 06:15:41 PM by (Marriott_Guy)
Posted under MGs Game Take, Kings Field II, ASCII, From Software

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

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


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

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

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



This time around, interaction with various NPCs (non-playable characters) is required to complete certain facets of the game. Do not worry though - they still sport the same ghastly, undefined faces as in the original. This may be a disappointment for some, but it does add to the dreamlike tone of the game. Significant differences now include the ability to review past conversations you have had with these individuals. This does assist when trying to complete certain side quests for that special set of armor that you have been searching for.

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

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

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



Posted on Jul 13th 2008 at 12:20:14 PM by (Marriott_Guy)
Posted under MGs Game Take, Kings Field, ASCII, From Software

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

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

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

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



Posted on Jul 12th 2008 at 11:38:33 AM by (Marriott_Guy)
Posted under System Overview, Emerson, Arcadia, Bandai, Intellivision

In 1982, Emerson Radio Corporation decided to enter the video game hardware arena with their release of the Arcadia 2001. Better known for their development of affordable electronic products, this move was not entirely a big surprise. Emerson was always looking for market niches to penetrate to utilize their existing electronics manufacturing team. As with their previous releases of low-end, price friendly electrical component ventures, the Arcadia 2001 would eventually suffer the same fate.

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

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

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



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

Thanks all.

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



Posted on Apr 26th 2008 at 01:36:22 PM by (Marriott_Guy)
Posted under System Overview, System Overview, Worlds of Wonder, Action Max, Nintendo, Atari, VHS, VCR

The year was 1987 and the video gaming world was ruled by the Nintendo Famicom, followed by a somewhat strong competitor in the Sega Master SystemAtari was still a big player at the time, though their recent releases of their 5200 and 7800 systems could not effectively compete with these newer breeds.  A company called Worlds of Wonder decided to enter into the fray with the release of the Action Max.  Though they had already established considerable ties to the gaming community during the mid 1980s, this system was already dead on arrival when it hit the store shelves.

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

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

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

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

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

The Action Max was a short-lived system, and rightly so.  Compared to it's contemporaries, the static game play and poorly acted video VCR games did not stand a chance.  Think of the worst Sega CD FMV game released and multiple your disdain for it by 1000% - that would not accurately define an experience with the Action Max, but it would come close. 

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





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

Thanks all.

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



Posted on Apr 22nd 2008 at 04:28:03 PM by (Marriott_Guy)
Posted under Old as Dirt

Hello all.

Work has been a bit brutal as of late and has required me to travel quite a bit.  Though I work in the hospitality industry (hotels), I hate all aspects of traveling myself – packing for a trip, wading through the lines at the airport, cab rides to the hotel, having to iron every item for a meeting the next morning (of course I use the bath room shower ‘steam’ method to reduce ironing times).  Most everyone has experienced these types of annoyances at one some point and gets the picture. 

On my most recent trip, I had to buy some coffee at the airport instead of the ‘Cup of Joe’ dealer I usually frequent (a Shell gas station).  Upon receiving my 10 oz coffee from the bagel peddler just in front of Gate 32, the clerk mildly informed me that it would be $3.15.  “For a cup of coffee??” I said to myself.  In my field, I am fully aware of the both the simple and complex supply and demand scenarios.  This simple coffee purchase of mine was the best example of this theory as any other lesson learned within an economics class.  Yes – I was running late that morning and probably should not have hit the snooze button that third time.  It would have saved me $2.50.  Not allot of money, but viewed in a different way I paid over 500% more for the same product I would have received from Sally at my local Shell station. 

The telling of this most recent frustration of mine provides an appropriate segue to this article - Buying Decision Do's & Don'ts.  To make this a little easier to read, I decided to bullet point a few main thoughts I have on this subject.

  • Don’t Buy a New Video Game System the Same Day It Is Released
    This is a cardinal rule (as seen with the Xbox 360 and it’s failure rate).  I admit that I was the first one in line in 1993 at my local Electronics Boutique (there were very few dedicated video games at the time) to purchase the 3DO for $699.  Learn from my mistake - it will save you allot of money, not too mention letting others test out the system for you and avoiding the ‘ring of death’ scenario for a respective system.

  • Don’t Become a New Technology Addict
    I grew up in a different time, when the operating system of a PC had to be booted from a 5.25” disk (DOS).  As technology improved (PCs and video game systems), my need to have this new hardware mirrored this growth.  I made many particularly bad decisions (especially in PCs) to try and keep up with the 'valley'.  This is the same thing as buying a new car – the minute you drive out of the show room with it, it is instantly worth $7,000 less than what you paid for it.

  • Don’t Purchase From an Unknown Source
    You will have to do this at some point, but ensure to get as much reference information as you can, especially on those high-end purchases.  A great resource in this area is the public selling forums (like we have here at RFG).  Vice versa, you have to establish yourself as a trusted buyer.  Always ensure to leave comments on all transactions.

  • Don’t get into a bidding war on an eBay auction at 2 AM on a Friday Night
    This does not warrant an explanation at all.  I always joke with my brother and say that there should be one of those breathalyser car starter apparatuses attached to your computer whenever your fire up eBay or like web sites.  A reading over .20 – access denied.

  • Don’t Get Emotional
    Leave all of your emotions at the door, especially when bidding on an online auction.  Be prepared to walk away and not obtain an item.  Getting all hyped up will only cloud matters for you and your decision making ability.

  • Do Have Patience and Educate Yourself
    This is a tough one to manage since the passion runs high on a number of items we are considering to procure.  I have made some purchases to just complete a certain collection where I over paid for an item, sometimes grossly.  There are times to pull the trigger, other moments when it is best to wait for the next possible transaction (which is most of the time).  Do not get into bidding wars – determine a price that are willing to pay and be willing to walk.  Do you research – this is key.  Know what the value of an item is today as well as what was it's worth last year and the demand for it in the future.

  • Do Keep All ItemsBoxes – Ensure CIB
    As a pure collector, performing this action is of paramount importance.  Having a CIB unit is worth as much as 1000% of one that is not when reselling (obviously depends on the item).  Do keep everything in pristine condition – collectors know what came with the system and will pay you for it when the time comes.  Also, if you do not have to rip open the plastic baggy that contains the manual, et al, then don’t.  This will further increase your investment through time.  Take the greatest care of your boxes and manuals – these are non-replaceable and the truly LN (Like New) games/systems command high dollars.

  • Do Consider Shipping Charges  Locations
    Especially important for console/hardware collectors, this can add up to $150 in additional costs for some of the heavier units.  Many times, the price of the shipping will not be able to be recovered when reselling a system in your country of origin.  Again, do your research on both the seller and the country it is coming from.

  • Do Keep Financial Priorities In Tact
    Short and sweet here – you do need to pay the mortgage/rent.  Don’t allow your passionate pursuit of an item to interfere with your everyday financial responsibilities.  Give yourself a budget – save up for that special item – track your expenses and investment.  Remember – no electricity, no video gaming.

  • Do visit your local garage sales and flea markets
    This is a dieing avenue for good purchases, but you can still land some pretty good deals from time to time.  The local pawn shop is another semi-good avenue.  Be prepared to sift through a great deal of crap to find that diamond in the rough.  At the same time, establish strong relationships with these vendors (might have to make some bad, low money purchases at first to gain credibility) and then you can have them call you with their new finds (before they go on sale at their market/store).

These are just some of the things that I have learned from both great buying transactions as well as the ones I got buried upon.  Today is a different day than it was 30 years ago, but a great many of the same lessons can be learned, and more importantly financially avoided.  Exuding financial prowess with an aptitude in employing keen negotiation techniques will not only save you money, but will earn you respect.

I do hope this article assists and allows you to avoid some of the potholes that I have driven directly into in the past and still struggle to circumvent presently.  I am sure that you have some other great tips to add - please share them and your comments!

My description of my current life at the moment that lead off this article will also be used to segue to my next piece – Balancing Life & Video Gaming.  Just another something that I have yet to fully master.  Smiley

Until next time, happy gaming all!

Terry

PS.  The "Noob" referral in the top pic was aimed at me, since I have made many bone head decisions in my time in this area (as well as in many others  Wink )




Posted on Mar 20th 2008 at 08:54:49 PM by (Marriott_Guy)
Posted under Old as Dirt

Hello all.

Gaming has been a test of diligence this past week.  I have been working through another go around of The Elder Scrolls III - Morrowind GOY edition on my XB 360.  I had spent roughly 20 minutes traveling all around the great world of Vvarendall to finally retrieve the awesome Skull Crusher war hammer.  Right when I begin to enter the archaic structured home of some half-breed I am to suppose to deliver this relic to, all of my efforts are wasted due to the game freezing. Talk about frustrating!  I am tired of this crap happening and I find that my patience is lacking when trying to re-indulge in the adventure/mission that I had previously thought I had accomplished.

This situation mirrors my real life realization that I am not the gamer that I was back in my heyday.  Hence, this is a solid preface to the next part in the series - Erosion of the Gaming Skills: Reality Bites!

I guess this hit me first when my younger brother (he is 8 years my junior) eventually started to beat on me like a farm animal in Halo.  When we first started playing this game, I routinely sniped his sorry ass from the hidden glacial recesses.  I relied upon guile and stealth to defeat my opponent.  And then self-reality punched me square in the nose - I had turned into one of those hated 'campers' in the Call of Duty (and like) online series.  As my brother improved (by playing), I stagnated and only had time to play every now and again.  Now I was the one being abused like a rent-a-car at his will.  Anyone who has a younger brother can attest to this - beating on them is pure satisfaction.  Now that the tables had turned, one of my sincere joys in life had been extinguished. 

As I grow wiser (older), I find myself gravitating to slower paced games where I can utilize my best asset - the brain.  No, I have not crossed over to the dark side and become a fan of edutainment titles.  However, RPGs are right up my alley (as they have always been) and golf games (thank goodness for the return of the three-button method employed in Tigers Woods 2008 - old school!).  I was a HUGE Tekken fan at one point in my gaming career, but being beat on like a red-headed step child is just not appealing to me anymore.  I will admit, to the probable disgust of most gamers (and deservedly so), that I do employ cheat codes liberally.  I do not do this to beat on my chest to say I conquered X game, but simply to be able to enjoy the great games that are being released in today's age.  At this point in life, my time, patience and thumb-motor ability are resources that I do not have in abundance.

This realization is not something new to me.  As I entered into the working world and my career began to escalate, priorities obviously had to change.  No more could I devote the necessary hours to master the key button combination required to decapitate a foe in Mortal Kombat or the timing of a certain jump to avoid a villain in Super Star Wars: Return of the Jedi.  Sometimes I just don't have the time to master, or even become remotely proficient, in a game; other times I find that I simply lack the patience to perform the necessary trial-and-error functions to get better.  Either way, this is a sad reality that gamers of all ages will eventually face - the gaming skills do erode. 

One word of the advice to the young pups out there that enjoy looking to take down 'oldman111' in your latest online game of BioShock - be respectful.  That will be you one day.  Give 'creds' to us old-timers that are still out there on the playing field trying to enjoy the passion we both share - video games.

Next week's edition: Buying Decision Do's & Don'ts.  Until then, be careful in your next CoD online game - you might just get your ass sniped  Smiley



Posted on Mar 13th 2008 at 03:12:53 PM by (Marriott_Guy)
Posted under System Overview, System Overview, Pioneer, LaserActive, Laserdisc, Sega, NEC

As stated in previous reviews, the drive for many hardware manufacturers was all about producing an all-inclusive multimedia device. In 1993, Pioneer entered the foray with the release of the LaserActive. Competing directly with Panasonic (3DO) and the Philips (CD-i), Pioneer upped the ante in this genre by basing their system on Laserdisc technology (the precursor to the DVD format). At the time, the LaserActive was the closest system to deliver a product that did meet most of the multimedia demands of the consumer - movies, games, karaoke, music, edutainment - all presented in the best audiovideo quality available. The system has another feather in it's cap - it was one of the very few truly multi-platform units released (ala Dina Two-In-One). There were really only three requirements to purchase one of the beauties in 1993 - a forklift, a large amount of disposable income and an IQ under 70. We'll take a look at each of these items in the same order.

Describing the physical characteristics of Pioneer LaserActive can be summed up in one word - a behemoth. This system is definitely one of the largest video game console ever released (second only to the RDI Halcyon). Weighing in at a hefty 25 lbs and measuring 6"¯ H x 17"¯ W x 15"¯ D, this beast truly stands out in any display. A durable hard plastic front casing elegantly displays the various system controls. The chassis itself is made of sturdy steel with multiple air vents to allow plenty of ventilation (definitely required when firing up this system). The somewhat conservative, though modern, facing features large soft-button controls, two (2) media trays (one for Laserdiscs, the other for standard CDs) and a large, cavernous rectangular hole to the bottom left - the modular housing.

The LaserActive could not play games as a stand alone system - it requires expansion modules called PAC units. The following is a list of the modules that were released (US release  Japan release) and their respective description:

Sega PAC (PAC-S10  PAC-S1)
   - Allows play of any Sega Genesis, Sega CD, Mega LDs (specifically
     designed Sega games released on the Laserdisc format) games and
      CD+G
discs. Formally known as the Mega-LD pack.

NEC PAC (PAC-N10  PAC-N1)
   - Allows play of and NEC Turbo Duo CD-ROM2Super CDHuCards,
     Mega LD-ROM2 discs (specifically designed NEC games released on the
     Laserdisc format) games, along with supporting CD+G discs.

Karaoke PAC (PAC-K10  PAC-K1)
    - Supports play of Laserkaraoke titles

Computer Interface PAC (PAC-PC1)
    - Allowed remote control of the LaserActive via a PC or Mac computer

Those were the main modules released. A pack for 3D Goggles and an adaptor were also sold for this system, but I do not have these and know very little about them.

The modules slide into the system on the left hand, bottom side of the main LaserActive system. The power must be turned off when switching out expansion PACs. There is a manual eject button that resides on the front of the unit that facilitates this function. Inserting modules into the system is rather delicate - or so it feels. They do snap into place firmly, but the weight alone of the PAC units tends to make one a bit cautious while doing so. The two game PACs came with the appropriate, Pioneer logo-stamped game controller (SegaNEC).

With the respective module (SegaNEC), games were presented identically to their parent system. The specifically designed Laserdisc games for each system were graphically and audibly superior but lack the control delivered on similar games on the original systems. Also, releases on the Laserdisc format (LD-ROMs) are high maintenance. The discs are huge (12"¯ in diameter) and about 7 times as thick as a standard CD - this equates to a higher drop/scratch rate when simply inserting a disc into the system for play. There were around 20 LD-ROM game releases for the Sega PAC module; 9 for the NEC PAC.

Earlier I mentioned that one had to have a great deal of disposable income as a requirement to be able to purchase the LaserActive back in 1993. The going price at the time - $970 USD (roughly $2,000 in today's dollars)! Now, bear with me, this price would only net you a system that could play movies/music - forget about playing games. The Sega or NEC PAC expansion pack will cost another $600 - each! Feel like singing along to your favorite tune and controlling your LaserActive from your PC - tack on another $700 ($350 each). All told, to be able to enjoy your existing Sega and NEC library, along with playing American Idol by yourself and controlling your new purchase via PC (who wants to do this anyway) would have cost you roughly $2,900 in 1993 ($4,500 in today's dollars). If you wanted any of the slick LD-ROM games - you had to fork over another $120 per game! Obviously, this alienated 99% of the buying public. Why buy one of these when you could collectively buy the components you really wanted for a lot less? That question can only be answered by those with the IQ under 70 or had so much throwaway money that it didn't really matter. The Pioneer LaserActive is the second highest priced video game console of all time (once again, right behind the RDI Halcyon).

The Pioneer LaserActive is a cool system to own, but only for the true collector. The console initially failed on a number of levels - pricing, target audience and lack of promotion. Overall shipping prices are high due to the weight and dimensions of this system. The US version is more rare compared to the model released in Japan (both are identical in terms of technology). A CIB unit will cost you around $225 for the Japanese model (plus an additional $160 S/H if coming from Japan), and $300 or so for a US model.





Posted on Mar 7th 2008 at 08:05:36 PM by (Marriott_Guy)
Posted under Old as Dirt

As most of you know, I tend to write very detailed and somewhat technical articles on various video game systems, focusing primarily on the obscure releases.  When writing one of my last System Overviews, a fellow RFG staff member recommended that I add a bit more color to my reviews; to add a bit more of my personality to them.  I considered his thoughts in detail, but ultimately decided against incorporating this suggestion into my reviews.  I want my reviews to be extremely objective, technical and informative for both the collector and gamer alike. 

That being said, I do believe that the suggestion made by said staff member was correct, though I disagree with the forum that it should be delivered upon.  The creation of this new series, "Thoughts from a 40 Year Old Gamer" will be my attempt to meet this new objective of allowing more insight into the thoughts and rants behind the reviews.  Yes - this might be a short lived series, not due to the amount of years I have left to live (have to beat down those hecklers quick), but based upon community interest in this venture.  Your candid feedback and input is welcomed from the onset of this endeavor.  This first part will focus on the question I am asked the most - Do you own these systems and play them allot?

Yes - I do own all of the systems that I review.  My collection is around 130 systems, with 85 or so of those being unique (systems with both proprietary hardware and software code for game development).  I cannot say that I play them a great deal - work and home life rather cut into the free time to be able to play all of them.  My game library is not near some of the monster collections here at RFG (I have around 1,000 games), but I do have games for every platform.  I honestly don't play many of the obscure systems that much apart from when they were acquired, though I always do fire them up and play the games when reviewing a system.

No, I wasn't around when Ralph Baer was developing the first video game, but I do admit that the term 'vinyl' is an instantly recognizable term in regards to a music media type.  Along those lines, the first system that my father got for me was the Texas Instruments TI-99/4A - a computer hybrid that accepted preprogrammed game cartridges but was more of a home personal computer.  I'll tell you what - talk about disappointment!  While my buddies were blasting through waves of enemies or avoiding mud pits on their Atari 2600 or Colecovision, I got to climb a mountain and avoid some crazy bears on my TI-99/4A.  I can't really complain though - I did learn the BASIC and Q-BASIC programming language at a very early age (you could program your own games on the TI-994/A). 

Well, I think that is about it for now.  As you know, us old folks tend to retire a bit early in the evening and pop on the History Channel or PBS on our set top boxes (televisions).  My next rant in this series - Erosion of the Gaming Skills: Reality Bites! (ouch!).  Till next week, father time signing out.

PS.  No, that is not me in the picture.  I am old, but not quite what is pictured (yet).



Posted on Mar 6th 2008 at 01:34:49 PM by (Marriott_Guy)
Posted under System Overview, Memorex, VIS, Tandy, Microsoft

In the early 1990's, the rage in video game hardware development was all about being an all-in-one device.  The following lists the prominent companies that took a swing at providing the buying public with the 'one' product that would satisfy allmost of their multimedia needs:

o 1991 - Philips CD-i (games/music/edutainment/movies)
o 1991 - Commodore CDTV (games/music/edutainment/movies)
o 1993 - Panasonic 3DO (games/music/edutainment)
o 1993 - Pioneer LaserActive (games/music/edutainment/movies)

As you can see, the above lists some pretty big hitters in the electronics industry.  In 1992, Memorex, owned at the time by Tandy Corporation (owner of RadioShack stores), released yet another 'wonder' machine into the fray with the release of the VIS (Visual Information System).  This obscure system left a very small imprint on the sands of video console history due to a few reasons.

The VIS was essentially a stripped down Windows PC in a VCR style casing.  A 16-bit Intel 80286 processor running at 12.5 MHz powered the system that produced games in 16.7M colors at a resolution of 640 x 480.  A customized version of Windows 3.1 is the backbone of the system and audiovideo performance.  At the time, this was quite antiquated in terms of overall technical horsepower.  The chassis itself does not even merit further dialog, as the picture of this system obviously displays.  Wireless controllers were a nice touch and did differentiate it from its competitors, but the button alignment and offerings mirrors the chassis - nothing to write home about.  The media choice was sound as all VIS titles were released on CD-ROM (Audio CD was also supported).  So what about those titles?

Almost ALL VIS titles can be categorized into the edutainment genre - with about 50% of those targeted directly to children in the age range 8-15.  Compton's Encyclopedia was included with the initial purchase of the VIS, but no true games were.  There were a great deal of rumors out there of PC ports for this system that never went into production (King's Quest V, Space Quest IV, et al).  The only true game that I can attest to being in existence, apart from the educational point-and-click safaris, is a release from Access Software called Links: The Challenge of Golf.  Some of you may remember this popular 386 PC classic (which the Links franchise and company was later bought out by Microsoft).  The graphics for the VIS are slightly less than their 386 counterpart, though navigation is a bit easier.  All told around 70 titles or so were released for this system.

Two versions of the VIS were released.  The Tandy version retailed for $699 and was only sold in RadioShack retail outlets (actually hit store shelves in December 1992).  The Memorex model was released in 1993 as an exclusive catalogue-direct sale from the parent company, but retailed for $399 (no changes at all to the hardware or included software).  The re-branding of the VIS to the more popular Memorex label and lowering the price did nothing to save this console from its demise.  To be honest, this system could have retailed for $39.95 and would still have been a bad value for the consumer - this console is truly that bad.  Tandy's foray into the video game console market was extremely short-lived and ended up being an extremely costly venture for them.  They do not even acknowledge the existence of the VIS in their company's historical timeline.

The Memorex VIS is only recommended for the true console collector - not at all for the gamer of any level.  The system is rather hard to come by.  Approximately 11,000 units were actually sold (total for both models).  Expect to pay about $150 USD for a bare console, $225 USD or so for a CIB unit.  This estimate is entirely dependant upon the source you are buying from.  Since the VIS is sometimes mistaken for being a standard CD player, you might be able to grab it for $20 from someone who doesn't know what they truly have.  If you are a collector - get one from a trusted peer.



Posted on Feb 23rd 2008 at 02:13:05 PM by (Marriott_Guy)
Posted under System Overview, NUON, Toshiba, Samsung, DVD

In late 1994, Richard Miller, the former VP of Technology at Atari from 1989 through 1994, created a company called VM Labs.  Having gained extensive experience in hardware development (his team created the Atari Jaguar), Mr. Miller focused his company's energies on creating a new technology to renovate the passive experience delivered by DVD players and digital satellite receivers.  In 2000 their efforts resulted in the release of the NUON, a powerful 128-bit processor that was to be embedded within these types of digital video products.  This technology produced excellent results in processing complex 3D graphics and digital video that enabled the delivery of interactive content, enhanced DVD playback (smooth scanning and zoom features) and, the point of writing this review, video games. 

NUON technology was released in a handful of DVD players (the first being the Toshiba SD-2300, pictured in this review).  All DVD NUON equipped players resemble their standard counterparts - there is nothing notable to describe with the exception of a small NUON logo displayed on the front of the unit.  The remote was used to drive gameplay, but a few third party controllers were released.  The general purpose was not unlike previous attempts at being an all-in-one multimedia playing machine (Memorex VIS, Philips CD-i, Pioneer LaserActive, et al). VM Labs also followed suit by planning to license the technology to various manufacturers (like the 3DO Company did in 1993).  The reason that NUON technology was only released in select DVD players and not as a stand alone video game console was based on pure statistics.  At the time, only 30% of the general public had embraced video game technology in their homes while the DVD player market was booming and was projected to have 100% penetration within 5-10 years.  This was sound business planning, except for one key fact that they failed to give proper attention to - the release of a video game console that also played DVDs - the Sony Playstation 2.

Enthusiasts within the respective DVD and video game market are not necessarily mutually exclusive, but it is safe to say that there are many more video game devotees that also are DVD fans than vice versa (especially in 2000).  The decision to market a DVD player that could play games was incorrect - the DVD aficionado did not necessarily play video games nor cared about them.  Sure, the smooth scrolling zoom and scan features that a NUON DVD player offered were cool, but would the public pay the extra $100 or so for these features?  The answer to this question is rather obvious, but first let's take a look at the NUON in more detail.

The NUON chip (which was previously known as Merlin and then Project X) was truly a powerful piece of hardware at the time.  The technology is based on the Aries 3 chip.  The following is an excellent description of the capabilities and functions:

"The heart of NUON was the Aries 3 chip. The Aries 3 was based on a unique 128-bit, four-way-parallel very long instruction word processor architecture. In addition to the video and audio decoding and trick-play functions, the chip performs all system-management and CPU functions. More specifically, Aries 3 featured MPEG-1 and MPEG-2 program stream and video decode; MPEG-1 and MPEG-2 Layers 1 and 2 audio decode; 5.1-channel Dolby Digital audio decode; extended DVD trick modes; 32-voice wave table synthesizer; MP3 decode; an integrated Content Scrambling System descrambling module; video scaling, and 3-D video gaming. A hardware block placed on-chip to assist MPEG video decoding was designed to free up the bulk of the VLIW device's programmable processing power: 3,024 MIPS at peak and 864 MIPS typical."¯ - referenced from the Dark Watcher's site.

This processing power described above produced games graphically equivalent to early Playstation 2 games.  A total of eight games were released for the system, the most notable being Iron Soldier 3 and Tempest 3000 (developed by Jeff Minter, renowned classic home computer and Atari programmer).  Though the developers varied on these releases, the majority waited to see if NUON could grab a significant hold of the DVD player market share prior to investing into this technology.  In the end, it did not and third party support (both from the hardware and software fields) quickly dissipated, adding to one of the final nails in the coffin.

The NUON essential failed due to incorrectly identifying the needs of the ever increasing DVD player buying market.  DVD enthusiasts were just that - not necessarily video game driven buyers.  VLM Labs went bankrupt in 2001 and sold off the NUON technology to Genesis Microchip, which in turn retired further development of the NUON in July, 2002. 

NUON-enabled systems can be acquired easily from eBay and other like sources.  A loose system is cheap - right around $20-$40 or so (USD).  There is not necessarily a highly desirable unit, though the Toshiba SD-2300 and Samsung Extiva N-2000 are the first systems released.  For a hardware CIB unit, expect to pay $75-$100 (USD).  Some of the games for the system are hard to come by and will run you a few bucks - most notably the Next Tetris (only included in the Toshiba system) and Tempest 3000 (the best game).  These will run you around $70 or so - the more common games around $20-$30.  This is a recommended purchase for the hardware collector (video game or DVD), but not necessarily for the general gamer.



Posted on Feb 16th 2008 at 05:44:21 PM by (Marriott_Guy)
Posted under System Overview, XaviX, XaviXPORT, SSD Company Limited, Nintendo, Wii

Prior to releasing their revolutionary controller with the debut of Wii, Nintendo had previously experimented with this in 1995 with the release of Laserbirdie, a golf game simulator for the Super Famicom.  Though Nintendo does own the bragging rights to be the first to actually implement motion-sensing technology into a game, the Wii can not lay the same claim in regards to a console.  That honor belongs to SSD Company Limited with their release in 2004 of the XaviX Interactive System (XaviXPORT).

The XaviXPORT was the first home video game console that fully utilized and required the use of full, wireless motion-sensing controllers.  No games are included with the system - game packs, all sport/fitness related, are sold separately that include the game and a specialized controller shaped like the athletic equipment used in the respective game (i.e. golf club or tennis racquet).  Besides being the first console devoted entirely to this new technology, the XaviXPORT has a number of other unique features - some good, others not so much.

The XaviXPORT makes the Sony Playstation 2 slimline model look like a behemoth.  This system has to be one of the smallest consoles ever made measuring 1.0"¯ H x 7.0"¯ W x 5.5"¯ D and weighs less than 1 pound.  The front of the simple satin-silver casing features two (2) push buttons to the left (power and reset) with the infrared receiver on the right.  A stylish, clean XaviX logo is featured front and center.  The top of the system is more of the same - straight, easy to use features (four (4) up/down buttons flanked by an enlarged Rest and Enter button).  The cool-olive colored game cartridge slot also resides here.  Standard AV connection jacks, power and an AV Out port adorn the back of the system.  This is as simple as it gets.  The XaviXPORT hardware mirrors the simplicity of the main console design.

The XaviXPORT system, contrary to the innovations delivered in their game interface devices, harkened back to a method used in the 1970's of delivering gaming applications and processor in one medium - through the cartridge itself.  I am not sure of the exact specs of the internal components of the XaviXPORT (though I have read is of an 8-bit variety), though it is safe to say that some basic processors are included to process sound and video output along with the software bridge required to communicate with the cartridges.  The premise here, as it was back with Pong-On-A-Chip technology (PC-50x family), was to include the processing power onto the game cartridge to avoid having to keep upgrading the central system every time a leap in technology occurred.  In theory, this is an excellent approach to keeping the games up to date and providing the gamer the best experience.  Now to the important question - what about the games?

Interactive sport and fitness games are the only genre for this system.  A total of eight ( 8 ) applications have been released for the XaviXPORT from golf to baseball to fishing to boxing.  I would have to say the graphics are somewhat similar to the 3DO - obviously not that great considering the year of its release.  The games are fun though - physically demanding you to get off of your couch and participate.  Correct positioning of the system is paramount for the optimal enjoyment because the game peripherals range does not seem to be that great (maybe 15-20 feet or so).  If you are looking for a good workout, you will not be disappointed.

Overall, the XaviXPORT is truly a first among video game consoles.  SSD Company Limited fully embraced wireless, motion-sensing technology and ran with it.  Having to compete in the marketplace with the Sony Playstation 2 and Microsoft Xbox did not help their cause, nor did the lack of their brand name recognition.  I rather view this system like Worlds of Wonder release of the Action Max - intriguing technology at the time, but too much competition to overcome.

The XaviXPORT is still being sold in some select stores (both online and retail).  A brand new system costs $80 USD, with games running approximately $50 USD (some higher).  This is a recommended purchase for the gamer that likes to get a physical workout and fun game experience but is not necessarily addicted to cutting edge technology.  This is also a recommended purchase for the console collector due to the place in history that the XaviXPORT will have and the small library of readily available for purchase games.


                                                                                                                                                                                                                                               
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