Farm-fresh burgers, now with bad eggs: a Burgertime retrospective

If there is one self-evident truth to the history of the gaming industry, it would be that the early 80s welcomed utterly bizarre gaming concepts. Even more bizarre, though, were the ones based around food.

There was Mr. Do, a game in which a clown digs tunnels underground to collect cherries, all while avoiding dinosaurs and monsters that look vaguely like Cookie Monster. Or Atari’s Food Fight, wherein a kid must make his way to an ice cream cone before it melts, battling his way past angry chefs with a variety of ingredients. But Data East took the enchilada, so to speak, when it brought out Burgertime in 1982.

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Daily Linksplosion: Sunday, November 15, 2009

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Looking back at The Dig

What I remember most clearly about The Dig is my associated feelings of disappointment. The 2D point-and-click adventure game—released in 1995, soon after Myst—had beautiful, painterly, 1992-era graphics. That is to say, upon its release, The Dig was already dated as hell.

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I was 13 when I played it—The Dig had been in development since I was 7—and it was the first time I’d played an adventure game so “on rails,” so “cinematic,” so a series of narrative moments and cutscenes, each one waiting for your trigger. I remember consciously thinking, “This game doesn’t even need me! It can just play itself if it wants to!” I’d felt, at the time, that the game was, somehow, overly directed, somehow too controlling and too, too linear, and I’d wondered if that wasn’t maybe because Steven Spielberg (!!!) was too protective of The Dig’s storyline. I was frustrated.

What’s interesting, though, is how well the too-dated parts of the game have aged: the 2009 eye can’t tell the difference, I guess, between 1992 and 1995. And contrarily, as John Walker notes in his excellent Dig retrospective for Eurogamer, the 1995-era stuff—those little moments of then-impressive CGI—look comparatively cheesy next to the game’s painted backdrops and setpieces.

Perhaps other aspects of the game have withstood time, too. Maybe the game’s painstakingly planned moments of revelation, and all its meticulous exchanges of dialogue—which, in 1995, were irritating and aggravating for an old pro with her very set ideas of how an adventure game should play and feel—can be accepted and amended by a 2009 eye and ear as simply part-and-parcel of “the way adventure games were back then.” In his article, John Walker even applauds those moments for their capability at pushing a story forward.

It isn’t that I feel at odds with John Walker’s retrospective—I really don’t—but I do wish I hadn’t played The Dig in 1995. If I hadn’t, perhaps I could play it now with Mr. Walker’s fresh, wide eyes.

John Walker writes,

But [that’s] not what I’ve taken away. What I’m left with is the feeling of isolation, the ambient loneliness, and most of all, of a sense of the potential for gaming to slowly, carefully tell a story.

I will say this: I do remember that feeling of alienation, some intrinsic melancholy, in playing The Dig. I’m relieved that Mr. Walker felt that, too, because for years after, I had—perhaps narcissistically—misattributed those feelings to simply being a 13-year old girl, and to being the sort of 13-year old girl who sits all cooped up, hours at a time, with a CD-ROM spinning and spinning in front of her.

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Edit: Chris “Papapishu” Person left a really incredible, illuminating post about The Dig in the comments. I’ve never done this before, and I apologize: I edited his comment, albeit only slightly, and I’m linking to it here.

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Daily Linksplosion: Monday, July 06, 2009

So, this is sucking. My cron job, which is supposed to automagically chronograph things every midnight, is no longer cronning. I think I need to find a different way to cron.

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Daily Linksplosion: Thursday, May 28, 2009

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Synesthesia in early gaming, NES style

To say the NES’s musical capabilities are famous is an understatement. With tunes like the Super Mario theme and the soundtracks to Mega Man 2, Castlevania, Contra, and dozens of other games, the system’s little sound chip can pump out some incredible music. The NES is practically a founding member of the chiptune musical genre, alongside such luminaries as the Commodore 64 and the Atari 800. Thus when I heard about an oddball, Famicom Disk System-only ‘musical shooter’ entitled Otocky my interest was piqued.

Otocky is the brainchild of Toshio Iwai, known more recently as the developer for Nintendo’s Electroplankton, and was released in 1987 by the ASCII Corporation. You play a weird little orange thing with cartoony eyes, arms, and legs that flies through inconsequential backgrounds populated with even stranger enemies. Your objective is to collect musical notes to fill a meter at the bottom of the screen, at which point the stage will end and you will face off with a giant, foe-spewing musical note. You must then fire off your collected musical notes at the holes in the boss until you’ve used them all. You can collect a bomb power-up, and your normal, boomeranging shot can be tweaked by collecting certain items.

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“For a quality experience…” An I Love Bees retrospective

ilovebees It’s been nearly four and a half years since the release of Halo 2 on the original Xbox console. The game is remembered for a number of reasons—online functionality, the story, perhaps even the hype. But for a select group of fans, Halo 2 is remembered fondly not for its play features, but for the Halo 2 ad campaign: The Haunted Apiary, or I Love Bees.

I Love Bees is an ARG, or alternate reality game. What that means specifically is hard to quantify, but ARGs tend to share a few common characteristics. They are played in real time over a finite length of time; they involve group efforts in puzzle-solving, either online or in the real world; their stories are told in rather unconventional ways, ranging from clothing lines to trading cards to false newspapers to in-game websites in games over the years. As for I Love Bees, the main action of the game occurred at the website of the same name.

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Retro WIRED: Martha Stewart talks computers (1998)

Retro WIRED is a continuing retrospective of WIRED Magazine, 1996-2000.

By the mid-2000s, we’d realized we preferred to hide our game consoles. The 360’s faceplate, for instance, could be made to match the furniture, while the Wii was a slim, discreet box. The PS3 irked consumers: it was big and bold, all black gloss and chrome shine, totally undisguisable.

In the post-yuppie 1990s, though, we brashly displayed our technology. Ikea TV stands, with their frosted glass doors, deliberately paraded every component and console within, concealing only the wiring. Surround-sound speakers were mounted in the corners of the room or perched on willowy spires.

"I don't want my refrigerator talking to me period. I don't want it telling me that I am low on meatballs. I do have a brain."

In Wired 6.08 (August 1998), Kevin Kelly—then Wired Magazine’s executive editor—tried to find the politest way to ask Martha Stewart whether she were actually ashamed of her computer. Stewart, herself an unlikely computer whiz, insisted that computers needn’t be ugly.

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Spacewar: It’s just a trick of Velocity

Something I’ve noticed in a few puzzle games that came out last year, such as Strange Attractors 2 and Orbient, is the focus on gravity and velocity. In both games you are completely at the mercy of these two forces of nature, and you can only indirectly interact with objects around you.

Spacewar! In a sense these games, as well as a few other examples, owe a great deal to arguably the first major game, Spacewar. Spacewar was initially released in 1962 by a group of computer hackers at MIT who, upon getting access to the university’s fancy new PDP-1 computer, proceeded to pool their efforts and write one awesome head-to-head game. The premise is simple enough—each player controls a ship and tries to blow up the other guy while utilizing a limited supply of fuel and ammunition.

What makes the game interesting is the role of gravity. The ships are circling a star, and crashing into it will destroy you. The star’s gravity will pull you in or fling you out, depending on how well you can utilize it. Though you do have direct control over your ship, your thruster isn’t good for much more than maneuvering. Firing the rocket long enough to actually move independently of the star will drain your fuel in about 28 seconds. The winner is the person who can keep gravity from becoming an enemy.

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Starflight and the open-ended RPG

I remember the first time I saw Mass Effect in action, months ago. Here was a game where you could travel from solar system to solar system, exploring worlds in your ATV and interacting with alien races. And I couldn’t help but feel that I had done this before, years ago, with the Genesis.

Starflight screen, filched from Wikipedia Starflight is a now-obscure EA game that originally saw release on Microsoft’s old DOS platform, before being ported to the Genesis and a slew of other computers systems, where you essentially traveled through the galaxy, exploring planets, meeting aliens, and either talking with them and getting information or blasting each other to bits. Part of the appeal of the game is simply how fleshed out the world is; each of the alien races have histories together, and each will tell you slightly different stories about one other and themselves. Some will come after you for having a particular species of crew member on your vessel, while others will just try to blow you away immediately.

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