Fuyukaze has opened up a remarkable topic on his blog, titled The Meaning of Gaming, in which he simply asks, "what does gaming mean to you? In beginning my response I realized that chronicling my thoughts for such a query would require my own long-winded entry. (As a side note, please be kind and not derail personal answers to his question from his blog to mine. Feel free to add to the thoughts posted here, but answers to what gaming specifically means to you should probably stay under the original. I don't want to hijack discussions from another post!)
To answer what the meaning of gaming is to me, let me produce a sliver of the variety of subjects this opens which fascinate me:
Video games function as a near metaphysical examination into the ephemeral nature of technology based, progressively developing entertainment.
They provide a window into modern culture and its responses to fantasy, imagination, and social critique in the form of interactive reflection.
As with other forms of media, they function as a meter of acceptable public content to a variety of cultures, and usually trail slightly behind the pulse of corporate entertainment appetites, differing in each country. The multicultural research gained in the study of the differences in ports of games from one locale to the other is a revealing micro-hobby of mine.
The debate of video games as art is also a passion of mine, though I personally see them as not specific works but more a vehicle through which we ingest another's work. Like flipping through a child's coloring book or touring the Louvre, we are taking in a collective sensory experience of one or more artists.
A psychological examination of maturity-biased perception in gaming, which produces such ideas as "video games are for kids," or "Once you're older, you should 'move up' from Mario to Call of Duty or Madden, speaks volumes about generation gaps and peer pressure systems.
The economy of the game industry operates under peculiar laws of supply and demand, and often displays interesting trends and disconnects between financial success and critical or popular acclaim. The video game collecting aspect alone functions as it's own metagame of value analysis and worth interpretation.
The advancements of technology in gaming, including control interfaces, realism and artistic approaches to graphics and sound, and the traceable arc of gameplay simplicity/complexity, are an approachable microcosmic study of the application of technology in daily life.
And then there's the phenomena of 'gaming culture,' the interesting banners that unite and repel individuals linked to specific games and gaming systems. From Europe's Sony entrenchment, Japan's rejection of Microsoft consoles, and the classic Super Nintendo and Genesis console wars, to the cat-and-dog fights of old school PC vs. Mac gamers, entire people groups can be studied and linked to various events, marketing, psychological approaches, and economic factors.
And these topics are just the ones off the top of my head at 2 a.m.
But what, specifically, does gaming mean to me personally? It's my favorite paradigm for observation and study. It is the choice prism I use to split the pure into the abstraction, the microscope by which I enjoy looking at the world and thinking about the details. While the scope of such a lens is obviously limited to the last several decades, when linked to the branch of the also relatively recent applied mathematics known as Game Theory, (http://en.wikipedia.org/wiki/Game_theory for a worthwhile primer) suddenly there is an entire holistic field that makes the study of video games worthwhile, academic, even philosophical.
The best part? I find myself enjoying video games not only for the angles it gives into more 'meta-' subjects, but for the simple joy of the games. As fascinating as it is to use video games as a tool for study, I just have more fun with them than any other mode of entertainment, plain and simple. I can chat about art, mathematics, and social-political dynamics all day, but at the other end of the spectrum, Super Mario 3 is still a blast to speed-run, competitive Tetris still excites, and I'm always up for another round of Halo Wars. Fun is fun.
It has been some time since I last covered an end game on the blog, and when I did it was a Dreamcast shmup. Here we go again...
As a 2007 release, Triggerheart Exelica was one of the last games that Sega itself released for the Dreamcast in Japan, where the system outlived its U.S. counterpart by almost five years (the last U.S. Release by Sega was NHL 2K2). So how does this near-final final shmup stack up to the rest of the excellent Dreamcast shmup library?
As an end game it is notable for several reasons
Multiple release formats. As was the case for several of the late Dreamcast releases, there was a Sega Direct limited edition version of the game which included a small art booklet, a phone card, a poster, and a soundtrack. In addition to that version, there was another Limited Edition version which included the soundtrack, and a Standard Edition featuring just the game. All of these releases came in a DVD-sized case, as was typical of these very late Dreamcast titles. As you might expect, each of these releases continues to demand a premium on eBay, with the rare Sega Direct version usually fetching over $200.
The Sega Direct, Limited, and Standard releases of the game It has a good gimmick. Some of the best shmups have a gameplay gimmick Ikaruga's color-based gameplay, Gaiares' TOZ, and Gradius' power up system are all classic examples. Triggerheart's gimmick is the anchor shot, which allows you to grab enemies, use them as a shield, and spin around and throw them. This adds an almost wrestling-esque feel to the game at points and gives it a ton of replay value as you can try to figure out new ways to string together chains or best address the rougher sections of the game.
Its aesthetics elements aren't state of the art. There are many earlier, better looking shmups on the Dreamcast. Late system releases can be very hit and miss - sometimes they take advantage of all the development tricks learned on the games released previously and try to squeeze the most out of a system (e.g. Under Defeat for the Dreamcast), other times they are produced as budget titles and look cheap (e.g. the PS1's Shooter series of games). Triggerheart Exelica falls somewhere in the middle: it looks and sounds fine, but it isn't anything special. As it was Warashi's first (and only) outing on the Dreamcast, they may not have had much experience porting their arcade games to the hardware. In any case, the game doesn't stand out as either a budget title or a carefully polished high point for the system.
All in all Triggerheart Exelica is a fun game and a necessary addition to any shmup fans Dreamcast collection. Its status as a late system release gives it more of a reputation than it probably deserves, but it is a great game nonetheless.

As anyone who's been following this blog may have noticed, I've been spending an awful lot of time with my PSP lately. And for good reason. In a sense it's become one of the few outlets for developers to release what you might call "new retro" games. It's home to such throwbacks as Half-Minute Hero, remakes like the recently released Tactics Ogre: Let Us Cling Together, and retro compilations like the upcoming Final Fantasy IV release that will be packaged along with the previously download-only The After Years. Perhaps the system strikes a perfect balance of being just powerful enough to pull off old school games with an updated style. Or perhaps many developers realize that the PSP is a console overlooked enough to use it as a medium for experimentation.
Whatever it is, it's still an exciting time to be a fan of the handheld. True it may be on its last legs in a sense. But there's a rather impressive list of games coming out this year -- most of which on UMD -- that says that it may still have a chance at sticking around for a while. And if enough of us continue to buy UMD's then perhaps that physical media won't die out. At least not as quickly as the media seems to assume.
On a recent trip to my local used stores looking for cheap UMD's I stumbled upon Gunpey. The name alone caught my eye. Could it really be? "Originally created by the late Gunpei Yokoi..." read the back of the box. Yes, this is a title making reference to Gunpei Yokoi himself -- the sadly deceased genius who invented the Game Boy. And without hesitation I snatched this game up. It seemed far too cosmic. Something I absolutely must own. If the PSP has taken its place in my travels as thee portable gaming device to keep my attention, then any game that has such a strong connection to the Game Boy deserves to be played by me.


After reading through the PSP game's manual, I could find no real answer as to how much Yokoi had to do with this game. So I was off to do some research. As it turns out Gunpey is actually a remake of a puzzler that Yokoi created for his original WonderSwan handheld. This of course was the portable console that he would create after leaving Nintendo, and it was a direct competition to the Game Boy that he had been responsible for creating. It, and its successor the WonderSwan Color would never leave Japan.
Basically Gunpey is a puzzle game in which you must take jagged pieces of angles arranged in blocks as part of a grid and connect them so that they reach from one side of the screen to the other. The result will look something like a graph before clearing.

Gunpey on the PSP is exactly what it should be -- an updated version of the original. It plays just like the original, but yet features vibrant colors and lush trance-like music. It offers some unlockable content, such as new music and backgrounds and of course keeps track of your high scores. But really the game is little more than the simple, but challenging puzzle game that Yokoi came up with over a decade ago. To be fair Gunpey is not a classic. It does not have the sort of addictive quality that games like Tetris are best known for. But it is elegantly simple. It is challenging. It is a work out for your mind and fingers at the same time. It is completely conducive to a portable setting. And with that in mind, it is a perfect tribute to its creator. And a welcome addition to the PSP's library.
We're back and we dragged yet another willing participant in with us! den68 joins us for this episode and, as will happen when talking about your 6000+ game collection, things get a little strange. Regardless, we want to thank Dennis for joining us and we hope you enjoy the episode! Also, because of the ridiculousness that was brought up, we're going to have a little caption contest. Details inside!
Continue reading RF Generation Nation - Episode 8: Furious Iron Fist
SPECS:
Game: Room of Doom Year: 1982 Publisher: CommaVid, Inc. Developer: CommaVid, Inc. Designer(s)/Programmer: Irwin Gaines Rarity (according to AtariAge): 6 = Rare+ Controls: Joystick Number of Players: 1 Average Cost: varies upon condition and number listed at auction, $25 - $65 loose is typical Also Available On: exclusive to the Atari 2600
Tagline/Description: "ESCAPE! Your mind throbs, trapped in the Room of Doom, the fiendish gunmen are trying to annihilate you. Shots come from secret portals that mysteriously open and close. Watch out! The gunmen have unleashed a hydra-headed monster; it relentlessly pursues you. Don't panic! Your marksmanship can stun it, but only for a moment. Should it remain in the Room of Doom too long; the monster becomes invulnerable to your bullets. Dodge the gummen's firepower; shoot them in return when the secret portals open and Escape....But where? The next Room of Doom awaits. An even more diabolical chamber with rapid-fire gunmen and devious monsters trying to destroy you. Can you survive through the full gauntlet of Rooms and escape unscathed? Only you can test your skill in this latest video challenge from CommaVid."
Continue reading Room of Doom
| The Demise of the Video Game Manual |
 The other evening I opened up NBA 2K11 and was presented with the following on page 1 of the miniscule documentation (4 pages in total):
Reading those dreaded words officially ended my naive hopes that my gaming partner would recover from the years of cropping and truncating. Though I was aware that the end was nearing (Ubisoft), my old friend known as the Video Game Manual was at long last on its final legs. | Back in the day, tearing open a new video game was pure exhilaration. Not only did I finally acquire that cherished title, but I couldn't wait to check out its mandatory sidekick - the Video Game Manual. As much as the software itself, I was stoked to check out those glossy, colorful pages that would detail the various ins and outs for my upcoming gaming adventure. What surprises lay in store for me? Would it give me some secret tips in addition to that somewhat-mandatory "Notes" page to scrawl my cheat codes. high scores and the like? For those old-timers out there, this anticipation was akin to slipping the jacket out of a new vinyl purchase. You did so in a very slow, calculated manner in hopes that this meticulous action would somehow ensure the ultimate payoff - song lyrics imprinted upon the album sleeve. Ripping into a new video game purchase was much the same. For my hard earned cash, I was eagerly expecting to be rewarded in some manner in addition to the game itself. For the most part, the publisher did not disappoint. They took great pride in the production and content of their game manuals. Screenshots were showcased in addition to providing 'survival tips', background story, team rosters and sometimes even a game map. You never knew what might be encompassed within, or accompany, the instructions. It was like opening up a box of Cracker Jacks as a kid. Sadly, those magical moments are nearing its end. 
| Final Fantasy III really gave gamers a bang for their buck!! |
For the most part, budgetary and environmental initiatives have basically castrated the Video Game Manual. Don't get me wrong - I want to save a tree as much as the next guy. I am all for utilizing technology to reduce manufacturing expense and the overall ecological footprint of production. That being said, the instruction booklet is an integral part of the overall experience for this old school gamer and should not be the sacrificial lamb. The joy of simply reading through that gaming goodness prepared me for the upcoming experience. I can't quite put it into words, but I could feel myself getting completely immersed in the game after studying a well produced manual prior to actually playing it. Yes, I grant you that I may just be feeling nostalgic at the moment. I miss the days of finding those hidden gems within that game packaging. I find myself being pleasantly surprised less and less as the years go by. Of course, this is a sign of old age coupled with dawn of the digital era. Still, I will miss my cherished compadre. The glory days of the Video Game Manual have unfortunately come to an end. Unless, of course, you decide to purchase the Limited Edition version. | | | Do you miss the Video Game Manual? Which ones were among your favorites? | |
I know what you're thinking, the last edition of RFG Thanks was for March, and this one is for February. But don't worry, we didn't travel back in time (I didn't anyway, I don't know about you), it really has been 11 months since the last one. And I do apologize for that, you guys are what make this site possible, the members that make the submissions and the staff members that review them and make their own. And the least I can do is thank you all for the work you do here at RF Generation.
Now, without further ado, the stars of RF Generation! The top five submitters in February were Y2richie, Fuyukaze, ApolloBoy, NES_Rules and Shadow Kisuragi. Together, these people made over 1,300 submissions, with y2richie and Fuyukaze making an astounding 466 and 408 of those respectively. Thanks guys, you've all done an excellent job!
But that's only one side of the story, without our team of highly skilled and trained staff reviewers, none of those submissions would have done anything other sit in queue. These staff members each approved over 100 submissions in February: Fuyukaze, ApolloBoy, NES_Rules, and Izret101. As always, you guys are awesome and the backbone of RF Generation!
Though these members were the top submitters and reviewers in February, they are not alone. This site is a group project and can only be complete with the help of every member, whether its a small page edit or submitting a thousand images. So thanks goes out to the other 54 members who made at least one submission in February.
With the help of all RFG members, in February there were a total of 1,813 submissions, with 1178 of those being images. 139 new titles were added to the DB, and 372 pages were edited. I'd say that's a good month, and it was the shortest month of the year!
And finally, I'd like to mention that I won't be the only one writing these anymore. Instead, a team of writers from the Blog staff will be taking turns to help ensure that they continue each and every month. If you want to know who else will be writing these, you'll just have to keep it tuned to Channel 3 to find out.
King Of Fighters 98 was the game chosen for February's Together Retro game club title over at http://Racketboy.com. Though I'm a fan of 2D fighting games, the King Of Fighters series always seemed tough to keep track of as far as I was concerned. And even after putting in plenty of time to research it for the month, it came across as no less daunting of a task. Even this particular entry in the series was released and re-released multiple times, often with alternate titles (KOF 98 is even titled 99 on the Dreamcast!). However, I did my best to wrap my brain around it and put together some thoughts for your amusement dear readers.


Because I've been heavily concentrating on collecting PS1 and PS2 games lately I decided to devote most of my playing to King Of Fighters 98: Ultimate Match. Though even then there was a decision about which PS2 version to buy seeing as how KOF 98 was also featured on a compilation disc called King Of Fighters: Orochi Saga. In the end I chose Ultimate Match based mostly on the fact that I could find the game for a bit cheaper, it apparently contained more characters, and it included a nice KOF poster and bonus DVD. I'm a total sucker for "extras."
I have played a fair share of SNK fighters in the past -- namely Fatal Fury -- but all in all, I'm a lot more familiar and comfortable with Capcom fighting games. As it turned out King Of Fighters 98 played completely differently. The biggest thing for me to get used to was using three fighters out of a pool of characters that I really wasn't familiar with. This proved to be an especially daunting task to me, as I was used to the concept of choosing one character and familiarizing myself with their moves by experiencing lots of fights as them. Instead I was forced to pick three fighters from a huge roster and try to grasp how to use each.

The team that I created is pictured above. First I chose Terry Bogard, based totally on the fact that he was who I often used in Fatal Fury so I was pretty familiar with his moves. Then I chose Mai, because she's fast and has a rather fan favorite animation. And then finally I chose Choi because well... he reminds me of Freddy Krueger. Terry is pretty good. Mai is definitely awesome. And Choi is mostly crappy but fast. So whatever.
I'm still not really sure if the fighting system is just too deep for me, or if the AI is too cheap for me, or if years of Capcom fighters have just left me a total idiot when it comes to any other fighting system, but I just could not seem to make it far in King Of Fighters 98. Generally I'd do really well for one or two fights, but by the third I was just getting completely destroyed. But what's odd is that I didn't find it to be a fun challenge. Instead I just found it annoying. Perhaps a big problem is that I could never quite find a third fighter to get good at. Though Choi was usable, I wasn't great with him. So really I was hoping to beat all three opponents with just Terry and Mai.
Though I didn't love the game itself, I am still impressed with the wonderful graphics. All of the fighters are just drenched with character. It's all so very SNK. Also playing the game to the point of aggravation did unintentionally re-kindle my love of Capcom Vs SNK 2. In fact, I even started using Mai in that game -- adding her to my team of Morrigan and Chun-Li. Oh and speaking of Chun-Li, I was using her Street Fighter II anniversary fighting pad to play the game, which did lend a level of comfort.

Our staff members here at RF Generation are a very important bunch. They're the ones making thousands of submissions and reviewing the thousands more of submissions that the rest of you make. They're also writing up some awesome blog articles that entertain and/or educate us. Without them, your submissions could never be approved and we wouldn't have so many great articles on our front page, they are one of the reasons our site is so great.
As our site grows, we're always looking to add to the staff with members that bring that certain devotion our staff members all possess. While we usually add new Database staff members to help with the ever-growing database, this time we're looking to add to our other side, the blog. The bloggers here at RFG are a wonderful crew that write most of what you see on our front page everyday, and now there is another one. You've already seen many of his great blogs reviewing Atari games, now you expect to see even more of singlebanana's blogs right here on Channel 3 as he starts his blogging career as a Blog Writer.
But that's not all for the bloggers, noiseredux has also been promoted from Blog Writer to Blog Contributor! So you can expect to see even more from the Game Boy Player Land.
And of course, we can't forget about the Database crew. While there are no new additions, there have been two promotions. Shadow Kisuragi has been promoted to DB Reviewer, so expect him to be reviewing a portion of your future submissions. And finally, Paully3433 has been promoted to DB Editor, the top position for the DB staff, and a truly prestigious position.
So please take a moment to congratulate these fine gentlemen, they deserve it for all the work they've done and for all the work they'll be doing in the future.
PRESSURE COOKER

SPECS:
Game: Pressure Cooker Year: 1983 Publisher: Activision, Inc. Developer: Activision, Inc. Designer(s)/Programmer: Garry Kitchen Rarity (according to AtariAge): 4 = scarce+ Controls: Joystick Number of Players: 1 - 2 (turn based) Average Cost: $5 - $10 loose Also Available On: exclusive to the Atari 2600
Tagline/Description: "Sounds like lunchtime at 'The Grille.' And behind the counter? None other than Short-Order Sam. A man who was born in grease. Normally thrives under pressure. Except today. You see, Sam's automated kitchen is totally out to lunch. And, with hundreds of hungry customers waiting, he could sure use a helping hand. So grab your apron and get cookin'. Come on. After all, how can you turn down a man whose initials are S.O.S.?"
With the recent demise of Guitar Hero, I became inspired?? to review, Pressure Cooker, one of the more uncommon titles developed by Activision for the Atari 2600. During the 2600's lengthy run, Activision developed some of the best and most memorable titles for the system, including River Raid, Spider Fighter, Megamania, Kaboom!, H.E.R.O., and the game which holds the #2 spot on the 2600s all-time best seller list, Pitfall!. Pressure Cooker was developed in 1983 by Activision, a company formed by group of former disgruntled Atari employees who founded their own company in 1979 and became the first third party software company to sell their wares to Atari during the 2600 era. Recently (in 2007), Activision merged with Blizzard Entertainment, the company at the forefront of PC gaming, to form the video gaming Megalodon, Activision Blizzard, Inc.

Pressure Cooker is one of the first in a long line of action/kitchen video games that includes Burgertime, Piece o Cake, Diner Dash, and the more current Cooking Mama, to name a few. Its a frantic and fun-filled kitchen adventure in which you control a short-order cook whose job is to fill fast-paced hamburger orders. While burgers and buns move down a conveyor belt on the left side of the screen, ingredients fly at you from dispensers on the right. Your job is to catch or reject these ingredients (which consist of cheese, onions, tomatoes, and lettuce) and place them on the burger to accurately fill customer orders at the bottom of the screen. Once you have assembled your burger, it's off to the wrapping room to drop it off in the correct, color-coded wrapping machine and begin the process all over again. Be sure to catch or reject all the ingredients and don't let any hamburgers fall off the end of the conveyor belt, or you'll lose performance points! If your performance score drops to zero, you are fired and the game ends. As you successfully create orders, the game difficulty increases as the conveyor belt gets faster and the orders become more complex.
Overall Points vs. Performance Points
In Pressure Cooker, the scoring system is based on an overall points system, while instead of having lives your characters survival in the kitchen is determined by performance points. You begin with 50 performance points and these can be deducted or increased (to a maximum of 99) by poor or good performance respectively. For every 10,000 overall points that you score, you gain 10 additional performance points. You will lose performance points for the following reasons:
Wasting or doubling up on an ingredient = -1 point; Dropping the hamburger in the wrong colored chute or missing the chute = -5 points; or A hamburger falls off of the conveyor belt = -10 points.
Once you run out of performance points, the game is over. Overall points are gained by catching ingredients (+5), dropping correct ingredients on a burger (+10), and dropping a burger into the correct wrapping chute (+100). Bonus efficiency points are also awarded at the end of each round. Scoring over 45,000 overall points could have won you a bitchin mail-in patch from Activision back in the day.

**check out all of the Activision patches at AtariAge** http://www.atariage.com/2...s/activision_patches.html
Pressure Cooker is a great game and even though I'm partial to shmups like Spider Fighter and Megamania, its one of my favorite Activision titles. The graphics are colorful and actually pretty nice and well-defined. Cheese is represented as an orange square, but then again, cheese is basically.....well, an orange square. The controls are one of the more disappointing aspects of the game. The precision needed in grabbing ingredients and rejecting them can be cumbersome at times due to the rigidness of the Atari joystick and losing performance points because of this can be frustrating. The music and sounds of the game are fluid, but the music does become rather tedious and tiring after only a short time.
However, what really separates Pressure Cooker from other 2600 titles, and makes it stand out, is its very original concept and its replay value. Though a kitchen-based platform doesn't seem like the most interesting of games, the focus required to react and the quick decisions that players must make to read the orders at the bottom of the screen, catch moving ingredients, place them on moving buns, and drop them in the correct wrapping chute, creates a gameplay environment that borrows from and incorporates the best concepts used in puzzle, strategy, and tower defense games. Such challenging and fast-paced action always makes you want to come back for more. Pressure Cooker is a great game, and at a fairly affordable price, is a must own for any Activision and/or Atari 2600 fan.
http://www.youtube.com/v/XPFGhjIrXDc&rel=0
**video courtesy of AwesomeRickyC**
b]RATINGS (on a scale of 1-4: 4 being the highest):[/b]
Controls: 2 Graphics: 4 Sound Effects/Music: 3 Concept: 4 Replay Value: 3 Cart/Box Art: 2 Overall Score: 3.00

Continue reading Unloved #23: Zack & Wiki: Quest for Barbaros Treasure
| Most Hated Gaming Missions | This weekend I was blessed with the unthinkable - an absolutely blank calendar. For the first time in nearly two months, the madness known as 'social obligations' had thankfully subsided for a couple of days. My internal battery had been running on fumes for quite a while, so this break was more than welcomed. I was not about to waste this momentary reprieve. What better way to recharge than to bust out a new video game! | With my freedom firmly secured, I ripped open Two Worlds II with a passion that would rival even the best TV evangelist. Within minutes, my Hero was once again dispatching the dark minions that foolishly chose to take up residence in the mythical world of Antaloor. My melee warrior grew more powerful by the hour as he decimated the parasites that stood in his path. Similar to his experience meter, I could actually feel myself being reenergized as my gaming night progressed; sort of like my soul 'leveling up'. Life was once again in balance for me, or so it would seem until a ridiculous mission reared its ugly mug before my virtual GI - a stealth assignment!  This wasn't the part that stumped me in TW II, but it is completely applicable to my anguish. |
Are you kidding me? I had carefully crafted my Hero to be the super tank for all ages, but now he was obligated to complete some seemingly random, clandestine operation for the story to progress. What's up with that nonsense? The bliss enjoyed merely moments ago quickly vanished. Necessitating this unnatural tactic upon my champion was the equivalent to a swift kick to my spiritual grill. I love a good challenge and all, but sometimes jamming a square peg into a round hole just doesn't cut it. Frustrated to no end, I quickly hit the Save button and ended my gaming session. I sat there thinking to myself how much I truly despised this type of Alter-Ego adventure. If I were top dog overseeing this game project, after several failed attempts I would have allowed an "Annihilate All" gamer option of dealing with the problem at hand. Sure, the rewards would not be as great as accomplishing the goal as originally instructed, but at least the player could proceed and continue to get their game on. The following are other types of missions that truly tend to spike my blood pressure, and not in a good way. | | | Timed Missions |
 The GTA series is known for their timed missions, and I respect that. Too bad I suck at them. |
Being a more casual gamer, I prefer to enjoy the gaming experience at a steady pace rather than always being in 5th gear. Timed Missions are my antithesis. Initially, I love the adrenaline flow that immediately occurs when that ticking clock unexpectedly pops up in the right hand corner of your display. But once the countdown begins in full earnest, I am singing a completely different tune - one of panic and stress. Don't get me wrong, I do like the pressure that accompanies missions of this sort. That being said, I don't want to put through the agony of attempting to complete a timed objective 30 consecutive times just to continue the story (I am looking at you GTA). Yeah, I know, this type may be targeted by me due to my gaming futility. But regardless if I stink, it wouldn't kill the developers to throw me a few outs, or workarounds, at the very least. | | Bad Vehicle Missions |
 Driving that Mako in the original Mass Effect was anything but enjoyable. |
I love driving a rad car/boat/ship/etc. as much as the next guy, but it needs to be properly executed. There are very few things worse than sticking it to the man with a crappily controlled mode of transportation. It is frustrating as hell to maneuver a poorly engineered (programmed) POS, but on top of that to expect us to achieve any sort of objective is ludicrous. I don't care if it is a horse, hover craft, whatever, please triple the time you spend on QA testing in this area prior to incorporating into any game. Like my parents preached to me as an adolescent, just because you can do something son doesn't necessarily mean you should (a lesson Mass Effect 2 thankfully took to heart). | Escort Missions |
 Zombie killing machine one moment, protecting an innocent the next. Shame on you RE 4. |
You know the drill. Deliver some random, computer controlled being/convoy from Point A to Point B, hoping they don't get massacred along the way. I think developers want us to feel some type of emotional attachment to these NPC idiots. First off, I really don’t give a rat's ass if they get butchered - I am just doing this quest for the loot and experience points. Secondly, if you are going to burden me with this dolt, at least program them properly. It's bad enough that I have to protect someone who only has a sliver of HP/protection to begin with compared to our foes, but then you saddle them with programming afflictions as well. All of them are either slow of foot, unfocused, confused or too brave for their own good. Give them (and me) a fighting chance for goodness sake! | | I realize that I may be somewhat venting due to the cruel twist of fate that befell my gaming session this weekend. Regardless, every gamer out there has certain types of missions that they absolutely hate. I'd love to hear about yours, but I just found out that my lady friend scheduled a dinner party for this evening (without my knowledge) and I have to run. I guess the internal recharging for this INTJ is coming to an end. In all honesty, that 'stealth assignment' for my Two Worlds II warrior is looking pretty good to me right about now.  | | What Gaming Missions Do You Completely Hate? | |
VANGUARD

SPECS:
Game: Vanguard Year: 1982 Publisher: Atari, Inc. Developer: SNK Corporation Designer(s)/Programmer: David W. Payne Rarity (according to AtariAge): 2 = common+ Controls: Joystick Number of Players: 1 - 2 (turn based) Average Cost: $.50 - $2 loose, under $10 CIB Also Available On: Atari 5200, originally an arcade coin-op (Vanguard II later released, arcade only).
Tagline/Description: "Join the Vanguard expedition on a thrilling space odyssey. Through perilous tunnels you will fight your way to the fabulous City of Mystery and the great Gond."
Vanguard is a vertical and side-scrolling cave shooter for the Atari 2600. Your goal is to pilot your spaceship to the City of Mystery, which is located at the end of a heavily guarded tunnel, to battle the creature Gond. Your spaceship is equipped with lasers that can fire in four different directions, however your speed is decreased when firing. You will also need to keep an eye on your fuel gauge, a solid bar, located at the bottom of your screen. Your fuel depletes at a rapid rate, and your ship will crash if it runs out; fuel is replenished by destroying enemies. The tunnel is broken up into several different zones, called the mountain zone, rainbow zone, stick zone, stripe zone, bleak zone, and City of Mystery. Each zone features a variety of enemy spaceships to dispatch and earn points. In the mountain and stripe zones, you will come across energy pods marked with an 'E'. When you pilot through these pods, your ship temporarily becomes invincible to the deadly cave walls and enemies which are trying to stop you. When you finally make it through all the various zones of the tunnel and defeat Gond, the game will repeat at a more difficult skill level.
Early 80's Atari commercial for Vanguard. Every good video gaming home needs a Luther. http://www.youtube.com/v/sfzA6JhgWAc&rel=0
What makes Vanguard such a great game for the 2600 is it's concept. As many of you already know, the majority of games produced for the Atari system (besides sports titles) have no real ending and were primarily points based. Vanguard not only allowed the player to accumulate points, but also had one of the earliest defined endings in a video game, which also incorporated a boss. Though Gond, the overlord of the City of Mystery, is a one-shot pushover, the ultimate goal and challenge of Vanguard is to successfully navigate the tunnel and make it to the boss. Modern day gamers might be disappointed at such a lackluster boss battle. However, and I speak as someone who grew up on the 2600, because I grew up with no preconceived expectations of what a "boss battle" was, this ending was quite epic.
The fierce and all-powerful GOND!!!! (insert sarcasm here)

Vanguard is not the easiest game to finish and since the game repeats at a much quicker and more difficult skill level, one could argue that there is no strictly defined ending. Before battling Gond, you must navigate through seven (7) zones (the rainbow zone is repeated a few times). There are always a plethora of enemies on the screen: ones that shoot back at you, as well as those that attempt to ram your spaceship. The developers of Vanguard made sure that players are never comfortable for long within the tunnel; in some zones, you travel from left to right, while at other times the game becomes a vertical shooter in which you must navigate from down to up, or up to down. Since the game is a 4-way, multi-directional shooter, players must make full use of the joystick and fire button, since enemies approach from all directions. Areas within the cavern can get very tight on occasion and my only complaint with the controls is that your ship may move slightly when trying to direct your fire with the joystick. Since Atari controls are typically very stiff anyway, attempting to fire in a specific direction can cause you to lose control of your ship and plow into an enemy.
Though the handling can be a little frustrating at times, Vanguard is an excellent port for the Atari 2600. The graphics are superb under such limitations and the exceedingly vibrant use of color creates an other worldly atmosphere. Though Vanguard lacks a soundtrack, it's omission is masked by the constant zinging of lasers and exploding enemy starcrafts. The lone piece of music in the game occurs upon collecting an energy pod. Fans of 1980's "Flash Gordon" and/or Queen may recognize a familiar tune entitled "Vultan's Theme: Attack of the Hawkman" (http://www.the-top-tens.c...s-theme-attack-197148.asp). Some dispute their similarities, but it's quite hard to brush it off as coincidence.
Vanguard is one of a handful of tight scrolling shooters for the 2600, similar to Fantastic Voyage and Super Cobra (a Scrabble clone). If you are a fan of early shmups, this title can easily be picked up at a great price either individually or in a large lot of 2600 commons.
http://www.youtube.com/v/Q1qE3n01GKI&rel=0
**video courtesy of googoo11672
RATINGS (on a scale of 1-4: 4 being the highest):
Controls: 3 Graphics: 4 Sound Effects/Music: 3 Concept: 4 Replay Value: 3 Cart/Box Art: 2 Overall Score: 3.17
Here we are again! 7 episodes down and we have another new feature: The Sports Page!
00:00 - Intro 01:18 - What's New on Channel 3? 01:45 - Gaming News 23:15 - Game Shout Out! 33:34 - The Sports Page 39:33 - Top 5 40:11 - Outro
Continue reading RF Generation Nation - Episode 7: You Spoony Bard!
There's no denying that the Game Boy -- and handhelds in general -- are well-suited for puzzle games. The portable nature of a handheld system just seems so perfect for the quick burst of playing that most puzzle games demand. And yet there are two puzzle games for the original Game Boy that I never seem to hear too much about. Which is, err... puzzling seeing as how they're both brilliant little cartridges.


Puzzle Boy first came to the US in 1990 under the new title Kwirk. Developed by Atlus, the titular Puzzle Boy was a potato in his birthplace, Japan. However when he made his way oversees new publisher Acclaim decided that a walking potato was far too strange for US gamers. So they made the natural decision to change Puzzle Boy to a walking tomato. With sunglasses. Named Kwirk.
Kwirk is a fantastic puzzle game. It is simple and elegant and challenging without being infuriating. It's the sort of game that teaches you how to play it without ever being condescending. Instead the game slowly ramps up its difficulty, introducing new elements which will slowly cause you to continue to think outside the box until you "get it."
The basic premise is this: you are a tomato. You arrive in one part of a room, and need to get to the exit. In order to do so you will need to push some objects out of your way. It's so incredibly basic, yet just amazingly well put together. It's the sort of game that is generally overlooked (maybe because of the silly box art?) and yet once you sit down with it you can blow an afternoon on it without even realizing it. This isn't a puzzle game of hand-eye coordination like Tetris though. This is a logic puzzle game. A real chin-stroker.


When it came time to bring Puzzle Boy II to the US, Atlus decided to do it themselves. They ditched the Acclaim-branded redesign in favor of their original potato. However since there was no game called Puzzle Boy in the US, they opted to give this one a new title -- Amazing Tater. The decision to not call the game Kwirk II tends to make the connection between these two games fuzzy in most gamers' memories. In fact what Amazing Tater is most well-known for nowadays is being a rare game published by Atlus. Indeed, it is one of the more sought-after and expensive Game Boy carts on the aftermarket.
To say that Amazing Tater is "more of the same" might sound like a put-down, but in fact this is a good thing. The formula that had been so perfected in Kwirk is still in place, and really doesn't need to be tweaked too much. Really any fans of the original game are going to want only one thing after completing it -- more puzzles. And that's exactly what this is. Although it goes for far more money than the first game, most fans will want them both. And once you sit down with either for an extended period of time, you'll understand exactly why that is.
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