Friday, 20 January 2012

Classic Video Games: What's Hot Now: Jerry Lawson - Profile

Classic Video Games: What's Hot Now
These articles that had the largest increase in popularity over the last week // via fulltextrssfeed.com
Jerry Lawson - Profile
Jan 20th 2012, 11:08

At a time when the computer and video game industry was primarily filled with Caucasian males, Jerry Lawson was an innovator. He created of the first cartridge based video game console (the Fairchild Channel F), designed of one of the first coin-op arcade games (Demolition Derby), was the head of Videosoft, an early independent developer for the Atari 2600, and the first African American in the video game industry to achieve such accomplishments.

Name: Jerry Lawson
Birth: 1940
Mark In Gaming History: First Black Video Game Engineer and Designer, Spearheaded the Fairchild Channel F video game console, designed and produced the Demolition Derby arcade game, head of Videosoft game developer.

Early Life:

Growing up the son of a low-income family from a housing project in Jamaica, New York never held back a young Jerry Lawson. His mother, was determined to make sure her son went to the top schools available and received the very best education, even serving as the head of the PTA. His father, a long longshoreman, had a ravenous apatite for science and technology, which he passed onto his son.

At a youth Jerry was already an incurable techhead and tinkerer, obtaining a ham radio license and using it to build his own amateur radio station from his room, as well as make and sell walkie-talkies.

Engineerin His Way to Fairchild:

After attending Queens College and The City College of New York, Lawson began an engineering career, working in emerging technologies with companies such as Federal Electric, Grumman Aircraft, and PRD Electronics. Eventually he landed at Fairchild Semiconductor in 1970 working with their full-line semiconductors and microprocessors.

During his first few years with Fairchild, Jerry started getting involved with more computer technology, as his interests grew he joined the Homebrew Computer Club and befriended the founders of Atari, Nolan Bushnell and Ted Dabney, as well as the engineer behind Pong, Alan Alcorn.

Fairchild Channel F - Origin of a Video Game Trailblazer:

Nolan and Ted had shown Jerry their creation, Computer Space, the first commercially available coin-op arcade game, after which Jerry started tinkering around at home, designing and building his own coin-op arcade machine, Demolition Derby, using microprocessors from Fairchild.

When the execs at Fairchild learned of his arcade creation they put him in charge of their home video game console project, which would eventually become the Fairchild Channel F, the first ROM cartridge video game console.

TV POW:

In addition to being head of the Fairchild Channel F project and designing many of it's prototyped components, Lawson and his team also worked on expanding the systems capabilities beyond just cartridge gaming.

One of the more unique variations of the Channel F technology that Lawson and his team put together was TV Pow, the first, and only video game played via broadcast television.

As feature on local childrens shows between cartoons, the host would have players call in to participate in TV Pow, which featured a space shooting game running of the Channel F, with a big target scope in the middle. When enemy ships flew in front of the scope, the player would yell "POW" to fire and hit their target.

After the Fairchild Channel F:

After leaving Fairchild, Lawson started his own video game developer, Videosoft, with intentions to create games and tech tools for the Atari 2600. Videosoft ended up creating only one cartridge, "Color Bar Generator", which was designed to calibrate your televisions color, and adjust the vertical and horizontal picture hold.

Today Lawson is enjoying a well-deserved retirement and attends retro gaming expos and conventions as a guest speaker.

In an industry that rarely saw minority professionals during it's early days, Lawson may very well be the first black video game designer, producer and engineer in the industry. From the beginnings of his career to today, he is amused when he meets so many folks who have heard of him, but upon meeting him in person are shocked by the fact that he is black. As he stated in a 2009 interview with Benj Edwards for the website Vintage Computing and Gaming "Well I don't go around telling everybody I'm black. I just do my job, you know?"

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

Thursday, 19 January 2012

viedogame: MapleStory Adventures receives social update

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
MapleStory Adventures receives social update
Jan 20th 2012, 05:41

Facebook version of game to get two new dungeons and new bosses for fighting.

The last time MapleStory Adventures for social network sites made headlines, it was when the game reached 1,261,046 monthly users within two weeks of its open beta phase. Now, publisher Nexon has announced that this version of the MMORPG will receive some major updates.

New dungeons in the update for the new year include the Wasteland of Souls, where fans will encounter ghost boss Papa Pixie, and the level 50-only Forgotten Temple filled with wild plants capped off with a boss fight against the multi-armed Ravana. Killing the aforementioned bosses will give players a chance to earn rare and legendary gear drops.

Also new is a Cash Shop item called The Horn of Friendship, which calls upon four other players to help the user overcome bosses in dungeons. All items in the game now have three new attributes: Luck, Critical and Dodge. Luck determines a player's drops, Critical determines a user's critical attack rating, and Dodge determines a character's chance to evade attacks.

MapleStory isn't the only RPG franchise that has a social game spin-off: Bioware's Dragon Age Legends and Square Enix's Knights of the Crystals are two well-known examples. For more information on the franchise, check out GameSpot's feature on the MMORPG.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Diablo III to experience system changes

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Diablo III to experience system changes
Jan 20th 2012, 04:35

Tweaks will be seen in latest beta patch of action RPG.

There has been a lot of rumbling about Diablo III as of late, with the most recent being its supposed leaked release date. Game director Jay Wilson recently posted on the official Diablo III blog on Blizzard Entertainment's site that the team will also be changing some of the systems they have received the most feedback about from the game's extended beta.

According to the post, scrolls of identification will no longer be in the game. Instead, a player just has to right-click on an unidentified object and wait a few seconds before its stats are revealed. Wilson also said that the team will remove the Cauldron of Jordan and Nephalem Cube options currently present in the beta. He elaborates that because the Stone of Recall allows players to return to town, keeping the cauldron and cube may not give players enough of an incentive to occasionally return to town. The blacksmith will now also salvage items for players.

Other changes include rearranging core character attributes to the four stats (strength, dexterity, intellect, and vitality), displaying character stats on the inventory user interface, and not making common items salvageable. All the changes will be seen in the latest beta patch. For a detailed explanation of the changes, head to the post on the game's official blog.

Diablo III is the next entry in the action RPG franchise. New features include five new classes, new multiplayer modes, and an auction house. For more information, check out GameSpot's coverage of the third game.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Big in Japan Jan 9-15: Super Robot Taisen OG Saga

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Big in Japan Jan 9-15: Super Robot Taisen OG Saga
Jan 20th 2012, 02:49

Recent bundle of famous strategy RPG series bumps Nintendo racer from top spot; console sales experiencing post-holiday slump.

Namco Bandai has won Japanese gamers over with a re-release of a Super Robot Taisen title, a franchise that combines strategy RPG gameplay with mechas from popular anime and manga culture. The latest game in the series took out the top spot in sales for January 9, according to the recent Media Creates chart update.

The Super Robot Taisen OG Saga Masou Kishin I & II bundle for the PSP knocked Mario Kart 7 off pole position with 81,996 units sold on its debut week. Meanwhile, Nintendo sold 52,266 units of Mario Kart 7 and 40,154 units of Super Mario 3D Land. Monster Hunter 3G for the 3DS was placed third with 44,644 units sold.

Other new titles on the list include Spirit Camera and Ace Combat: Assault Horizon Legacy for the 3DS. The former is a spiritual successor to the Fatal Frame series where gamers have to escape a haunted house and defeat ghosts using their mystical cameras. Spirit Camera was at seventh place with 16,351 units sold. Ace Combat: Assault Horizon Legacy is an entirely new flight simulator title that sticks to the mechanics of past Ace Combat titles. The 3DS title was at ninth place with 12,819 units sold.

On the hardware front, the 3DS and PS Vita experienced big drops on the post-holiday week. Nintendo sold 100,668 units of the 3DS, while Sony sold 18,361 units of the PS Vita. For comparison, Nintendo and Sony sold 240,819 and 42,915 units of their respective consoles on the last Media Creates update. Sony managed to sell 30,332 units of the PS3 and 22,538 units of the PSP.

JAPAN GAME SALES WEEK OF JANUARY 9-15 Software
Rank/Title/Publisher/Platform/Unit sales
1. Super Robot Taisen OG Saga: Masou Kishin I & II / Namco Bandai / PSP / 81,996
2. Mario Kart 7 / Nintendo / 3DS / 52,266
3. Monster Hunter 3G / Capcom / 3DS / 44,644
4. Super Mario 3D Land / Nintendo / 3DS / 40,154
5. Inazuma Eleven Go / Level-5 / 3DS / 20,777
6. Musou Orochi 2 / Tecmo Koei / PS3 / 20,409
7. Spirit Camera: The Cursed Memoir / Nintendo / 3DS / 16,351
8. Final Fantasy XIII-2 / Square Enix / PS3 / 14,407
9. Ace Combat: Assault Horizon Legacy / Namco Bandai / 3DS / 12,819
10. Just Dance Wii / Nintendo / Wii / 12,370

Hardware
3DS â€" 100,668
PS3 â€" 30,332
PSP â€" 22,538
PS Vita â€" 18,361
Wii â€" 14,179
DSi XL â€" 1,515
Xbox 360 â€" 1,519
DSi â€" 1,206
PS2 - 766

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Xbox 360 | NFL Blitz Review

viedogame
All of the Reviews. Can you keep up?. // via fulltextrssfeed.com
Xbox 360 | NFL Blitz Review
Jan 20th 2012, 00:44

More than a decade ago, when NFL Blitz first burst onto the scene, it represented a preposterous exaggeration of professional football. With the strobe-like flash of its overworked scoreboard, quarterbacks routinely throwing for 400 yards, and running backs relegated to pass blockers or short-legged receivers, it was a sharp contrast to sims.

Who could have foreseen that this arcade-style football game would be so prescient? NFL Blitz's wide-open offensive systems and comparatively small defensive impact have since been infused in the real sport. And though the latest NFL Blitz is virtually a mirror image of its forebearers, it lacks the savage spark that embodied the original games. It's not just the removal of late hits that's the problem. Aside from online play and a couple of new modes, NFL Blitz is identical to games released more than a decade ago, and the lack of modern ideas makes this feel like a dusty relic. NFL Blitz is showing its age, but the excitement inherent in a hard-fought competitive match still makes this exciting.

Joe Flacco melting down under pressure? Maybe this is a sim.

NFL football has a rule book hundreds of pages long that no mere mortal could dare hope to decipher. In NFL Blitz, the rules have been narrowed down considerably. Only seven players line up on each side of the ball, and though it takes a whopping 30 yards to gain a first down, frequent big plays ensure you score early and often. And penalties? Who needs 'em! The easiest way to force an incomplete pass is to knock down the receiver before the ball arrives. Turbo-fused hits, leaping throws, and spectacular catches are all represented in the same manner as in the earlier games, and even the playbook is nearly identical to what you remember. Like throwing the ball deep? Select Da Bomb so your receivers sprint down the field. Or maybe trickery is more to your liking. Split Back lets you toss to a player in the backfield who can then throw a pass of his own downfield. The pace is crazy and frantic, but you never feel out of the contest since points are so abundant

There's an undeniable pull on your nostalgic senses that makes NFL Blitz immediately welcoming. The players have been updated, and the visuals are now in high definition, but the surrounding elements are eerily similar. Firing up a contest is like returning home again. The high-flying, back-and-forth draw that made the original so endearing is well realized here. But like most reunions, this one isn't as rosy as you might remember. Quirks buried in your subconscious are unearthed in frustrating sequences. You yell in anger when your player drops the football like it's a wet seal. You gasp in horror as your forward pass is inexplicably ruled a fumble because your receiver was behind the line of scrimmage. You scream in frustration when your offensive line turns into a sieve at the worst possible time. And you shake your head with disappointment when your receiver walks out of bounds instead of turning upfield. Considering there are so few enhancements to the core of the game, it's a shame these foibles weren't ironed out in the many years since Blitz's inception.

The on-field action is as fun (though flawed) as ever, and a variety of modes give you plenty of different ways to take part in it. Blitz Gauntlet is as good of a place to start as any. Here, you compete in a tournament against progressively more difficult teams. Taking on the Redskins or Seahawks is certainly entertaining, but the main draw in this mode is the fantastical players you square off against. Teams composed entirely of robots, pirates, gladiators, and other non-football players serve as the boss fights, and though the action is mostly the same, the comedic impact cannot be denied. Yes, a pirate might not have the benefit of shoulder pads, but wouldn't a hook help in defensive matters? There's no clear answer, but it's certainly fun to ponder. Power-ups also litter the field in these boss battles. Freeze the clock or create an earthquake by nabbing an icon at an opportune time, and though these don’t have a huge impact on strategies, they do help mix things up from the norm.

Blitz Elite steers away from the cartoonish and veers into simulation territory. Here, you build your team by purchasing (with in-game money) playing cards. It's a concept borrowed from the Madden franchise, and it gives you something to strive for in the long term. You may have to purchase many packs before your favorite players are unlocked, and tweaking your roster so you're more competitive is appealing for a little while. The most thrilling application of this feature comes in the risk/reward matches against an online foe. The winner gets to choose any card from your pile and nab it as his own; the loser has to watch. Granted, unless you have an emotional connection to your players, it won't matter much when you lose someone, but don't expect your wounded pride to heal as quickly.

The last mode is Blitz Battle, which is the most engaging of the three. Collecting cards and battling bosses are entertaining for a little while, but Blitz is still at its best when you're squaring off in the classic competition. In Blitz Battles, you choose a state to represent and then take on players around the country in online matches. Perform well, and you move up a class to face even tougher competition. Struggle, and you get sent back to the minors. Moving from rookie to elite status is empowering, and as you move from state to regional and national competitions, you feel as if you're making tangible progress. You can start a game with an online friend if you like cooperative play, though it's much harder to find a match in this mode. Blitz is at its best in one-on-one action, and that's why Battle is the most exciting way to experience this downloadable game.

Ranking up in Battle, unlocking cards in Elite, and fighting bosses in Gauntlet give Blitz a surprising amount of longevity. You could spend hours in each mode trying to gain access to everything, so there's plenty of content here for 1,200 Microsoft points ($15). But even though it's still fun to unleash lunging tackles and 70-yard touchdowns, the whole experience feels antiquated. You can pile on all the extra modes you want, but if the core action is unchanged, it's hard to shake the feeling that you've done this all before. Don't expect NFL Blitz to have the same impact it did so many years ago, but this is still a satisfying way to rekindle a nostalgic flame.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: 3DS | Kid Icarus' Last Stand

viedogame
All of the Previews. Can you keep up?. // via fulltextrssfeed.com
3DS | Kid Icarus' Last Stand
Jan 19th 2012, 21:00

Pit's new adventure comes with no fewer than three different ways to play--one includes a stand for the 3DS.

In case you were unaware, when you play Nintendo's Kid Icarus: Uprising you have to hold the 3DS stylus in your right hand. So if you're left-handed, it probably isn't the most elegant way to play a handheld game. As a fellow south paw, my recent two-hour visit to play Kid Icarus: Uprising gave me an opportunity to see how much of an issue this would be as I tried two of the three different methods for playing the game. I can safely say that left-handed folks can probably make do using their right hands, but even righties might experience some hand cramping.

Check out the latest trailer for Kid Icarus: Uprising.

But before we dive more into the controls, let's talk about the game itself. Every chapter in Kid Icarus is broken up into two parts; the first is the in-the-air on-rails section, but it only last a few minutes. The second part lands Pit on the surface where most your time is spent in any given level. It's also worth mentioning that these ground levels are fairly open and give some room for exploration.

One of the interesting aspects of Kid Icarus is its level difficulty--or intensity, as Nintendo calls--which can be adjusted to make the game easier or more challenging, but there's more to it than that. When you start the game for the first time, the intensity is set at 2.0, but before starting a chapter, you can still adjust the intensity from 0.0 to 9.0. Of course, this means the higher the intensity, the greater the challenge.

Intensity plays an important role in terms of collecting hearts because when you set your intensity, you wager a number of hearts. These hearts are then used to unlock additional weapons for Pit to use. By completing a stage without dying, you're rewarded with large number of hearts that are added to the hearts collected from defeating enemies. If Pit dies, you lose a percentage of the hearts you might have won and the intensity level drops.

The intensity level you've chosen for a particular area also lets you explore new areas. For example, in the first chapter of the game, there is a section that requires you to set the intensity to 5.0. If you like to take risks before getting familiar with a game, then you might be rewarded with something nice. Naturally, this also gives greater incentive to travel back through completed areas.

But no matter the difficulty, you might be wondering how Kid Icarus feels while playing, particularly for left-handers. The game is set up so that you use the stylus to aim on the touch screen, while the circle pad and L button control movement and shooting, respectively. Because of that, finding the sweet spot to perform all of Pit's actions was quite a challenge. Admittedly, even if you're accustomed to the holding the stylus with your right hand, you might face some problems because the game requires a lot of rapid movements.

Interestingly, when Kid Icarus: Uprising is launched on March 23, it will come bundled with a support stand that makes it significantly easier to play. It makes movement and other actions easier to manage because you won't have to rest the unit on the three remaining fingers of your left hand. The only real downside to the stand is that when you apply pressure to it, the stand moves around quite easily, so you might have to re-position it multiple times for the best viewing and playing angle.

Unfortunately, we didn't have a chance to play the game using the circle pad add-on because of the way 3DS debug units are designed. Also, we didn't get a chance to see if it's possible to combine the circle pad add-on with the stand.

At any rate, playing Kid Icarcus: Uprising in a position that was foreign to me was still enjoyable, but it's obvious that you're going to have to find a control style that works best for you. Kid Icarus: Uprising is scheduled for a March 23 release.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: EA stock tanks on Star Wars: The Old Republic fears

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
EA stock tanks on Star Wars: The Old Republic fears
Jan 19th 2012, 19:56

Brean Murray Carret & Co. lowers game publisher's price target due to "creeping concerns" of MMO; EEDAR's Jesse Divnich calls move premature.

US markets are largely positive today, due in large part to positive earnings-season economic data and strengthening unemployment data, according to a consensus of financial reporters. However, such is not the case for Electronic Arts, which is trading down more than 6 percent after Brean Murray Carret & Co. analyst Todd Mitchell lowered the company's price target from $28 to $22.

As reported by Market Watch, Mitchell's reassessment of EA came about due to what he termed "creeping concerns" over the future of EA's recently launched massively multiplayer online role-playing game Star Wars: The Old Republic.

"Specifically, initial sales appear to be below expectations, and casual observation of early play is causing us to rethink our churn assumptions," Mitchell said in a note to investors.

Released to a strong critical reception on December 20, The Old Republic sold more than 1 million units during its first week of availability. That tally proved to be more than what EA could handle, as the game's launch was marred by long wait times to access many servers.

Mitchell's analysis of The Old Republic's situation isn't without its detractors. Speaking with GameSpot, Electronic Entertainment Design and Research's Jesse Divnich emphasized that it is far too early to measure the game's long-term potential.

"Some sell-side analysts have such bad tunnel vision on the market that they fail to understand the mechanics of the MMO vertical," Divnich said. "Whether MMO, console game, mobile, or social, each have a completely different business model. It is erroneous to apply success metrics from other verticals to the MMO market and that is exactly what a lot of analysts are doing."

Divnich also noted that EA still has a number of options to boost player numbers and engagement, should the company deem it necessary.

Baird & Co. analyst Colin Sebastian echoed Divnich's sentiment, telling GameSpot, "The game doesn't appear to be the smash hit that some had [thought], but I think it's way too early to be signing the death warrant."

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions