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March 27th, 2012, 01:31 Posted By: wraggster
Early EA failures on the Commodore Amiga and 3DO helped paved the way for the company's subsequent rise to super-publisher status, according to the company current creative director.Speaking in an interview with Gamasutra, Rich Hilleman, who's been at EA since the '80s, explained that though its efforts on the Amiga home computer and failed 3DO console were commercial flops, the lessons learned helped it succeed on subsequent systems."There are two real cases in EA where I think we made bad choices, and ended up being brilliant choices," said Hilleman."When we built Amiga titles for the first time, we were coming out of the 8-bit world. We were building some IBM PC stuff, but for the most part it wasn't high quality, relatively high resolution high color stuff."And so the Amiga, for us, taught us a whole bunch of new things. We had to get good at music, we had to get much better at art, we had to get better animation that wasn't all sprite animation, we had to do 3D for the first time - a whole bunch of things that we had to do."Hilleman admitted that, apart from Deluxe Paint, all of its Amiga titles failed to make money."But how it paid it off is almost all of that stuff went straight to the [Sega] Genesis. And so really what happened for us is the Amiga was sort of a pre-run of what the Genesis business was for us."And exactly the same thing happened with the 3DO system in the early '90s. Though the platform, and EA's supporting games, were failures, the expertise EA gained set it up for success on the first PlayStation."We spent a lot of time trying to figure out how do you build products for disc-based media with this particular set of characteristics," he said."And although 3DO didn't achieve the commercial results we were after, [PlayStation lynchpin] Ken Kutaragi was definitely paying attention, and that product carried a lot of the same characteristics that [former EA exec] Trip [Hawkins] had wanted in the 3DO titles."As a result, everything we did on 3DO was a preface for what we could do on PlayStation 1.""So what's been good for EA is even sometimes when we don't get it exactly right, we're in the neighborhood of where something's going to happen; we just showed up a little early. And what that does is it makes you ready for the future," Hilleman concluded.
http://www.eurogamer.net/articles/20...do-amiga-flops
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March 27th, 2012, 01:13 Posted By: wraggster
The concept of having a digital gaming table got stuck in [RobotGuy's] mind over the weekend and he managed to whip this up in no time using materials on hand. He already had a ceiling-mounted projector which just happens to reside immediately above the space occupied by his coffee table. By swapping that piece of furniture out for a white Ikea table, and adding a mirror to the projector he now has the virtual gaming surface he was looking for. The mirror mount is nothing more than a desk lamp that includes a spring clamp and flexible neck. He hot glued the piece of mirror to this, and attached it to the projector’s ceiling anchor. Since rear-projection screens are common, all digital projectors have the ability to mirror and rotate the image being displayed so that it appears on the table in the correct orientation.We love the look, but this is really only one portion of a digital gaming project. We think the table needs some interactivity. We often see this done using infrared light processed by a webcam. That multi-touch option is not going to work with a standard table since the camera needs to be on the opposite side of a translucent surface. But if you don’t mind using a stylus this IR whiteboard technique would work.
http://hackaday.com/2012/03/26/digit...just-a-mirror/
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March 26th, 2012, 22:52 Posted By: wraggster
This game of Space Invaders is played by tilting your iPhone to the left or right. It’s a demonstration of HTML5 used to link devices in-browser. The only setup that’s required is for the base device to load up a webpage, then the control device scans a QR code (or just types in a link) to connect with the game. You can give it a try right now if you want.
It only works with iOS devices but we believe that’s because mobile Safari has the ability to poll accelerometer data and other browsers do not. If this was using on-screen buttons rather than the tilt controls it would work on any device that implements HTML5. The connection is facilitated by Node.js and Socket.IO. The QR code that is generated by the host machine’s page includes a unique ID which allows the control device to link with it. Once loaded, commands from the controller are sent via Socket.IO to the node on the host machine.
As with this HTML5-based sensor data application, we think this method is important because it allows control without the need for a standalone application. We’re hoping to see a lot of this in embedded projects in the future. By serving data to a smart phone or other device you remove to need for a physical user interface in your projects, which means you can make great things while spending less.
http://hackaday.com/2012/03/26/accel...tesy-of-html5/
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March 25th, 2012, 23:58 Posted By: wraggster
via http://www.aep-emu.de/
A new beta version of the 3DO emulator 4DO based on FreeDO is available.
Quote:
Improvements:
Seal of the Pharoah now fully playable.
Video timing fix for The Horde
Improved timing fixes for Wing Commander 3 – Freezes now occur much less often, but can still sometimes occur.
Graphical rendering fix for Pebble Beach Golf Links font issue – This may also affect other games, but I have not seen any occurrences.
Russian translations improved – Provided by Sedabi!
Alt+Enter now toggles full screen mode.
A couple French translation improvements.
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March 23rd, 2012, 02:36 Posted By: wraggster
The Raspberry Pi was launched nearly a month ago, but these wonderful cheap single-board computers are still on their way from China to the workbenches of hackers and builders around the globe. Although they haven’t shipped yet, plenty of people are chomping at the bit to do something useful with the Raspi. [Nicholas] figured he should hit the ground running, so he emulated a Raspberry Pi to get everything ready for the MAME machine he’ll build when his new toy arrives.
[Nick] found a Raspi VirtualBox image on the official Raspberry Pi forums. After getting a web browser up and running with a few console keystrokes, he turned his attention to a MAME emulator. It’s a relatively simple install (although it did take six hours to compile), but we’re sure the Raspi will be featured in quite a few MAME builds so it was time well spent.
Sure, the Raspberry Pi you ordered a month ago is probably on a container ship in the middle of the ocean right now, but that doesn’t mean you can’t start planning your build. Just load up a VirtualBox image, check out a few of the tutorials, and you’re ready to go.
http://hackaday.com/2012/03/22/the-f...-mame-machine/
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March 19th, 2012, 22:13 Posted By: wraggster
British chip boffins ARM are planning an event to celebrate the 30th birthday of the iconic BBC Micro and the Computer Literacy Project.
The Computer Literacy Project was a initiative to improve computing education in Britain, lead by the BBC and the public broadcaster planned a new TV series of The Computer Programme to support the program.
The Beeb wanted an actual micro computer to go along with the initiative and, having approached a number of computing pioneers, the gig was finally awarded to the Acorn Computers.
That computer was the Proton, the successor of the Acorn Atom, which would be modified and ultimately dubbed the BBC Micro.
On Sunday the 25th of March, some of the original creators of the BBC Micro will be hosting an event called Beeb@30, to be held at ARM's Cambridge headquarters. The Computer Programme's presenter Chris Serle will also be a guest at the event.
A 'guest pass' for the day, including a buffet lunch and entertainment throughout the day, will set you back £78via etickets. Slightly more than starting price for this auction of a BBC Micro Model B on eBay.
Interestingly, one of the guest speakers is Eben Upton from the Raspberry Pi project whose £25 computer has, they say, much the same goals of advancing computer science education in schools as the original BBC initiative.
http://www.pcr-online.biz/news/read/...c-micro/028104
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March 18th, 2012, 13:17 Posted By: wraggster
Atari is offering up to $100,000 in a contest for a new version of Pong, the classic game that launched video games 40 years ago, for the iPhone/iPad/iPod Touch. The judges for the contest include Nolan Bushnell, founder of Atari, who came up with the original idea for Pong. So, what does a 21st century Pong look like? How does it play? And what role does touch have in this, the simplest of games?
http://games.slashdot.org/story/12/0...-reinvent-pong
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March 17th, 2012, 00:48 Posted By: wraggster
[Sprite_TM] wanted to challenge his VHDL skills, and there’s no more satisfying way of doing this than making something that will be playable when you’re done. He decided to try his hand at creating a vector-based CRT arcade. The distinction here is that vector-based games take control of the magnetic ring that guides the electron path toward the screen. This technique allows point-to-point graphic generation rather than the pixel-based scanning that CRT televisions use.
He had a small color CRT on hand and decided to grab a VHDL version of asteroids from the Internet to see if he could get it to work. But upon further inspection of the source he found that it had a chunk of code which rasterized the vectors for use with a scanning monitor. After removing that chunk, and giving it a spin he had enough confidence that he knew what he was doing to start implementing his own game. The choice of what title really came down to the hardware the original arcade cabinets used. He was not interested in implementing a soft-process for the math chips used in games like Star Wars and Tempest. In the end he got a version of Black Widow up and running, and even built a miniature cabinet for the thing. Check out some of the gameplay in the clip after the break.
http://hackaday.com/2012/03/16/crt-v...an-fpga-board/
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March 16th, 2012, 00:30 Posted By: wraggster
Retro gaming specialist Blaze has told MCV its planned £500 price tag for the NeoGeo X is accurate, contrary to other reports circulating online.
Games news website Eurogamer posted a story suggesting the £500 price tag is innacurate. It also said a Blaze spokesperson confirmed this.
However, Blaze has told MCV that the £500 price is on the cards but the company is keeping an open mind to a potential price drop.
This £500 figure is based on a conversation MCV had with Blaze today (Thursday, March 15th). It is not based on a 'month-old forum post', which Eurogamer claimed.
You can read more details on the NeoGeo X here.
http://www.mcvuk.com/news/read/blaze...eogeo-x/092841
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March 16th, 2012, 00:19 Posted By: wraggster
Retro gaming specialist Blaze has struck a deal with SNK Playmore to bring NeoGeo X, a handheld version of SNK's beloved console, to the west.
MCV reports that the device, first revealed by Japanese website Famicom Plaza in January, will be released in the UK during the second quarter of this year. However, it will be a limited run, and could cost as much as £500.
Blaze founder Jason Cooper said: "The NeoGeo console has always been a personal favourite and I am delighted to be involved with the development of this new handheld console.
"We hope to reignite the excitement many of us felt 21 years ago, in a more affordable manner, to a much wider audience."
NeoGeo X, which will also see a US release through Tommo, boasts a 3.5-inch LCD screen, A/V out, stereo speakers, SD card support and 20 built-in games; for the full list, see below.- Art Of Fighting
- Baseball Stars
- Cyber Lip
- Fatal Fury
- Fatal Fury Special
- Football Frenzy
- King Of The Monsters
- Last Resort
- League Bowling
- Magician Lord
- Metal Slug
- Mutation Nation
- Nam 1975
- Samurai Showdown
- Sengoku
- Super Sidekicks
- The King Of Fighters '94
- The Ultimate 11
- Top Players Golf
- World Heroes
http://www.edge-online.com/news/neog...ld-headed-west
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March 16th, 2012, 00:00 Posted By: wraggster
New device could cost £500; Launch date expected in Q2
Video game accessories and retro console specialist Blaze has struck a deal with Japan’s SNK Playmore and US distributor Tommo to bring the NeoGeo X handheld console to market.
The handheld will come with 20 licensed games built-in, such as Fatal Fury and The King of Fighters ’94. The NeoGeo X will also feature an SD card slot, a 3.5-inch LCD screen, A/V output, internal stereo speakers and a headphone socket.
MCV understands the console will be released in limited edition form and could be priced up to £500.
http://www.develop-online.net/news/4...y-from-release
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March 15th, 2012, 13:45 Posted By: wraggster
Today another of the lost DCEmu Sites returns, after a year and a half away the DCEmu Interview site returns, DCEmu interviews is our site for interviews with coders from the Homebrew, Hacking and Emulation communities, sometimes even site admins, it is also where we host our network wide DCEmu Interview, where we interview you the visitors to DCEmu, heres the questions so far:
The DCEmu Interview - Question 1 - What Consoles Do You Own ?
The DCEmu Interview - Question 2 - Whats Your Favourite Console Of All Time
The DCEmu Interview - Question 3 - Whats Your New Years Resolution ?
The DCEmu Interview - Question 4 - What Got you Interested in Homebrew/Emulation ?
The DCEmu Interview - Question 5 - Whats the greatest Game Ever ?
The DCEmu Interview - Question 6 - Whats the Greatest Homebrew Console?
The DCEmu Interview - Question 7 - Whats the Greatest Homebrew Handheld?
The DCEmu Interview - Question 8 - Whos the Greatest Homebrew Hacker/Coder and Why ?
The DCEmu Interview - Question 9 - Whats the Greatest Emulator Released?
The DCEmu Interview - Question 10 - What Game(S) Would you like to see Remade ?
The DCEmu Interview - Question 11 - Whats the Greatest Platform Game Released ?
The DCEmu Interview - Question 12 - Whats the Greatest FPS Game Released ?
The DCEmu Interview - Question 13 - Whats the Greatest Sports Game Released ?
The DCEmu Interview - Question 14 - How Excited Are You In Todays Homebrew Scene ?
The DCEmu Interview - Question 15 - Whats the Greatest RTS Game Released ?
The DCEmu Interview - Question 16 - What Would Make the Perfect Homebrew Console ?
The DCEmu Interview - Question 17 - What Are the Best/Worst Online Games Shops?
The DCEmu Interview - Question 18 - Name all the Consoles You have done Homebrew On ?
The DCEmu Interview - Question 19 - What Emulators are the Best In the Console Scene
The DCEmu Interview - Question 20 - Whats The Best Gamepad/Controller Ever ?
The DCEmu Interview - Question 21 - How Would You Improve the Homebrew Scene ?
The DCEmu Interview - Question 22 - What Do You Want Off Santa For Xmas ?
The DCEmu Interview - Question 23 - What Was The First Game You Beat?
The DCEmu Interview - Question 24 - Whats Your Longest Gaming time in One Session?
The DCEmu Interview - Question 25 - What Screen do you use for gaming?
The DCEmu Interview - Question 26 - Whats The Longest You Have Spent Playing One Game
The DCEmu Interview - Question 27 - Whats The Worst Console/Computer You Have Owned?
The DCEmu Interview - Question 28 - Which is Best for Homebrew, Handheld or Console ?
The DCEmu Interview - Question 29 - What was the Homebrew Main Event of 2008?
The DCEmu Interview - Question 30 - Whats The Next Console Your Going to Buy ?
The DCEmu Interview - Question 31 - How Long have you Been into Homebrew/Emulation ?
The DCEmu Interview - Question 32 - What Internet Browser Do You Use ?
The DCEmu Interview - Question 33 - What Search Engine Do You Use?
The DCEmu Interview - Question 34 - Whats The Best Console for Snes Emulation ?
The DCEmu Interview - Question 35 - Whats The Best Console for N64 Emulation ?
The DCEmu Interview - Question 36 - Do You Cheat at Games ?
The DCEmu Interview - Question 37 - Whats the Best Console for PSX Emulation ?
The DCEmu Interview - Question 38 - Whats the Best Console for Megadrive Emulation ?
The DCEmu Interview - Question 39 - Have You Ever Modded Your Consoles ?
The DCEmu Interview - Question 40 - Whats Your Next Gadget/Console Buy?
The DCEmu Interview - Question 41 - Have You Ran Into Internet Hardmen/BullyBoys ?
The DCEmu Interview - Question 42 - What Are You Hoping for This Xmas (2009) ?
The DCEmu Interview - Question 43 - What Games on any Console/PC have you completed ?
The DCEmu Interview - Question 44 - If you were in Charge of the Country What would you do?
Join in and answer as many questions as you can, new interview questions will be added very shortly.
Check out DCEmu Interviews here --> http://interviews.dcemu.co.uk/
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March 12th, 2012, 22:06 Posted By: wraggster
John Romero currently has 'plans' for a new title with older FPS themes
One of the most prolific game developers for first person shooter titles has declared that he has 'plans' to develop a game that would be more in line with some of the biggest titles from the early to mid-90s. While he has not revealed any concrete details, John Romero has expressed via Twitter that he has not ruled out the possibility of a new game that would remind consumers of the original Doom and Quake titles.
Fielding multiple questions, the legendary designer said that he had "definitely not" ruled out a new 'old school' title, and that he already had 'plans' for such a title. As more and more questions came in, Romero swiftly stated that his game would most certainly not be a sequel to the infamous Daikatana.
With nothing but a hint at his next game, Romero's leaving much to the imagination of gamers. With a storied career spanning multiple studios, Romero is currently sitting as CEO and co-founder of Loot Drop. His current studio might be more focused on the mobile and social gaming space, but his years at id Software apparently have not soured his desire to work on a core gaming title.
Romero took part in an interesting GDC panel last week on the revival of garage games development, along with Tim Sweeney, Jordan Mechner, Notch and Adam Saltzman.
http://www.gamesindustry.biz/article...hool-fps-title
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March 12th, 2012, 13:13 Posted By: wraggster
via http://emu-russia.net/en/
Panasonic 3DO emulator has been updated. Changes:
- Wing Commander 3 video rendering fixed. It took me quite a while to track down the problems, but the video rendering in Wing Commander 3 is now fixed! Additionally, Viktor has added some freeze fixes to resolve several of the freezes seen when playing videos! As a result, the game is now quite playable! Please be aware that I have still run into a couple freezes during the videos a couple times. If you happen to find a reproducible case, please leave a comment!
- Timing / freeze fixes. Viktor has added timing behavior to work around occasional loading screen freezes in these games:
- Immercenary
- Scramble Cobra
- Twisted (EU version)
- Street Fighter II (There were no known freezes for this one, this is just a timing fix)
- As a result of the rendering fixes, some of issues seen in other games are also fixed. Known examples (spotted by Viktor) are:
- The Horde
- Jurassic Park – in the car mission
- Wicked 18 – fonts fixed
- more?
- Spanish translations correctly added. I neglected to release the translated files in 1.1.6.2! (Translations contributed by Antonio “Bloodbat” Ramirez!)
- This version also includes some corrections to the French translations.
File: Download
News source: http://www.fourdo.com
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March 12th, 2012, 00:46 Posted By: wraggster
It’s………………..BLADER TIME!
A lot of time went into this game and it should show as our translation is pretty much perfect. Make no mistake, this game is only for people who like an old school challenge as the game gets incredibly hard, has a high encounter rate, and grinding is necessary to prevent bosses and enemies from completely destroying you. Plays like DQ, but with a few twists and non-generic story that can be a lot of fun and quite rewarding for your troubles and difficulty. So for those willing to indulge themselves in the game, they will a find a real beauty of a diamond waiting for them.
RHDN Project Page
Relevant Link: (http://aishsha.blogspot.com/)
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March 11th, 2012, 23:27 Posted By: wraggster
Despite the prevalence of retro games on download portals such as Steam, PSN, XBLA and the Wii Virtual Console, many purists will tell you that you simply cannot beat the real thing. No digital service can replicate the reassuring click of a cartridge docking into a system or the authentic feel of original controllers and hardware. The big sticking point here is that vintage hardware is just that - vintage - and no longer in production.
Mercifully, the peculiarities of US patent law means that many illustrious machines from yesteryear are enjoying a timely resurrection, thanks largely to industrious companies in the Far East. Because hardware patents expire after twenty years, it's perfectly legal to create clones of famous retro consoles; the market is full of NES, SNES and Mega Drive impostors, some of which are so versatile that they will happily accept games from all three formats.
Of course, the manufacturers of these devices benefit from two decades of subsequent technological advancement, and are able to offer miniaturised marvels which would have been impossible back in the early '90s. In a special rose-tinted Digital Foundry Retro Face-Off, we've selected two leading lights in the retro handheld arena: The Hyperkin SupaBoy and the Blaze Mega Drive Arcade Ultimate Portable. It's Sega versus Nintendo all over again.
[h=3]Introducing the Hyperkin SupaBoy[/h][h=2]Hyperkin SupaBoy Specs[/h]Pray silence please for what must surely be the largest portable games machine of the modern era.- Dimensions: 210x100x38mm
- Screen Size: 3.5-inches
- Power Source: 1500 mAh rechargeable battery (2.5 hours battery life), wall charger
- Media: Original SNES/Super Famicom cartridges
- AV Outputs: Stereo sound (3.5mm headphone socket), composite TV-out
- Other Features: Volume dial, LED power light, x2 ports for original SNES controllers
The eagerly-awaited SupaBoy isn't the first cloned SNES portable - the Yobo FC-16 Go precedes it by some margin. However, Hyperkin has a solid reputation in the cloning community, and therefore this device has gained a considerable degree of attention.
With dimensions of 210x100x38mm, the SupaBoy pushes the limits of what qualifies as portable device. The console is massive, effortlessly dwarfing the PlayStation Vita and Nintendo 3DS. Needless to say, you're unlikely to be stashing this in your pocket any time soon, and even popping it into your bag will require serious forethought and planning. It's a monster.
Once you overcome the initial shock of the SupaBoy's size, the experience becomes a little more agreeable. The sheer girth of the device means that individuals with large hands aren't likely to encounter the painful cramp which seems to be commonplace with modern handhelds, and the enlarged d-pad is comfortable and responsive. According to feedback on the web, some of the earlier batches were plagued with problematic pads, but during our play-test we found it to be just as easy to use as an original SNES pad.
[h=3]Build Quality: The Cloners' Achilles Heel[/h]Overall build quality is somewhat less enticing. The machine looks and feels cheap, and the back of the casing exhibits a frightening amount of flex when pressure is applied. When the SupaBoy is switched on, a startling amount of light from the LCD screen bleeds through the front of the console's grey casing, which looks more than a little unsightly when you're playing in a dark room. Our unit also featured a mark under the plastic screen cover, which appears to be the result of over-zealous glue distribution on behalf of the (presumably underpaid) factory worker who assembled the console. Another issue was that the LED power light on our machine didn't work. The SupaBoy clearly isn't constructed to the same high standards as consoles made by Sony or Nintendo, but then the same is true of pretty much all clone hardware.
http://www.eurogamer.net/articles/df...helds-face-off
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