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Monthly Archives: February 2012

Photo of the Day – Still Playing Game Boy On the Pooper!

Finished Pooping - Still Playing Game Boy

No Poop, All Play (Game Boy)

“Finished Pooping 30 Minutes Ago – STILL PLAYING GAME BOY!”

Ahahahahahaha. Sooooo awesome. And this rings so true doesn’t it?

If you enjoy this article and photo, please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

It’s funny how, normally, this is what happens to people with books and magazines. It happens to us younger generation as well (heck, I get ALL my reading done on the throne) but for my generation videogames have really taken their place!

Thanks to the wonderful portable videogames systems of history past, present and future, a trip to the bathroom will always be the best time to get your game on!

 
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Posted by on February 26, 2012 in Photo Of the Day

 

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Trailer of the Day – REmember Resident Evil Remake

Resident Evil Remake Wallpaper

Jill Wallpaper (Resident Evil Remake for GameCube)

One of my favorite game trailers of all time is the one for Resident Evil Remake, released for the Nintendo GameCube in 2002. Probably the fact that RE Remake is one of my favorite games of all time has something to do with it, but this trailer is AWESOME.

If you enjoy this article and trailer, please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

Not only is the trailer, gripping, creepy and insanely realistic, but the high-fidelity graphics that are so packed with detail that impress in the trailer were actually IN-GAME graphics! This blew your brains out back in the day, and even in 2012 it still looks extremely nice.

I still play this game on a regular basis… I simply LOVE it! And thanks to the Wii’s backwards compatibility feature, playing GameCube games is very easy!

 
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Posted by on February 25, 2012 in Trailer of the Day

 

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History of Videogame Handheld Systems, Portable Gaming On-the-Go

History of Videogame Handheld Systems & Portables

Nintendo dominates the handheld gaming decades

The history of the portable handheld videogame industry is a long and tumultuous one dominated by Nintendo’s line of portable machines. With the PlayStation Vita just being birthed into the world this week, it seemed fitting to take a look back at the history of this “kid brother” industry to the videogame consoles and PC gaming industries.

If you enjoy this article please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

The history of handheld gaming got the groundwork laid in the early 1970s with toy-like game machines from companies like Mattel; you know, those little sports game devices of standalone game machines and the like. These toy games simulated playing sports like football or memory games using lights, colors or very primitive displays much like a clock or calculator. Although these were technically “game machines”, they were vastly different than portable videogame systems proper, because they lacked a true video display or the ability to purchase new games to be played on said devices.

This video shows you several portable game machine toys from the 1970s and early 1980s.

Thus, the real foundation of the handheld videogame industry’s inception got its start thanks to a very familiar name: Nintendo. It was the Game and Watch series of handhelds (debuting in 1980 in America) that propelled Nintendo into the portable marketplace that would eventually birth the portable gaming industry as a whole. These individual standalone games featured a screen, action buttons, directional buttons, and low-tech blips and bleeps as sound. They doubled as both a clock by telling the time (thus the name “Game & Watch”) and also featured an alarm. The idea for the system came from non-other than Nintendo mastermind Gunpei Yokoi (the mentor of Shigeru Miyamoto, the creator of Mario, Zelda, Donkey Kong and many of Nintendo’s biggest hits), who was inspired to create the small game machines after watching a bored businessman playing with the buttons on a calculator while making his daily commute to work.

Game & Watch

A typical, single-screen Game & Watch standalone unit

Unlike a dedicated videogame machine, the Game & Watch units were only able to play the game installed on the machine. And while they featured an LCD display, that display was made up of segmented pre-printed images with an overlay and wasn’t a real screen. Thus the “animation” was really just the screen “filling in” or highlighting a piece of the screen that was already there (In fact, you could easily see the non-highlighted sections at all times). By highlighting different sections in a pattern or rhythm, it created the illusion of motion. The movement would also correspond to the button being pressed (so pressing right or left would highlight a character or print on the right or left side of the screen, etc.). All of the games were extremely simple in nature and some featured buttons that allowed the user to select a difficulty (A Game, B Game, C Game) where the game played faster or whatnot to add more challenge.

The Game & Watch series includes games like “Fire” in which the player had to bounce people who had jumped out of a burning building up and down on a trampoline so they didn’t crash to the ground. The “falling person” was already printed on the screen, but the unit would “fill in” the pattern of characters printed on the screen at different heights and angles to simulate falling, while also highlighting two characters holding a trampoline that the player could “move” to either the right, middle or left and bounce the falling people back up and over to the waiting ambulance. If your timing was off, you would “miss” and the people would crash to the ground, losing you a “life”. Three misses and the game would end. A high score for most games was kept. In many ways, these devices were similar to a very primitive form of traditional cell animation used in cartoons and movies. And while the game’s are laughably primitive by today’s standards, they did their job back in the day.

This video shows off many of the game’s in the Game & Watch series!

Nintendo’s Game & Watch line was more advanced than anything yet seen; and the company had many hits released between 1980 and 1991. Game & Watch units would go on to sell over 43.4 MILLION units with a total of 53 different Game & Watch standalone games being released in the line. And while the first units were single-screen, later Game & Watch units introduced better tech, including clamshell designs with two screens, where the screens could fold atop one another to close the unit, units based on hit Nintendo arcade and NES titles, and units with much better displays. They even created a line of Game & Watch units that looked like mini arcade machines! The two-screen design is infamous because it served as the inspiration for the design of the Nintendo DS system nearly two-decades later.

Game & Watch Series (1980 Debut)

Many different Game & Watch units in a personal collection

The Game & Watch line was the first major sales success for Nintendo, and convinced them that electronic games, not electronic “toys”, were the future. That lead to the game console that would revive the gaming industry in Japan, following the American crash of Atari and it’s competitors in the early 1980s. After Nintendo had a huge success with their “Famicom” (which stands for “Family Computer”), they decided to target the United States and released the Famicon in the USA under the name “NES” which stood for “Nintendo Entertainment System” in 1985 (The Famicom debuted in Japan all the way back in 1983, the same year the videogame industry crashed in America).

Here is a video that goes in-depth on the whys and hows of the 1983 American Video Game Crash.

Before the NES, Nintendo had a number of successful arcade and Coin-Op machine successes (including Donkey Kong, Popeye and “Mario Bros.), as well as success making toys and other games (like cards) in Japan. Interesting tidbit, Nintendo was actually founded all the way back in 1898 (no that’s not a typo, 1800s!) as a card making company.

Coming off the huge success of the Nintendo Entertainment System game console a few years following the introduction and big sales of the Game & Watch line internationally, Nintendo was inspired to make a dedicated portable gaming device known as the Game Boy (abbreviated to “GB” for short). This came roughly a decade following the original Game & Watch debut. The Game Boy, like the NES console system, would offer a device from which new games could be purchased and played, loaded via a cartridge medium; this was in sharp contrast to the standalone Game & Watch line where new games could not be loaded onto the device and you could only play what was built-in to the system.

New Game Boy

Game Boy Was Bundled With Tetris. Instant Hit

Even though the Game Boy was black-and-white and colorless, and offered graphics inferior to that of the NES, it managed to become one of the best-selling videogame machines of all time and is now a total iconic device of the late 80s. It was released in America in 1989 at a price of $99. The Game Boy featured two action buttons (A and B) along with a D-Pad to control your character and Select and Start Buttons at the bottom, along with a mono speaker; it featured a vertical design (screen on top, buttons on bottom).

Green Game Boy and Many Games

Colored Game Boys were eventually released as well (Green, Red, Yellow, Blue)

The Game Boy was powered by four double A batteries. Thankfully, almost every system had an AC adapter that could be purchased for it, and plugged into a wall so you could easily play the system at home. Launching with Tetris bundled into the package, the Game Boy produced an incredible lineup of great games like the Super Mario Land series, The Legend of Zelda: Link’s Awakening, Donkey Kong Land series, Mega Man series, Castlevania series, Kirby series, Teenage Mutant Ninja Turtles, Metroid 2 and many more… including Pokemon late in the life of the system which become an international phenomenon rivaling the likes of Star Wars and Star Trek; All this allowed Nintendo to dominate the handheld scene with a near Monopoly until present day.

Here is a video showing off 100 Game Boy games in ten minutes!

It was these early games, combined with their console games, that set a pedigree and high-quality for Nintendo that would serve them well for decades. People knew that Nintendo was synonymous with fantastic, high-quality titles and that you could trust the namebrand. This point was driven home by the “Nintendo Seal of Quality” that graced every game for their system. All games had to be approved by Nintendo themselves before they hit the market.

Of course, there were many challengers waiting in the wings who would try and steal Nintendo’s crown. Chief among them was then-Nintendo-killer and mega-rival Sega. Sega had (successfully in many ways) challenged Nintendo’s authority on gaming in the console space with the moderately success Sega Master System/Mega Drive in 1986, but really hit its stride with the Sega Genesis in 1989.

Super NES vs Genesis

The greatest battle ever fought

The Genesis was a console machine that took the thunder away from the NES in it’s latter years and successfully fought Nintendo to the death in the 16-bit era against Nintendo’s Super Nintendo (follow-up to their NES console). Due to game’s like Mortal Kombat, which included full violence in the Genesis version, but was censored for the SNES version, Sega did extremely well and knew they could take on “The Big N” with videogames that were of just as high a quality.

Sega Game Gear

The backlit and in-color Game Gear System from Sega

Sega followed-through in the portable-space by challenging the Game Boy a couple years later with their handheld console known as the Game Gear, released in 1991 in America. The Game Gear is the most publicly remembered classic portable system outside the Game Boy, because it did fairly well sales-wise and offered a number of big games, chief among them a portable Sonic series.

Game Gear and Games

Games for the Sega Game Gear

But it’s biggest claim to fame was the color (AND BACKLIT!) display that seemed to piss all over the sad lil’ Game Boy. It also offered a much larger screen and a system design that was horizontally-oriented instead of vertical. Making it much larger to hold (and thus much bulkier). The Game Gear had two action buttons (1 and 2) on the right side along with a D-Pad on the left, essentially the same layout as the Game Boy. It also featured one Start Button and one mono speaker, and had the ability to link to another system for two-player play, just like the Game Boy (via a link cable).

Here is an in-depth look at the Game Gear system.

However great tech does not a successful sales machine make, and Sega’s post Game Gear portables like the Sega Nomad (a portable system that played Sega Genesis games released in 1995 for $180) did not fare nearly as well as their initial Game Gear system. And, ultimately, the Game Gear failed to achieve anywhere near the success of the Game Boy.

Sega Nomad Portable Genesis

The Sega Nomad offered a lil' known portable Genesis console in 1995

Although it sure did try, and successfully built a very large library of great games from Sega themselves and third-party developers. But the machine was simply too expensive thanks to the better tech (it launched at a price of $200, as opposed to the Game Boy costing $100). And if you thought four batteries was bad, try SIX double As! This made the Game Gear much less portable, and thus less practical for travel, than the Game Boy. Especially considering kids were hard pressed to fit the gigantic behemoth in their pocket. But boy did that screen sure look pretty in motion and full color!

Thus the Game Boy remained undefeated in the portable market space, falling competitors like the Atari Lynx in 1989 (the first handheld system to offer linked network play on a large scale with up to 17 players and the first portable to feature a backlit AND color screen… for a VERY high price of $180 that killed it immediately) and the TurboExpress (a portable TurboGrafx-16 from Hudson and NEC, released in 1990 which also died quickly). As well as handheld game systems you’ve never heard of like the Gamate from BitCorp and Watara Supervision. Both abysmal failures.

Atari Lynx Models 1 and 2

Lynx portable from Atari. Original model on top, redesign Lynx II on bottom

The Atari Lynx was the earliest system to attempt to seriously challenge Nintendo’s Game Boy, having released the same year. It featured a horizontal orientation with two sets of action buttons on the right side (A and B) and a Dpad on the left side. Unlike the Game Boy, the Lynx was in color AND BACKLIT (which blew the mind!) and could be turned upside down and played using the second set of action buttons for left-handed players.

Here is a video of a guy showing off his huge Atari Lynx collection, complete with a ton of boxed and loose games!

Like the other systems, it used a cartridge-based medium for games, but had graphics far and away more advanced than the Game Boy or Game Gear. However it was big, bulky, and ugly looking, and was powered by six double A batteries (about 4–5 hours of playtime). As mentioned above, it was also the first game system to feature multiplayer games with up to and over 8 players. Up to 17 although few games supported it. And this was done by linking the systems together. If the system hadn’t costed so much, this may have been a viable option. The Lynx would sell a vast number of units total, over 5 million, but this still placed the system in third place behind the Game Boy and Sega Game Gear. The Lynx would live on though, as Hasbro eventually bought the rights to the system and released the developer data to the public, allowing homebrew games to be made and officially supported. Thus there is a large fanbase of Lynx developers still making games today, and other companies released newer games even in modern times.

Here is a video showing off the Lynx in action.

In 1991 Atari redesigned the Lynx with a new look, smaller and less bulky hardware, and improvements, the redesign is called the Lynx II. Aforementioned improvements included rubber handgrips on the sides to make it easier to hold, and a clearer screen. It also included a headphone jack that allowed for stereo sound, and a button that turned the backlight off in order to save on battery life. The battery life itself was also improved by about an hour, but still required six Double A batteries. The Lynx II was released in the USA in 1990 and dropped the price to $100 (by not including any accessories in the package), but it was not enough to save the Lynx and it eventually died off. Atari had ultimately FAILED to maintain a prominent role in the videogame hardware business, unlike Nintendo.

Then you had the TurboExpress released by Japanese electronics giant NEC in 1990. The TurboExpress was a portable version of NEC’s TurboGrafx-16 (Abbreviated “TG-16”) home console from 1989 (1987 in Japan). Like their failed console, the TurboExpress also failed due to the fact that the system was released for the OUTLANDISH price of $250/$300. Although two years later it was dropped to $200, which was still too pricey and not enough to save it.

Turbo Express Box

TurboExpress offered a portable TurboGrafx-16 console! WOW!

Although the price was lowered pretty quickly, it still maintained its cost-dominance as the most expensive handheld system by far. And this is a repeating theme and reason that Nintendo was always successful, while others were not. TurboGrafx-16 games were released on a small memory card medium called “HuCards”, which made them perfect for portability, and the TurboExpress could play almost the entire library of the TG-16. Instantly giving the portable system a huge library of game’s at launch.

The TurboExpress system WOW’d with a full-color, beautiful screen (for the time), advanced graphics even better than the NES, and it was backlit! The system featured the same control layout as the TG-16 controller, on a vertically-oriented system. You had the I and II action buttons to the right with a Dpad on the left (basically the same control layout as the Game Boy). You also had Select and Run buttons at the bottom. Additionally you had two “turbo” switches that you could turn on for either the I or II buttons to make them go off rapid-fire style.

Here is a video taking a look at the TurboExpress handheld system.

The TurboExpress was a failure though for a number of reasons. The price was the biggest, but also the fact that the system required six AA batteries to power and only offered you a few hours playtime (about three hours). The screen also had dead pixel issues, and the sound had issues as well. Additionally, you couldn’t save your game in most games because the portable system, unlike the console whose games it played, didn’t have any built-memory to store saves. One really cool feature though was a sold-separately TV Tuner, once purchased you could watch TV (by extending the antenna) on your portable game console! Unfortunately, it wasn’t all that portable either as the TurboExpress was even larger than the original Game Boy.

Despite NEC’s quality line-up of software, like their mascot Bonk, and the fact that the system could play all of the TurboGrafx-16 games, the pricey cost killed it pretty instantly. Although it did sell around 1.5 million units all told.

Turbo Express System and Games

TurboGrafx-16 games to be played on the TurboExpress Portable

Despite having far, far inferior hardware to many of its competitors, Nintendo came out ontop due to a simple philosophy; offer consumers a non-expensive device with simple to grasp, fun games. Tetris was the embodiment of this philosophy as was Super Mario Land, both games that propelled sales of the Game Boy. The Game Boy survived when put up against backlit screens, much more graphically advanced games and color displays because the Game Boy was MUCH cheaper as a result of its inferior tech, had a better battery life in comparison, and pumped out a huge library of high-quality titles from every publisher in existence. No other company with the exception of Sega (a fellow Japanese competitor, and perhaps NEC) could even begin to compete with the great Nintendo developed titles for the Game Boy (from Metroid to Tetris to Kirby); Nintendo had mastered the craft of design and fun gameplay that was easy to grasp. And the Game Boy offered many more titles from third-party company’s, ensuring there was something available for everyone.

That point is proven with this unforgettable commercial. Are ye convinced? :P

Nintendo followed-up the Game Boy with a slimmer version of the console known as the Game Boy Pocket in 1996. This redesign finally fixed the bulky nature of the Game Boy and really made it into a portable machine that actually could fit in your pocket. Plus it only required TWO triple A batteries to power it!

This commercial reveals how Game Boy Pocket was ACTUALLY manufactured.

The Game Boy Pocket was just as huge a success as its predecessor, and marked the first revision of portable console tech from Nintendo. From then on out, Nintendo would release improved versions of its portable machines in relatively short intervals of a few years.

The Game Boy Pocket ensured Nintendo’s Game Boy dominance and the system successfully defeated many foes like the Japan-only WonderSwan (and Wonderswan Color) and the Tiger Game.Com, as well as the short-lived Tamagotchi “Virtual Pet” craze (remember that? Ahhh those were the days!).

Here is a gal showing off her amazing Virtual Pet collection!

The Game Com (released in 1997) is interesting in particular, due to how it tried to ride the PDA device wave (before the popularity of powerful cellphones/smartphones faded the PDA into oblivion) by offering a touch-screen and including a stylus… both key features of Nintendo’s DS line that would come later.

Game.com and Games

New Boxed Game.Com Games and the System Itself

The Game.com even featured Internet connectivity! However the system did not catch-on or sell well, despite netting big-name titles like ports of Resident Evil 2, Sonic and Mortal Kombat games. These ports were made in-house by Tiger however and third-party support was non-existent; dooming it from the start. The Game.com was also was in black and white (with no backlight), when games like Resident Evil 2 demanded color. The Internet was also slow and cumbersome, and mostly text. A dial-up modem could be plugged into the system to access the Internet (or you could buy a separate Game.com-branded modem) but a sold-separately Internet cartridge was required to access the web or send/check email. Perhaps the only thing Tiger got right with the system was the low price-point ($70).

Here’s a funny and “edgy” commercial for the Game.com.

The system featured a horizontal design with Dpad, four action buttons (A, B, C and D), along with Menu, Sound and Pause buttons, and a touchscreen as previously mentioned. There was also a storage space on the front of the system to store your stylus (although the stylus didn’t slide inside it like it does with the DS, so it’s common to find Game.com system’s sold nowadays with the stylus missing).

The system took four double A batteries to power it. Two more interesting features about the system was the fact that it featured an internal battery, which would hold your game saves, high scores or downloaded add-ons like wallpaper and it featured TWO cartridge slots. This is a feature unique to the Game.com. Why would you need two cartridge slots you ask? Because you could easily take two games with you, and swap between both without having to actually physically swap games! It’s a very novel idea…

Here is an in-depth look at the Game.com in action.

Despite all this, the system died a quick death; crushed by the weight and inferior power of the Game Boy once again… A year later Tiger tried to revive it’s sagging sales with a redesign of the system, known as the Game.com Pocket Pro, and sold it for a measly $30 bucks. This version was slimmer and more easily portable, but it got rid of one of the cartridge slots (which was one of the cool ideas of the system) and extended the battery life by requiring only two double A’s instead of four. It wasn’t enough however, and Tiger, an LCD toy company used to making LCD games (much like Nintendo’s Game & Watch line), went back to doing that instead. Ultimately the Game.com was a huge bomb and failed to even sell half a million units, topping out at less than 300,000. Ouch.

Here is a commercial showing several Game.com games like Mortal Kombat Trilogy and Duke Nukem 3D.

The icing on the crap-cake was the fact that only 20 titles were made for the Game.com, with around 7 additional games that were cancelled… This put the Game.com in a similar failing-category as the next system we’re about to discuss. Although the Game.com had many more recognizable titles than most failing systems could boast. So there’s that.

I would be remiss if I didn’t mention a system whose name I originally left out of this article. It was not done purposefully, as despite owning it in complete form with 9 complete games (something few people have), the system is so remote that it completely slipped my mind.

Eyes of Virtual Boy

It pierces into your soul... Staring... Endless.... WATCHING

In 1995 Nintendo made a bold and brave attempt to bring “the future” into the then-present of 1995, by releasing the Nintendo Virtual Boy, marked as the “next-generation” of portable videogame machines. The Virtual Boy was never meant to replace the Game Boy, but was to be a new system, a new pillar if you will. Sadly, that pillar came crumbling down just as quickly as the system hit the scene, and is infamous for it.

Gunpei Yokoi With Shigeru Miyamoto

One of the only known photos with Miyamoto and Gunpei together

Developed by Gunpei Yokoi himself (remember that name?), the Virtual Boy was far and away more advanced and more unique than anything else at the time and trounced the Game Boy in graphical power. Gunpei was the godfather of the Game Boy itself, and had invented the Dpad, which he patented (along with amazing Nintendo videogames like Metroid, Kid Icarus and Super Metroid that he produced)… His newest baby, the Virtual Boy (abbreviated “VB”), attempted to simulate true stereoscopic 3D graphics. Getting as close to “virtual reality” as could be realistically done at the time. That was the attempt anyway.

Instead of requiring glasses to do so, like with 3D films of the time, players would look into a set of goggles… It’s about as awkward as it sounds. That’s because the system was essentially a very heavy pair of goggles, thus it required a stand in order to properly use. This defeated its portability, as it was very unlikely a person would set up the system and stand in their lap…. especially given the fact that it’d probably fall over since the headpiece was so heavy. Although, most people played their portable game systems at home anyway, especially given how hard it was to play portable systems in direct sunlight in those days.

Virtualboy and Stand

The Virtualboy standing upright. The stand was included in the box

So the system required a flat surface like a table for you to set the system up. Once you looked into the goggles, you’d be transported into a videogame world where the display literally featured images that would come towards you. It was true 3D, however the system featured an extremely strange design decision… The graphics were entirely in two colors: Red and Black (this was done for a number of reasons: cost being major). Although this made the graphics “bold”, it was a huge turnoff. And many players complained that it’d give you a headache if you played the system for too long, thus Nintendo had disclaimers and even in-game warnings telling you to take a break (something they still do in 3DS games, actually).

Mario Clash 3D Virtual Boy Screenshot

Mario Clash, one of the best Virtual Boy games (2D screenshot of 3D game)

There were many turn-offs with the Virtual Boy… The system was expensive for a portable ($180), it required SIX AA batteries in order to power the system (housed in the controller itself) and drained batteries at an alarming rate. The system used cartridges for its game medium.

The controller for the Virtual Boy was also really weird. It was oriented in an M shape, and featured two D-Pads, one on the right side and one on the left side. The original intent had to do with allowing the player to use the two D-Pads to control different functions relating to depth and the 3D effect, where one Dpad would control something in front of you, the other something behind it or in the background, for example. The right side of the controller featured the B and A action buttons, while the left side featured Start and Select Buttons. The controller also featured two trigger buttons on the back of the controller (similar to shoulder buttons). In short, the controller itself was awkward, much like the system as a whole.

Matrix Virtual Boy

If you take the red pill, all is Virtual Boy, if you take the blue pill.... headache relief

Sadly, the Nintendo Virtual Boy was before its time and the system died a quick and sudden death. Only 23 games were released for the Virtual Boy and the system was an abysmal failure; the first ever failed system for Nintendo (and arguably the only, with a few exceptions), leading to the ouster of Yokoi from Nintendo. The Virtual Boy would go on to be a “great shame” to Nintendo’s name for years to come. Yokoi himself would end up developing the WonderSwan handheld for Bandai. As mentioned above, WonderSwan was one of the few systems that ever was able to compete with the Game Boy with some success (much more detail on that below).

Here is a video going indepth on the Virtual Boy.

Things did not end well for Gunpei Yokoi, who died tragically in a car accident on October 4th, 1997. After rear-ending the vehicle in front of them, Yokoi and an associate got out to expect the damage, when the two were side-swiped by another vehicle. Yokoi was killed while his associate received only minor injuries. His legacy lives on however in the Nintendo’s current system, the 3DS, which features glasses-free stereoscopic 3D graphics. Which would’ve made Gunpei proud. Maybe one day we’ll see re-releases of Virtual Boy games for the 3DS system (or remakes of them), as the Virtual Boy did have some great games: like Virtual Boy Wario Land, Mario Tennis, Mario Clash and 3D Tetris.

Now that the “red mark” on Nintendo is done with, we can turn to their next big handheld. Finally the handheld gaming scene changed in a more fundamental way when Nintendo released the Game Boy Color (abbreviated “GBC”) in 1998. It cost $80 at launch. Although it lacked a backlight once again, it FINALLY added a color display. Hooray! It also featured slightly improved graphic capabilities over the regular GB, resulting in games that could only be played on the Game Boy Color. However all regular Game Boy games were playable on the GBC.

Here is an awesome commercial for the Game Boy Color, which shows a fun twist on “Game Boy Color Nation” by showing each state in the U.S. drawn up as a GBC, then coming together to form the entire mainland! It’s very, very cool.

The Game Boy Color was far from the first portable game console to include a color display nor was the Game Boy Color that much more graphically superior to the regular Game Boy. In light of that fact, you would think the system would not sell so well. Think again.

The Game Boy Color took off right where the Game Boy left off and shot up like a rocket! It would defeat many more handheld newcomers like the WonderSwan (1998) and WonderSwan Color from Bandai (a Japan only line of portable systems) and SNK’s Neo Geo Pocket Color.

Game Boy Color Systems

The many colors of Game Boy Color. I had the yellow, you?

One of the reasons why the Game Boy Color became so popular was all thanks to ONE game. That game was… Pokemon. Pokemon, as you know, exploded to become a worldwide phenomenon (bolstered by a hit anime, trading card game, animated movies, toys and other media and merchandise). While Pokemon began as a design way back in 1991, the game took until 1996 before it was actually released… In Japan. And it did not hit American and worldwide shores until 1998. Just in time for the Game Boy Color!

Even though Pokemon was a regular Game Boy game (and NOT a Game Boy Color title), it helped to boost sales of the Game Boy Color through the stratosphere, and it was because of the extreme and unrivaled popularity of Pokemon (Nintendo’s innovative creature-racing and battling RPG) that other competitors to the Game Boy Pocket & Game Boy Color, like the ones listed below, did not stand a CHANCE.

Pokemon Red Blue Yellow Gold Silver Crystal Game Boy & Game Boy Color Games

Pokemon, Pokemon, Pokemon! A Game Boy Color's Best Friend!

The Game Boy Color though was simply an improved system over the regular Game Boy and Game Boy Pocket. Although it included slight improvements, it featured the same layout (A and B action buttons, select and start buttons, and a Dpad), didn’t feature a backlight, and was slightly larger than the Game Boy Pocket (although way slimmer than the original “brick” Game Boy). So Nintendo wasn’t exactly re-inventing the wheel here. But Nintendo fans had gone so long (from 1989 until 1996, seven years!) without getting a color display on their portable along with Nintendo software, that fans ate it up once Nintendo finally gave them the chance to play all their favorites, from Metroid to Mario to Pokemon to Donkey Kong to Zelda, in full and glorious color.

Here is an indepth look at the Game Boy Color and comparisons to the Game Boy Pocket.

And like the Game Boy Pocket before it, the Game Boy Color was fully backwards compatible with regular Game Boy games. It could play all of the Game Boy’s huge library from day one, as well as all-new games that were in full color and would not work on the regular Game Boy. Although the Game Boy and Game Boy Pocket’s instal base was so large that many of the best Game Boy Color games were also made to work on a regular Game Boy, sans color.

One unique feature of the Game Boy Color though that was never continued on any other future handheld system was an IR or Infrared port. In the days before wireless and bluetooth were popular, the IR port was located at the top of the Game Boy Color and allows you to set two systems close to each other, and exchange data “wirelessly”.

Game Boy Color Box (Japan)

The box for a Japanese Game Boy Color. Cool design!

Ooooo. I know what you’re thinking, big whoop. But back then this was pretty cool, as it meant that, for once, you did NOT have to lug around a Link Cable if you wanted to do simple things like trade Pokemon in Pokemon Gold/Silver/Crystal or other simple things. Although the Game Boy Color did also contain a standard Link Cable jack that allowed you to link up with a friend for more complex and complete two-player play, like battling in Pokemon. But still, having the IR Port was a cool feature of the Game Boy Color. It’s also worth noting that the Game Boy Color had absolutely incredible battery life, and ran on only two double A batteries. Those two batteries were worth over 30 hours of gameplay! (I knew this well, as my original Pokemon Yellow cart had it’s clocked stopped at the max time allowed!) The IR Port, as mentioned, was never continued to future systems, as it was eventually obsolete and replace with the true wireless that we know of today.

A competitor of the Game Boy Color was the WonderSwan. This system did relatively well in the Japanese market (it was released in 1999), bolstered by a deal with Square that saw the early Final Fantasy games released exclusively on Wonderswan (and not on Game Boy systems) and bundled with the system; as well as strong support from third-party powerhouses like Capcom. This despite the fact that the system was not much more powerful than the Game Boy Color. Read the rest of this entry »

 
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Posted by on February 24, 2012 in Features

 

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Trailer of the Day – Lunar Flight Launch Trailer

Lunar Flight Moon Game Now Available Via GamersGate

The Moon Challenge Awaits In Lunar Flight!

Lunar Flight has launched and is now purchaseable at GamersGate for the PC. GamersGate is a European-based (Sweden) PC and Mac online store, run by developer Paradox Interactive since 2006, that sells all manner of videogames (both mainstream and Indie) that are purchasable Client-free (as opposed to competitors like Steam and EA’s Origin).

If you enjoy this article please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

Lunar Flight is a Moon simulator that updates the gameplay of the classic arcade title “Lunar Lander” for the year 2012. However it extends far beyond that game by offering a fictional and indepth Lunar Module Simulator and challenges the player with all manner of Moon missions to complete. These include Transporting Cargo, Acquiring Data at Survey locations and locating Lost Cargo. Finishing the game’s varied missions earns experience points and money used to Refuel, Repair and Upgrade the Lunar Module in order to better equip it for future missions.

An online leaderboard system is in place as well, and it allows you to take on Time Trial challenges to try and compete to be the best player in the world. A globule Pilots Leaderboard, ranking your experience in the game, is also on offer; along with various in-game Achievements to unlock and earn.

Lunar Flight offers a “truly unique and challenging flight simulation experience that will give you many hours of immersive, addictive & rewarding gameplay.”

Lunar Flight Moon Simulation Game Screenshot

Moon Simulator and Lunar Lander Remake "Lunar Flight" Screenshot

One of the coolest and greatest aspects of this Indie Game is in it’s unique asthetic. The game features immersive atmospheric sounds, music and graphics that create an engaging experience where players will learn to appreciate the Moon and it’s realistic physics that challenge the player. The Lunar Module even features proper “Newtonian physics behavior” that creates a genuinely authentic low-gravity, dynamic space-based experience. And while the game is a sim, the developers promise it is accessible and, most of all, fun; even for those who are not huge simulation fans. The game even supports Xbox 360 Controller play on Windows. And it can further be configured with most computer controllers.

Key Features of Lunar Flight include:

* Authentic Newtonian Space Physics.
* Addictive Challenging Flight Simulation.
* Earn Money and Experience from Transport, Survey & Lost Cargo Recovery Missions.
* Random Mission Generation.
* Purchase Upgrades and Action Items for the Lunar Module.
* Online Time Trial & Pilot Leaderboards.
* Achievements.
* Spectacular Graphics and FX.
* Amazing Immersive Soundscape.
* Quad View Display.

This video breaks down the gameplay features of Lunar Flight.

Last but not least, the developer Sean ‘sh0v0r’ Edwards for “Shovsoft” is hoping to get the game published on Steam sooner rather than later. It was submitted last month in January but has yet to be released, so please request it over at the Lunar Flight Steam Request Thread and show your support!

 
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Posted by on February 24, 2012 in Trailer of the Day

 

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MyView – Metroid Prime, A Modern Classic

Metroid Prime Phazon Suit Artwork

Phazon Suit Samus Looking Badass

Metroid Prime is by far one of my favorite games of all time, and is one of the best games ever made, bar-none (in my humble opinion).

If you enjoy this article please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

Here is an excerpt from my epinions.com review of Metroid Prime, which was released for the GameCube in 2002 and developed by Retro Studios. It redefined the way people saw first-person action adventure games; and set many standards. In addition to completely redeeming Nintendo’s idea of switching the series to the first-person perspective.

“The visor Samus sees her world through is almost like a character in itself! And this first Metroid Prime conveys this arguably even better than its sequels and better than any game up to this point (and even today, it stands out). And it was a striking sight to behold and still is, the first time your visor is interracted with in a fun (and back then, entirely unique and new) way.

How so? Fog and condensation will build up on your screen if you pass through some steam, rain pelts the visor as it hits if you look up at the cloudy sky above, acid or bug guts will splatter across your face when they attack or you obliterate them with fire, if light hits your visor at just the right angle you can actually see Samus’ human face reflected on the glass from inside the suit, and certain electricic machines and enemies will interfere with your display, causing it to static out like a television!

All of this contributes to Metroid Prime’s expertly crafted sense of “life”, the world around you and Samus herself feel like much more than the cardboard cutouts of a lot of games, here the world is living and breathing and even the world you see and how you see it, play an integral part in the experience; and it all comes together so smoothly that you’ll be amazed at how incredibly cohesive it feels. It all feels natural and every part of the game resonates as if was all built to go together from the get-go (It wasn’t, in fact the game was originally a third-person platformer until Shigeru Miyamoto, creator of Mario and Nintendo mastermind, demanded the switch to first-person).”

 
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Posted by on February 23, 2012 in MyView, Reviews

 

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Trailer of the Day – Far Cry 3

Far Cry 3 Throwing Knife Screenshot

The brutal world of Far Cry 3

Far Cry 3 is the direct follow-up to Far Cry 1 and Far Cry 2, both highly acclaimed first-person shooters. The game is being developed by the same people responsible for Far Cry 2 and has a release date of September 4th, 2012 for Xbox 360, PS3 and PC.

The game offers a brutal world of survival, and it’s important to say that the following trailer is not for the faint of heart, or for the easily offended. The trailer is full of cursing of the highest order (lots of f-words), but it gives you that sense of complete desperation that the developers were striving for.

Here is the full trailer along with some analysis directly afterword.

If you enjoy this article and trailer, please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

 
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Posted by on February 23, 2012 in Trailer of the Day

 

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Photo of the Day – Real-Life Art

Real Painting Is Actually Photo!

Looks Like A Painting, But It's A Photo!

Here is a very cool photograph of, what is essentially, a living painting!

What you are seeing is NOT a painting, it is a photograph of two real-life people, using paint and shadow to create an image that looks like the person seated has been painted on paper!

AWESOME!

If you enjoy this article and art, please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

 
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Posted by on February 23, 2012 in Photo Of the Day

 

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Sin and Atonement: A Thought

Jesus Artwork (Garden of Gethsemane)

Jesus Praying Art

I’m reading a very interesting book, below is an excerpt from it regarding Sin and Atonement that I found to be very enlightening. I thought I’d share.

If you enjoy this article please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

“The concept of sin and atonement is not new to the human race, nor are laws and regulations. We are all subject to them every day of our lives. Therefore, there are laws in both the natural and the spiritual by which humanity must abide. The failure to do so subjects the one who broke the law to some form of an unpleasant act or chore to make restitution for the law that has been transgressed.

There is a reason for this process, which we call “punishment” in the secular sense, and “atonement” in the spiritual sense. The purpose of atonement is not intended for God’s satisfaction, just as paying a fine for speeding is not meant to enrich the presiding judge. Parents understand quite well how the system works. They, too, set rules (laws and regulations) for their children to abide by, though they know eventually some of them will be broken.

The purpose of these rules, as we all know, is for the protection and benefit of the child. Perhaps today’s most common rules for children are not to talk to strangers, and not to get in a stranger’s car; a very serious concern which can have dire consequences.

The Holy Spirit

Our Comforter, the Holy Spirit, Descends from Heaven as a Dove

The same principle applies to the laws of God. They were given to protect and for maintaining order among humans. It was Moses and Jesus who stipulated that the laws were made to serve man, for our benefit, not for God’s benefit. So, as an example, how is God affected when people break their marriage vows? He is not. Perhaps grieved but not affected. The innocent children are affected and devastated by the divorce that usually follows such an act. In addition, at least one of the parents, if not both, will be very hurt emotionally. When we break God’s laws, we subject ourselves, our loved ones, and others to suffering and pain.

It grieves God when mankind suffers. Why does He not do something about it, some might ask. He did. Because of Adam’s sin, we must pay the prescribed punishment. It is a law of God that sin cannot go unpunished. The next best thing is to send mankind a Redeemer that can reconcile us back to God and a Comforter to help us through our daily trials (referring to Jesus and the Holy Spirit, respectively).

Romans 3:23 Art

For all have sinned and fall short of the glory of God, and are justified freely by His grace through the redemption that came by Jesus Christ

The laws of sin and penalty are similar on earth as they are in the kingdom of God. There is a predetermined penalty for someone who steals a car, or who deliberately kicks in his neighbor’s door, etc. Whoever breaks the law must pay the prescribed (pre-determined) punishment. After doing so, the offender is forgiven and re-admitted into society. Likewise, after a child breaks a rule of the household, he or she must pay a price of his or her own sake, to learn to avoid harmful behavior. Once the price is paid, normalcy returns to the home. The parents hug the child and vice versa.

The same theory applies to the Kingdom of God. If God did not expect a law to be broken, He would not have attached a predetermined penalty to it.

“But we are all as an unclean thing, and all our righteousness are as filthy rags” (Isaiah 64:6)
“For ALL have sinned, and come short of the glory of God.” (Romans 3:23)”

 
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Posted by on February 23, 2012 in Verse of the Day

 

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Spotlight On: Metroid Metal, Samus Headbangs to Zebes

Metroid Metal Art

Metroid Metal Album Cover Art for Varia Suite

Have you heard of Metroid Metal? If you like heavy headbanging music sprinkled with the melodic and gloomy asthetic of the Metroid games, then you owe it to yourself to get some Metroid Metal in your system!

If you enjoy this article and music, please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

Metroid Metal is the preeminent metal band that creates music exclusively based on the videogame tunes of the entire Metroid series. They continuously release new music on a pretty regular basis and have covered virtually all of the most popular songs from the long-running series.

Metroid 2 M2Q Art from Metroid Metal

Metroid Queen Awesome Artwork

Stemage (Grant Henry) is the founder of the band, which originated by just remixing tunes in a metal style with him alone on guitar, but it has since grown into a full-fledged metal band. The band doesn’t tour, but they have played shows and exploded in popularity after playing live at PAX and releasing two albums: Varia Suite and Expansion Pack. They will be playing live at PAX East in Boston on April 6th-8th 2012 during Easter Weekend.

In total, Metroid Metal has released 29 Songs, all of which are available to download for free at the Metroid Metal website, starting in 2003 with “The Theme” from the original Metroid.

Harmony of A Hunter Metroid Art

Awesome Metroid Artwork from Harmony Of A Hunter Album

Their newest songs are “The Brood” from Super Metroid (the Space Pirate theme that plays when you first pick up the Morph Ball then head back up to Mother Brain’s old lair) and M2Q from Metroid 2: Return of Samus.

Definitely download them and give them a listen! You will suredly be so impressed that you’ll want to go purchase both of their albums (Varia Suite and Expansion Pack) and you’ll definitely want to buy the very sweet Metroid Metal shirt that I myself wear at all times. :D Also check out the awesome Metroid Harmony of A Hunter 25th Anniversary Tribute album that features a compilation of indie videogame music artists giving their take on famous Metroid tunes across two discs; including Metroid Metal! Did I mention Harmony of A Hunter is free?!

The Brood Metroid Metal Alien Art

Awesome Metroid Aliens-inspired Space Pirate Art!

Metroid Metal – Varia Suite Album ($6) Tracklist

1. Prelude (SM)
2. Lower Norfair (SM)
3. Brinstar (NES)
4. Item Room (NES)
5. Item Collect (NES)
6. Kraid (NES)
7. Ridley (NES)
8. Phendrana Drifts (MP)
9. Boss Medley (SM)
10. The Tunnel (M2)
11. Space Pirates (MP)
12. Maridia/Escape (SM/NES)
13. Ending (NES)
14. Theme (NES)

Metroid Metal – Expansion Pack Album ($4) Tracklist

1. Prime Theme (MP)
2. Brinstar (SM)
3. Norfair (NES)
4. Crateria (SM)
5. Tourain/Mother Brain (NES)
6. Prime 3 Theme/Bryyo (MP3)

Here’s a video of Metroid Metal in action, playing at PAX 2009!

Here is a list of every song Metroid Metal has released (sans a few from their actual albums, listed above); click on one to listen to it or right-click and “Save Target As/Save Link As” to download the song for free!

1. The Theme – Metroid 1
2. Kraid’s Theme – Metroid 1
3. Item Room – Metroid 1
4. Norfair – Metroid 1
5. Brinstar – Metroid 1
6. Intro – Metroid 1
7. Ridley’s Theme – Metroid 1
8. Tourian/Mother Brain – Metroid 1
9. Item Collect – Metroid 1
10. The Escape – Metroid 1
11. The Ending – Metroid 1
12. Lower Norfair – Super Metroid
13. Maridia – Super Metroid
14. Boss Medley – Super Metroid
15. Phendrana Drifts – Metroid Prime
16. Title/Menu Theme – Metroid Prime
17. Brinstar – Super Metroid
18. Space Pirate Theme – Metroid Prime
19. Prelude/Theme – Super Metroid
20. Crateria Surface – Super Metroid
21. The Tunnel – Metroid 2: Return of Samus
22. Theme/Bryyo – Metroid Prime 3: Corruption
23. Torvus Bog – Metroid 2: Echoes
24. Downed Frigate – Metroid Prime
25. Super Metroid Ending – Super Metroid
26. Sector 1 – Metroid Fusion
27. Tallon Overworld – Metroid Prime
28. M2Q – Metroid 2
29. The Brood – Super Metroid

Last but not least, Stemage will satisfy your metal cravings beyond Metroid as he has a stable of his own material! There’s a list of free Stemage non-Metroid videogame songs and then you have Stemage’s own albums!

Check out Stemage’s albums: Zero Over Zero (1978 Dawn of the Dead-inspired), Frets of Valmar, and Strati.

Here’s more videos of Metroid Metal in action!
Read the rest of this entry »

 
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Posted by on February 22, 2012 in Videogame Music

 

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Arizona CNN Republican Debate 2012 Full Video

Republican Candidates on Debate Stage

The Four Titans Left Standing

The Republican Candidates got together tonight in my home state of Arizona, in Mesa right outside my home city of Phoenix, for a critical debate just before the Arizona and Michigan Primary voting contests (on February 28th in both states);

If you enjoy this article please like it at the top of the website and share it on Facebook and Twitter, I’d greatly appreciate it! And leave a comment if you’re so inclined. :)

The Pledge of Allegiance By Rick, Newt, Mitt and Ron

Rick Santorum, Newt Gingrich, Mitt Romney and Ron Paul With Hand on Heart

And the “big day”, Super Tuesday, which will define who the real frontrunner is via a series of important votes in more states than we’ve yet seen (March 6, 2012 in Alaska, Georgia, Idaho, Massachusetts, North Dakota, Ohio, Oklahoma, Tennessee, Vermont and Virginia).

The four candidates still left standing include:

Rick Santorum Faith Family Freedom

2012 Presidential Candidate Rick Santorum

Rick Santorum, who is fighting hard to take the reigns as bonafide frontrunner after winning the last three vote contests (Missouri, Minnesota and most surprisingly, Colorado);

Mitt Romney American Flag

2012 Presidential Candidate Mitt Romney

Mitt Romney, who is perceived as the one who will assume the Republican Nomination to face off against President Barack Obama in November;

Newt Gingrich American Flag

2012 Presidential Candidate Newt Gingrich

Newt Gingrich, the former Speaker of the House who is fighting tooth-and-nail to stay in the race; and

Ron Paul American Flag

2012 Republican Candidate Ron Paul

Ron Paul, the self-described “Champion of Liberty” who stands strong on antiwar positions and Libertarian policy.

Following below are all parts of the debate (the full video is coming as soon as it is available). Who do you think won and who do you support?

CNN Arizona Republican Debate Part 1

Read the rest of this entry »

 
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Posted by on February 22, 2012 in Politics

 

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