In the same way a painting allows us to gaze upon the faces and souls of people from another age, or a book permits us to linger on the thoughts of great figures from history and fiction, videogames can expand our awareness of the world as it is, was, or might be.Prescient words from Adam West (yes, that Adam West), in Videogaming and Computergaming Illustrated, July, 1983.
(Via 1Up’s Retro Gaming)
Tag: games
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Adam West on Videogames
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parchment
Parchment is a JavaScript-powered Z-machine interpreter. Translation: you can now play your Zork and your Leather Goddesses of Phobos (or more modern pieces of interactive fiction) without leaving the comfort of your web browser.
(Via O’Reilly Radar)
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On the Longevity of Sam & Max
Yeah, it’s great. A lot of that is the fans that have kept it alive. When people discovered it, they would be such rabid fans of it they would feel like they were the ones that got it. It was a little too obscure for their friends, maybe, but they were the ones that were getting it. A thing about the old comics I always heard was that people would lend them to their friends and never get them back. It was always this process where you’d be trying to turn someone onto it, which I thought was great. So there was a long stretch where I didn’t do anything with Sam & Max and there were fan sites that were keeping them active, so I attribute that [to the fact] they’re still around.
The Onion A.V. Club catches up with and gets a good interview from my favorite cartoonist Steve Purcell to ask him about Monkey Island, Sinistar, and the new season of Telltale’s adaptation of his creation.
Fun fact: one of the first websites I created way back in 1994 was a Sam & Max fan site with a handful of scans from the comics and related ephemera, so I guess I was one of those fans!
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Phantasmagoria
It’s interesting to look back at the hype and spectacle of the early CD-ROM games (with novelties like Myst flying off the shelf the medium was hailed as the savior of declining video game sales) as a parallel to the hype and spectacle of the real 18th Century phantasmagoria and magic lantern parlor theater. From classic gaming site GOG.com’s short editorial piece commemorating their recent addition of Roberta William’s popular 1995 FMV horror game Phantasmagoria:
In the mid-1700s, long before horror pioneers like Alfred Hitchcock, films such as Dracula and Frankenstein, and even cinema itself, the predecessor to horror cinema was born in a tiny coffee shop in Leipzig, Germany. The proprietor of the shop, Johann Schropfer, welcomed patrons with a warm beverage and an invitation to shoot the breeze and some stick in his adjoining billiards room. But the extra attraction of running a table after a long workday didn’t do much to boost Schropfer’s steadily declining patronage. In an effort to drum up business, Schropfer cast out pool tables and converted the billiards parlor into a séance chamber. […]
By the late 1760s, Schropfer’s once-deserted shop had evolved into a hotspot where patrons gasped in awe at ghostly images projected onto smoke, chilling music, ambient sounds, and burning incenses whose aromas were evocative of malevolent forces. The masterful performance put on by Schropfer proved so lucrative that the coffee-shop-owner-turned-showman took his show on the road throughout Europe until 1774, at which time Schropfer, perhaps haunted by the specters he alleged to call forth from the afterlife, took his own life.
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A Small Dose of Arcade Game Humor from Giant
A small dose of arcade game humor from Giant Robot’s newest Game Over art show, by painter Jeremy Tinder.
(Via GameSetWatch)
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Mechner and Chahi on Inspiration
From a recent interview with legendary game designers Jordan Mechner (the original Prince of Persia) and Eric Chahi (Another World) on being an auteur in the modern game development environment. Jordan Mechner’s advice to the young designer:
A good friend in another field gave me this piece of advice recently. He said that most people approach things “1-2-3.”
One is the first inspiration, the vision, the excitement. One is gold. One is touched with magic; everyone wants a piece of it.
Two is all the reasons it won’t work, or won’t sell, or could get screwed up; all the difficulties – technical, financial, logistical – that need to be solved.
Three is doing it.
Most people get stuck on two. My friend’s advice was to go in a different order: “1-3-2”. Skip two and go straight to three. I’d never heard it phrased quite this way before, but looking back, the things I’ve done in my life that I’m most glad of, I did them 1-3-2. So that’s my advice too.
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Distúrbio De Déficit De Atenção by Ryotiras
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You are in a maze of twisty passages, all alike.
[I]t raises the question of how this particular nonsense word came into wide use at MIT. It seems reasonable to pursue this question, and reasonable that there would be some discernable answer. After all, there’s a whole official document, RFC 3092, explaining the etymology of “foobar.” It could be interesting to know what sort of nonsense word “zork” is, since it’s quite a different thing, with very different resonances, to borrow a “nonsense” term from Edward Lear or Lewis Carroll as opposed to Hugo Ball or Tristan Tzara. “Zork,” of course, doesn’t seem to derive from either humorous English nonsense poetry or Dada; the possibilities for its origins are more complex.
From Post Position’s “A Note on the Word ‘Zork’”, investigating the nonsense term that would in the late 70’s would become synonymous with interactive fiction and the birth of popular computer gaming. Maybe Get Lamp will soon clear up some of this for us.
(Via 5cience)
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The Proprietary 8 Bit Processors That Powered
The proprietary 8-bit processors that powered Atari’s home consoles are being resurrected by the Atari History Museum’s Curt Vendel. He’s rebuilding each chip from the fabrication specification data detailed in the original tape-outs he has in his possession, and hopes to be able to crank out brand new replacement chips (the originals have been unavailable to the enthusiast market for years). This looks to my non-engineer eyes like an impressive feat of reverse engineering and history gathering! If nothing else, one can appreciate the high-res circuit scans he’s posted in the discussion thread.
(Via GameSetWatch)
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From a Flickr Set of Soviet Arcade Game Posters
From a Flickr set of Soviet arcade game posters. The image of the Russian pinball table Ну, погоди! is interesting to look at from a pinball design history perspective, much better looking than this scary clown table (though still very utilitarian)!
(Via GameSetWatch and countless other blogs)