Sources like Kotaku claim that the new upcoming Xbox console will always have to be online to play games. Even if they are single player games. Without an internet connection the device more or less is a doorstop as it won't be possible to launch any games or apps. It is also said that internet interruptions up to 3 minutes won't cause issues but longer drop outs will halt the machine. And despite Sony denying that the new PS4 won't be able to play second hand games they did apply for a patent for technology doing that very thing. Companies do seem to be drifting away from giving a good customer service. Below are my thoughts on these matters which seems to become a reality for consumers world-wide. If you don't want to read it all, there's also a video :)
|Greetings once more to all my fellow Armchair Arcadians! Yet again, I've found my blogging schedule horribly delayed by "Life, The Universe, and Everything". If I weren't such a chipper and optimistic guy, I'd begin to think that it was some kind of Secret Illuminati Conspiracy, trying to derail the "Great Things" I want to accomplish in my life. Sadly, it's nothing so dramatic or interesting. I know all too well what the real causes are:|
|Hello everyone! I'm back again, this time to dive into more details on the collection of playable home-consoles on display at the 2012 Houston Expo. (Part #1 of my coverage is here. Part #2 is here.) For Part #3, I shall also recap the 1-hour presentation given by Joe Crookham of Classic Arcade Works on how to replace your battered and failing arcade cabinet with a faithful reproduction. Additionally, I'll give you an overview of the delightful conversations I had with Joe, about his business, how it's going for him, and his plans for future expansion. So with no further delay, onwards...|
I've typed this article up on an Apple laptop - and had to google to find out how to type the hash symbol. How lame is that? Jobs had some strange ideas about what people use - what was it with Java support in the iPhone/iPad default browser? Noone uses Java? What a load of rubbish.
Anyhow, it has been some time since I posted here on this subject (i.e. my far too big collection of games that I will never get around to playing to the level of commitment that the games probably deserve) and here are two I've been putting some time into recently and keep going back to - Gunbird 2 and Raiden III.
My last post in this blog was about a shmup (Darius Gaiden) and I make no apologies for following up with another two - because I'm going to rant a little bit about high scores again. Look at Darius Gaiden on the Sega Saturn - a lovely game that is tarnished because it doesn't save high scores (boo!)- taking a big chunk out of the reason to own it which is a crying shame as its an excellent shooter with a lot going for it. But a shmup with no high score is bordering on pointless. Gunbird 2 and Raiden III both do it right - though the OCD part of me thinks that Gunbird 2 could have gone a bit further with how it supports high scores.
|Hello everyone! Welcome to Part #2 of my coverage report on The 2012 Houston Arcade Expo. (You can flip through Part #1 of my coverage here.) For this article, I'm back with details on the many amazing machines that were available at the show. I'll get to the interviews in Part #3 and Part #4 of this series. Check back soon for those. For now though, it's time to enjoy more of the eye-candy!|
Hello again dear readers, it's great to be back! Once more, my inner arcade- and computer-gaming aficionado has burst out of the dreary doldrums of "Crazy-Busy Normal Life", after being confined for just too darn long. I did so with some gusto this time, and took the opportunity to shamelessly gorge myself on an enormous and truly delicious smorgasbord of gaming: The 2012 Houston Arcade Expo.
Even as I write these introductory words, the whole 2+ day event is STILL going on. While it's scheduled to officially wind to a close in the next hour or so, from all the good folks I chatted with, the talking and story-telling and drunken networking will likely go on until dawn. For my part though, I had to throw in the towel a little bit early. For starters, I had to dash home and start cracking on this set of articles for you fine folks!
Not to mention that my ears are absolutely ringing from the roar of 120+ pinball and arcade machines running full-blast, and my eyes feel like they're covered in plastic-wrap. (Note to self: When binging for 10+ hours on video games and pinball, remember to blink.)
In my last article, I wrote at length about my experience making Retro-ZAP! on my near-ancient TRS-80 Model III computer. As I described, the experience was a fun and interesting one. It provided a mix of both high- and low-points, all of which were fun to write about. What I did not expect however, was the level of attention that would be generated by a Space Invaders knockoff, written in interpreted BASIC.
Hey again! Time for Part 2 of my little foray into retro-system game programming. This time around, I'm going to jabber on a bit about the process I went through while actually experimenting and coding "The Idea". To bring this "Retro Masterpiece" of slow-poke BASIC code to life took me a grand total of about 18-20 hours; and that includes the time I spent mucking around trying to get the &*#%$-ing cassette port working, plus writing the various bits of test code. (Hah! Take that 3D-Realms!)
The San Antonio Express-News has posted the Web version of their article, The game isn't over yet for retro gamers. While I am clearly mentioning this particular article because I was interviewed in it, I'm also happy to say that it's well-written and researched, which is certainly not the norm for something mainstream like this. So, head on over to their Website and check out the article on our favorite hobby, pronto!