Category Archives: Console Video Games

Anything relating to videogames, from old to new, goes here.

I am … Pokedad!

For eight years now, Susan has been waiting on (at least) one kid hand and foot — and, since 2005, she’s been waiting on two. (Some would say three.) Whether it’s cooking or doing laundry or cleaning up buckets of puke (last night’s gift from Morgan), Susan spends the vast majority of her free time working for the kids. I thought this was pretty funny, until it started happening to me.

My jobs are admittedly different than Susan’s. While Susan is folding clothes or putting away groceries, I do “dad” duties like wrestle, or find movies for the kids to watch. (Susan gets the short end of the stick, no doubt.) As of Mason’s 8th birthday last December, I have acquired a new role: tech support.

Mason’s had a Nintendo DS for a couple of years and a Game Boy Advance before that, but not much tech support was needed for those. Most of the questions I got were about how to do things in games. “Where do I go now? What do I do? Who’s that guy?” (My answers: I don’t know, I don’t know, and I don’t know … in that order.) He either figures it out, or goes and finds something else to do. Either solution is acceptable.

For his 8th birthday, Mason got an iPod Touch. The interface is simple enough that an 8-year-old can use it, but he can’t do things like install apps, or music, or configure the wireless encryption keys needed to piggyback onto my router, and so those things fall back on me. “Dad, I can’t get on the Internet,” he said the other day. After a bit of troubleshooting I discovered he had deleted the 20-character encryption key needed to connect. After looking up the code and punching it in on the iPod’s small, virtual keyboard, I handed the device back to Mason only to hear, “Oh, so THAT’S how I erased it … Can you type it in again?” seconds later as he handed it back to me.

About two weeks ago, I lost my netbook. I mean, I didn’t lose it, I lost possession of it. Mason’s been guarding it tightly. He knows how to search Google for things and has found several websites with online games hosted on them. I’m sure when I regain possession of it I’ll have to format it to get all the viruses off but, eh.

This morning I woke up around 7:30 only to have the netbook handed to me. “Google Chrome is broken,” he said. What he meant was, the wireless card had quit working. I tried releasing/renewing the IP address a few times and got nothing. When I searched for local wireless access points, I found none. After fifteen or twenty minutes of searching Google (from a different machine) I discovered that the Acer Aspire One has a manual switch that disables the wireless card (for air travel, most likely). After finding the switch and flipping it, everything started working again. Throughout the process, Mason was as helpful as the average tech support caller. “What did you do?” “Nothing, I promise!”

And now, it’s the Nintendo DS again — specifically, the Action Replay cartridge. The Action Replay cartridge isn’t a game — it’s a cartridge that lets you cheat on games. Mason is playing two or three different Pokemon games and has resorted to cheating to collect all the Pokemon, or win the game, or whatever the point is to those Pokemon games. Man I sound old.

The Action Replay uses cheat codes that have to be manually entered into the DS by using a plastic stylus and a virtual touch screen keyboard. Mason asked if I would type one of the codes in for him, and I said sure. He handed me the DS and showed me a code that was 500 characters long. I politely handed the DS back to him and said, “Good luck.”

Now the Action Replay comes with some software for your PC that allows you to sync codes between the two, but it’s lacking the most obvious feature — a way to cut/paste codes found on the Internet into the device. I knew there had to be a way to do it, but so far what I’ve found hasn’t been easy. The codes are stored in XML format and can be imported that way, but I haven’t found a good list that anyone’s put together for Mason’s specific games. I did find a way to cut/paste codes in one at a time, but doing so appears to delete all your other stored codes until you restore, which deletes the code you pasted in. It’s such a clunky system that anyone (including 8-year-olds and 36-year-olds) would look at and instantly say, “this sucks.”

In the meantime I’m having to hear about how much it all sucks from Mason on a daily basis. And by daily I mean several times an hour. “Daaaaaaaaaaaad,” he says, “I can’t get the Juju from the Pling-Plong because I don’t have a code to make Doofasaurus invincible so I can defeat Glorgo and obtain the Sword of Rafadafading Dong.” The names are made up, but barely.

This morning I figured out how to format the XML files and where to store them on the PC. I wrote a quick script to parse codes I found on the net into the right format; with that, I was able to import all the cheat codes Mason could ever want into his Action Replay. He is giddy with delight and I was just informed that Glorgo has been defeated and the Sword of Rafadafading Dong is now in Mason’s possession.

Bow down — I am POKEDAD!

Programmer of the Year: Arthur Krewat

The Programmer of the Year Award (an award I just made up) goes to Arthur Krewat. To understand what Arthur’s doing, why he’s doing it, and why he deserves the Programmer of the Year Award, I need to first tell you about an old computer game called Impossible Mission.

Impossible Mission was a game released for the Commodore 64 by Epyx in 1984. In the game, players control a secret agent who has invaded Professor Elvin Atombender’s secret lair. The lair is guarded by robots that can zap you with electricity and, on some levels, a floating black ball that has the power to kill you instantly. The goal of the game is to find and find and assemble puzzle pieces hidden behind pieces of furniture. Many rooms also contain computer terminals that allow players to perform special functions within the game. Despite the game’s great gameplay, it is most often for its use of speech synthesis (“Another visitor! Stay awhile … stay FOREVER!”).

Like many successful games, Impossible Mission was soon ported to several other platforms including the Apple II, Nintendo Entertainment System, and the Atari 7800. Unfortunately, the North American (NTSC) version of Impossible Mission contains a bug that randomly places some of the puzzle pieces needed to win the game behind the unsearchable computer terminals. Since not all the pieces could be retrieved, the game literally becomes an “impossible mission” — the Atari 7800 version of the game is unwinnable. Oops.

The Atari 7800 version of Impossible Mission was ported by Arthur Krewat. Arthur maintains that the code he provided to Atari did not contian the bug (and, in his defense, the European (PAL) release of the game works perfectly). Regardless, over the years Arthur’s name has become an asterix attached to a trivia question within gaming circles. (“What game on the Atari 7800 was unbeatable, and who wrote it?”)

This feat is not what earned Arthur my Programmer of the Year Award. Arthur gets the award because, twenty-something years after the release of Impossible Mission for the Atari 7800, Arthur is fixing the problem.

Over the past year, Arthur has been trying to recover the source code from many of the old games he programmed, including Impossible Mission, from vintage floppy disks. Once the programs were recovered, Arthur began digging through his own two-decade old source code and looking for the bug that made him infamous (which, as El Guapo’s assistant Jefe will tell you, is “more than famous”). According to this thread on Atari Age started by Arthur himself, the bug has been found and fixed.

Ultimately this fixed version will probably be distributed online for free between retro videogame hobbiests and will be played on computers running Atari emulators, although it is possible that the final version could be made into real cartridges and sold at videogame shows. Regardless of what happens with the finished version, I seriously doubt Arthur will make a dime (or wants to) off the fixed version. It’s all about a guy going back and righting a wrong.

Two joysticks up to Arthur Krewat for making Impossible Mission for the Atari 7800 not quite so impossible.

Console Backwards Compatibility, Haw Haw

Imagine for a moment that every time you bought a new computer, none of your old programs would run on it. This is the problem that Nintendo, Microsoft and Sony face each time they release a new generation of video game consoles. It’s hard enough for many people to justify spending anywhere from $300 to $600 on a new game console, but if you tell them that the new machine won’t play any of their old games they’re liable to walk away from the deal. That’s why “backwards compatibility” is such a selling point for consoles.

For the record, backwards compatibility for consoles isn’t a new idea. The Atari 7800, which was released in 1984, was backwards compatible with the Atari 2600 and played “most” of the Atari 2600’s library of games. You’ll see that “most” term a lot when it comes to backward compatibility. Occasionally game programmers use certain tricks that just don’t work on later console revisions, as those chips have been updated over time — but “most” people are happy to play “most” of their older titles. Backwards compatibility has become such a selling feature that gamers almost expect it. The Game Boy Advance played all Game Boy and Game Boy Color games, and the Nintendo DS/DS Lite played all Game Boy Advance games. The PlayStation 2 played all PlayStation 1 games.

Continue reading Console Backwards Compatibility, Haw Haw

OEGE 2009 Recap

The second annual Oklahoma Electronic Game Expo (OEGE) took place Saturday, April 11th, 2009 at Oklahoma City Community College. OEGE was actually a weekend-long event for me, as out-of-town friends of mine began trickling in Friday afternoon.

Not to be confused with the similarly named Oklahoma Video Game Expo (OVGE), OEGE is organized and thrown by a local college club/group. While the focus of OVGE is (mostly retro) video games, the theme of OEGE is a little more difficult to discern. It’s definitely different than your run-of-the-mill gaming convention; it’s more like a trade show. The focus really wasn’t on buying and selling old games. (There were only three people there selling video games, and two of them were friends of mine who ended up hanging out at my house Saturday night.) Of the fifteen or so vendors who made it to the show, half of them weren’t selling anything at all.

The coolest stuff for me personally at the show was the retro stuff. Local circuit bending musician TV Death Squad performed live for an hour during the show. When I saw a couple of punks carrying in a bunch of DJ equipment I was fearing for the worst, but TV Death Squad turned out to be really entertaining. Halfway through their set, the DJ handed Mason and Morgan hacked joysticks that played different sounds and samples and let them jam along to the music he was playing.

OEGE 2009 also marked the debut of Earl “Phosphor Dot Fossils” Green’s second PDF DVD. Both PDF volumes (Volume I and Volume II) feature three hours of chronological video game footage, commercials, facts and trivia. If you like footage of old games or enjoy things like Pop-Up Video, you will love these DVDs. If you didn’t pick them up at the show, check out Earl’s site and pick them up there for $20 shipped to anywhere in the US. I think there’s a special two-volume set just around the corner as well.

Fellow author Brett Weiss, author of Classic Home Video Games, 1972-1984: A Complete Reference Guide was also in attendance. Brett’s always a cool guy to catch up with, and along with his books he was also one of the three tables selling old games (along with Phosphor Dot Fossils and fellow game collector 98Pacecar).

And then there was my table. Last year at OVGE I tried doing too many things at once: demonstrating arcade parts, running a Commodore demo, selling a gaggle of video game stuff and (of course) signing and selling books. At OEGE I decided to simplify things and just sell books. Armed with only the bare essentials (including a box of books and two impressive signs printed by Paco over at Action Signs and Design in Norman — seriously, give Paco a call at (405) 364-3879 for all your vinyl sign and banner printing needs and tell him I sent you!) I set up my space and, along with my buddy Jeff, spent the majority of the day making sad puppy dog eyes at college students as they walked by and sneered at “the guy selling books.”

I was scheduled to give my presentation “Collecting Arcade Games” at 2:30pm, but at exactly 2:30pm there were only three other people besides me in the room, and two of them were my friend Jeff and my son Mason. I waited another ten minutes before starting and at that point there were almost 20 people in the room so I figured that was as good as it was going to get. (Unfortunately my speech was scheduled right during the highlight of the big game tournament, which is where 2/3 of the attendees were by that point in time.) A few other people trickled in late but no one left early, so that was a good sign. As always I started off okay, got really nervous five minutes into the presentation, and calmed down another five minutes later. I’m sure if I saw a video of my presentation (and it was filmed by the college) I’m sure I would hate it, but it felt … well, it didn’t feel like the worst presentation I ever gave, so I guess that’s good. There were no technical difficulties and I was exactly on time so, eh, it was what it was. There were a few people in the crowd smiling and nodding so it felt like I connected with at least a few people.

I connected with a few others during the show. I’m terrible with names but there was the musician kid with the long hair, the kid who I talked to about writing fiction (everybody under 25 is a kid to me these days), and the staff member who I talked to about DOS and old luggable computers and Linux and BBSes. Several years ago at OVGE I found that if I put out modern systems I got a lot of kids standing around playing my stuff all day, and when I put old stuff out I get interesting people to talk to. I also learned that if you put out candy you will have the most popular booth at the show. I skipped the candy this year and played it low key.

As always, my buddy Jeff was indispensable at the show. Jeff helped me run the table, wrangle up Mason, keep an eye on things when I would wander off to take pictures, and basically be “the responsible one”. I could not have done it without him. Again.

Speaking of pictures, I just installed ZenPhoto tonight so I might as well put my OEGE pictures there. Check it out and tell me how it compares to the other (Picasa) albums. I can tell you this — the ZenPhoto album looks like a lot less maintenance when it comes to adding new pictures and I suspect (if it runs okay) I will move everything over to it very shortly.

Thanks to Susan for helping with the house and the party planning. Thanks to everybody who bought a book, came to my presentation, or just stopped by the table to chat. Thanks to Paco for the rush job on the signs, and Drew Stone for doing such a good job on the show. Thanks to Brian, Ginger, Emmy, Darren, Steve, Earl, Charles, Dad, Linda, Doug, and everybody else who came out to the show or hung out at the house this weekend. And finally, extra special thanks to Jeff for putting up with my kookiness and spending his entire Saturday helping me out.

Susan flies out to DC tomorrow; she’ll be gone Monday through Thursday afternoon; Thursday morning, I hit the road for Cleveland. Sometime between now and then, I have to install our new home camera/security system. I’m really looking forward to next weekend, and I’m kind of looking forward to next weekend being over.

PS3 – Home Sweet Home?

“Home” for the PlayStation 3 is essentially Sony’s version of Second Life. Home is a pseudo “virtual reality” environment that allows PS3 owners to create a unique avatar, walk around virtual “places”, and interact with fellow PS3 owners.

Over the past 25 years, keyboards and mice have become the defacto interface devices for computers. With a mouse, computer users are able to select and control programs by pointing and clicking; additionally, through the use of a keyboard, computer users are able to input information by typing. A long existing dream, however, is that there must be a better way to maneuver throughout these virtual worlds we’ve created. We’ve all seen the movie clips where hi-tech hackers slip on their virtual reality gloves and “sort” through virtual file cabinets and folders, looking through virtual documents. In reality, these systems never seem to work as well or efficiently as a simple keyboard and mouse. Using Doom to kill network processes may be entertaining, but it’s certainly not as quick as simply terminating them manually.

Home for the PS3 is an interface of sorts. Through Home, PS3 owners can wander around and talk to people, display their gaming achievements, buy things, hang out with other online people, and so on. Plus it’s free, which was enough to get me to try it out.

Upon selecting Home from the PS3’s media bar, I was warned that the program was about to reserve 3 gig of space on my launch-PS3’s 60 gig hard drive. After downloading and installing the essentials, I was ready to begin my virtual adventure. Almost.

First, I had to create and later customize my avatar. In virtual worlds you can be anybody you want to be, but I must be boring because I typically make my avatars look like me. I picked a body style that looked similar to time (read: fat) and made a few quick choices. Once that was finished, Home let me customize everything — and I mean, everything — about my avatar. I spent five minutes just trying to get my eyebrows to look right. You can move them closer together, further apart, raise them, lower them, make them thinner or bushier, change their color … I mean, really, you could probably spend a solid week obsessing about the details of your avatar. Whether your feet are big, your chin protrudes, or your ears hang low (and wobble to and fro) you can probably make your avatar resemble yourself.

Well, almost. I decided my avatar should wear a baseball cap so I went to pick one and there’s only one you can have for free. You can buy other ones in the virtual mall. In case you didn’t catch that, let me spell it out for you, real slow-like: you can take your virtual person down to the virtual mall and buy a virtual hat … with real money. Got it.

After adorning my virtual-self with all the best free threads available, I was transported to my virtual apartment. Although my apartment has a wonderful view of virtual land, it was pretty sparse in the furniture department. I quickly found the furniture menu and found that everything from virtual lamps to virtual chairs cost real menu. I decided my avatar was a minimalist and didn’t need any more furniture. From what I have read, you can invite other virtual people to come hang out at your virtual pad, but without any virtual snacks to serve (or virtual friends to invite, for that matter) I decided to pass.


One sweet suite.

I got bored of hanging around my crappy house by myself (I can do that in real life) so I decided to follow the prompts and go exploring. My first choice was The Plaza, which seemed like a good place to meet people. I clicked a button on the controller and was whisked away to the Plaza … and by “whisked away” I mean I was prompted to download 20 meg of information. I said yes, waited for the download (it was relatively quick) and then ended up in the Plaza.

Much like any plaza you might see in America, I was greeted by tons of people dancing. I mean, seriously — everybody in Plaza-land just stands around doing either the Running Man or the Robot. By playing with the controller I figured out how perform most of the common actions (there are 20 or so dance moves to choose from!) as well as several text messages you can send, the most helpful of which for me was, “I do not have a keyboard.” Very quickly I realized there are two types of people hanging out on Home — those with keyboards, and those without. Those “with” chat effortlessly with one another, while those “without” type like your grandpa text messages. By the time I was able to hunt-and-peck out a complete sentence with the PS3’s controller, the conversation had usually switched topics. For what it’s worth I got better as time went by, but I would never describe my skills as “proficient,” and I very quickly had to adopt “leet-speak” just to be able to keep up (“wats ur nam”).

So, since this is a social gathering, I moved over to a group of dudes all doing the Running Man and started dancing myself. One guy said he liked BBQ. Another one kept asking what time it was. I kept trying to answer him but by the time I had pecked out the answer, the clock had changed. So, I just kept dancing. Soon our dance party was interrupted by a terrorist, or at least a virtual one. This guy had changed his hair to bright pink and made it look like a turbin. “Bow down, infidels!” he yelled repeatedly. I was going to but I couldn’t find the “Bow” gesture so I just kept dancing. Pretty soon he started dancing, too. World peace through virtual worlds — gotta love it.


Everybody dance now.

I found exactly three girls in the virtual plaza. When I said “Hi” to one she said, “Get lost n00b” and disappeared. The other two (who were dancing together) turned out to be guys in disguise. I have had both of those things happen to me in real life as well so I would give PS3 5/5 for real world accuracy.

Pretty soon I got tired of dancing so I decided to virtually hop to the bowling alley (Now Downloading another 20 Meg … Please Wait.)

I arrived at the Bowling Alley and the first thing I noticed was not as many people were dancing, so I liked it already. In the Bowling Alley I found bowling lanes. When I went to try and bowl, they were all full. At this point I was starting to wonder what the advantage of having virtual bowling lanes were if you can’t just generate more? Where is the gesture button for throwing a virtual temper tantrum? I was about to leave when I found the arcade. Inside the virtual arcade are virtual arcade games, none of which you’ve ever heard of. Most of those were taken (apparently only one person at a time can play them). Sigh. The two that were available were the same game (Icebreaker), which sucked. I was hoping to find the same demos that are on the PS3 network or at least Pac-Man or Pong or something. No dice.

I never tried visiting the actual mall; I couldn’t see paying real money for a different colored hat or shoes. Maybe a better wardrobe would have made the experience more fun or something. After all was said and done, I wish I had spent the two hour time period playing Pac-Man instead.

Pandora’s Box — Closed

Even though I still consider myself a gadget guy, I’m not the early adopter I once was. Back in the pre-M and M (Mason and Morgan) years, I kept a steady stream of new electronic devices flowing through the house. That stream has slowed a bit over the past few years, and these days I try to not buy every single new electronic gadget that comes along, instead saving my cash for the ones I really want. One such device was the recently announced Pandora.

The Pandora was/is an open source hand held gaming system, announced last summer. It was designed by three guys who have dealt with the GP32 and GP2X consoles. On the outside, the Pandora is roughly the same shape and size as a Nintendo DS. Once you flip the clamshell case open, the differences are immediately apparent: the bottom section contains a full keyboard, a d-pad, two analog sticks, and four buttons (plus two shoulder buttons). The top part contains a touch screen. Built into the machine are two SD slots for storage, WiFi, bluetooth and am external USB 2.0 port.

The inside of the unit is even more impressive. The Pandora runs off an ARM processor — two, actually. It runs a stripped down version of Linux, but apparently it can run Ubuntu. It’s got 256 meg of RAM and 512 of flash storage which is plenty for the unit’s intended purpose: emulating games. Even before the unit’s (first) projected street date, videos of dev units playing Amiga, Super Nintendo, Genesis and even PlayStation games appeared on YouTube. Additionally, the unit can be used as an mp3 player (up to 100 hours of playback with the screen turned off), a video/picture viewer, a portable eBook reader, and even a mini-computer.

The Pandora is, for all intents and purposes, the ideal device for gamers and tinkerers. It is designed to play my favorite era of games (16-bit/2D) and has enough expandability to keep me interested in it for years. And that is why, when pre-sales of the Pandora became available, I jumped on the opportunity.

Paying for things in British pounds is always a fun surprise as you never know what the exchange rate is going to do for you, and in this case my credit card was charged $330. This was back in last October, with a promise that the devices would “arrive in your hands before Christmas.” Pardon the cliche, but what follows can only be described as a “comedy of errors.”

On December 1st, I received an e-mail announcing the “great news!” that the Pandora was being upgraded from 128 meg of RAM to 256 meg, and that 512 meg of NAND (flash storage) had been added! Hooray, right? Well, almost. Along with that “great news” was that all credit card orders had been canceled and refunds were being issued. “There is no charge for this upgrade — we are paying for it!” the e-mail said. Well, kind of. My refund, due to market fluctuations, was $287.36 (I originally paid $352.78). So already I was back to where I started — no Pandora and no payment — and I was out $65.

Things have gone downhill from there. The project has hit delay after delay. Every promised delivery date has come and gone. The Pandora team promised a second round of credit card orders. I never got that e-mail, but about a thousand people did. That round of pre-orders has also now been canceled. No word if people lost even more money on this round of refunds, although anyone who used American Express appears to have had their funds frozen.

Both rounds of refunds are a result of credit card companies getting nervous about a team of half a dozen or so people taking in somewhere around a million dollars worth of credit card payments ($330 x 4,000 units = $1.3 million dollars) with no product to deliver — frankly, with a growing list of delays and excuses, it’s making me nervous too. According to the most recent thread about the Pandora, “credit cards will no longer be accepted for pre-orders.” If you want one, you need to do a bank transfer and wire the team cash. There is a point where common sense speaks louder than the desire to own something and I think I just crossed it. The Pandora sounds like a super neat gadget; it also sounds like a super disorganized group of folks trying to put it together. “If you want to pay with a credit card, I guess you’ll just have to wait for the second batch,” the thread states. I couldn’t have said it better myself; that’s exactly what I intend to do.

The primary gripe from fanboys is, “if you trust the Pandora team you would just wire them the money.” My favorite response was one that said, “if there is so much trust involved, how about they send us the Pandoras and then we’ll pay for them?”

I already have a Nintendo DS and a Game Boy Advance for playing games and an mp3 player for listening to music. The two things I was looking forward to were the emulators and the ability to read eBooks. I am currently looking at the next wave of netbooks (small laptops), some of which may be hitting the market this spring at a price of $199. If that’s the case, that’ll meet both my needs at half the price. It may not have the small footprint of the Pandora, but if it physically materializes, that’ll certainly give it the immediate advantage.

Rock Band Daycare

Mason’s officially on Christmas Break, which unfortunately just means he goes to daycare instead of going to school. He doesn’t mind; it’s like a mini-reunion up there with all his old daycare friends.

One of his friends has been bringing their Nintendo Wii to daycare this week, and apparently Mason promised to bring Rock Band for everyone to play. When I was informed of his little plan last night, I said no way. I don’t need two dozen kids beating on our drums, breaking my guitars and dropping my microphone. Of course this caused Mason to completely melt down and cry for two hours solid.

Finally, an agreement was reached — I would take leave from work for a couple of hours this afternoon and bring Rock Band.

I cannot begin to explain how hectic the afternoon was and God bless the teachers over at the daycare who deal with kids every single day. As I told one of them, “This whole experience has reminded me how much I enjoy working with computers.”

The kids, however, had a blast. I ended up organizing the kids into six “bands” of three. Each band got two songs, and on each song I made them switch up the instruments so everybody got a chance to try something different (or, more to the point, nobody got stuck singing twice). Drums were by far the most popular instrument, and I saw many styles throughout the afternoon: some kids actually played them like drums, others played them like bongos (without the sticks) and one kid (I dubbed “Animal,” from the Muppet Show) just beat the crap out of everything within reach every chance he got.

Some of the kids had obviously never played Rock Band or Guitar Hero. Some of those kids “got it” and others didn’t. The ones that didn’t snuck away from the group pretty quickly. I tried to make sure everybody got an equal amount of tries, but I also understand not wanting to learn something new in front of your peers.

If anything, Mason got less play time than everyone else simply because he can play it at time. I did let him show off in front of his friends a few times, of course.

Rock Band: Wasp Daddy

While there certainly were first-person maze games that preceded it, Wolfenstein 3D will always be remembered as the game that introduced the “first person shooter” genre to the masses. Even though the game has been copied hundreds if not thousands of times, Wolfenstein laid the ground rules for the genre. Likewise, while musical rhythm games have existed in one fashion or another for some time (Guitar Freaks predates it), it was Guitar Hero that took plastic bongos and maracas out of players’ hands and handed them their first plastic six-string (albeit, without strings).

While the Guitar Hero franchise turned a generation of videogame players into wannabe guitar gods, Rock Band took things one step further by also including drums and microphones, turning solo guitar players into full fledged virtual band members. Yes, there were karaoke-style games prior to Rock Band (the SingStar games were quite successful) and several arcade-based drumming games (like Drum Mania and Percussion Freaks) along with home versions like Taiko Drum Master, but it was Rock Band that created the “band-in-a-box” package and got kids playing fake instruments together.

There is a growing legion of people, most of them musicians themselves, who detest the entire genre of “guitar games.” Earlier this year, John Mayer denounced Guitar Hero because “it doesn’t give you the same thrill that playing a real guitar does,” and Nickelback frontman Chad Kroeger said that players “would be better off learning a real instrument.” To be honest, I don’t understand the animosity. I played a lot of games as a kid, and not once did I think I could beat the real Dr. J in a game of basketball after playing One On One: Julius Erving and Larry Bird. I don’t think Activision’s game Space Shuttle would help fly the real thing, I doubt I’m qualified to build my own town after playing SimCity, and I’m pretty sure all of the denizens of Mortal Kombat would surely kick my ass should I encounter one while strolling around Outworld. I’m not sure why any musician would feel threatened by kids playing videogames with plastic instrument-shaped controllers, unless they are worried that their secret will get out: most eight-year-old boys with a week’s worth of training could play the majority of guitar riffs heard on popular radio today.

For his birthday this year, I bought Mason Rock Band for the Nintendo Wii. (I can hear some of you — “He bought a game?” Unfortunately, it is hard to download a drum set.) The box itself is impressive; it’s big but not too big, and heavy but not too heavy.

Up until last night I had neither played nor hooked up Rock Band. Considering we bought the package for the Wii, I was surprised at how many wires there were. The drum’s kick pedal connects to the drums with a wire, the microphone and drums both connect to the Wii via wires to a USB hub that also connects to the system via a wire. It wasn’t that long ago that all systems had wired controllers, but I guess I’ve grown so used to wireless controllers that the spaghetti mess of wires we had going on seemed archaic.

Mason grabbed the guitar and I made a make shift drum riser out of a metal folding chair, and with that our band “Wasp Daddy” was born. (Mason has a thing for drawing wasps, and I’m the Daddy.) Like Guitar Hero, Rock Band has a mixture of both new and old music and there’s something enjoyable about watching a six-year-old play along to bands like Mountain, the Rolling Stones, Rush and KISS.

One of the things I like about Rock Band is that each person can set their difficulty level independently. That allowed me to play the game at Medium while Mason tackled Easy. You are allowed to pick your skill level before starting each song, which was convenient as Mason and I tended to swap instruments every couple of songs.

After Susan and Morgan made it home, Sue picked up the microphone and the three of us plowed our way through a couple of songs before it was bedtime. Say what you will about these make-believe music games, but I can tell you that Susan has never joined Mason and I in a round of gaming, so there’s something to be said about that.

Rock Band crosses generations well. Musically games like Rock Band and Guitar Hero may only be one step above playing air guitar, but I doubt you could talk the average family into hanging out and playing air guitar together for half an hour. The game’s music is diverse enough that both kids and adults can find things they’ll like without being too annoyed. One of the best things about Rock Band is, since it supports four simultaneous “musicians,” everyone gets to play every time. One of the worst things about Guitar Hero is waiting ten to fifteen minutes for your turn.

Mason has already asked Santa for a real guitar for Christmas this year, so I guess we’ll see if his interest in Rock Band and Guitar Hero carries over into the real world.

The Mass Genesis Exodus

(This is a long entry that talks about videogames. You have been warned.)

I started collecting Sega Genesis games back in 2003, shortly after stumbling across the Digital Press website and attending the first Oklahoma Videogame Expo. Those two events drug me into the world of what people refer to as “retrogaming.” By definition a retrogamer is a person who plays, enjoys and typically collects “old” games. There are two basic groups of retrogamers — those who discover old games and systems, and those who bought them when they were new and never let go of them. I’m definitely a member of the latter. Some of the Atari 2600 games sitting on my shelf today are the same physical cartridges my parents bought for me back in the late 70s. For years, I didn’t even know I was a retrogamer — I thought I was just a guy who liked to play old games, and didn’t throw things away. Go figure!

Before 2003, most of the old gaming systems I owned and played were ones I had bought new. I hadn’t purchased an old NES deck because of some sudden interest in retrogaming — the NES I owned was the same one I owned as a kid. In fact, somehow, I had ended up with four systems: my old one, Susan’s old one, and a couple I’d picked up as spares from thrift stores along the way. This is course was before eBay came along and disrupted the videogame ecosystem, but I digress.

As I am wont to do, in 2003 I discovered this whole new world of retrogaming and I got excited. I drug things out of closets and the garage, hooked up old systems, drug old out games, and stacked shelves everywhere as a public testament to my gaming loyalty. I displayed my shelves full of games as a badge of honor, a testament to my loyalty to gaming. I like gaming “this” much. Through this new community I found others who liked retrogaming too — and based on the size of their collections, they liked it more than I did.

And so, I started buying, mostly games for systems I already owned. I bought Atari games, and Nintendo games, and a lot of old PC games. I stacked these games on my shelves. When people would come over I would point to the games and say, “I like gaming that much.”

If I could put my finger on when the downward spiral began, it would be when I acquired a Sega Genesis. I didn’t even buy it; my friend FalseGod gave me his old one along with half a dozen games. I never owned a Genesis as a kid and I didn’t have any friends who had one either. If I could pinpoint the specific moment in which I began collecting for the sake of collecting, it would be that moment. I didn’t want a Genesis because I liked playing it; I wanted one because I didn’t have one. Shortly after acquiring the Genesis I began buying games for it. It began, as many collections do, via eBay — a purchase of thirty or so games from a local seller kickstarted my collection. Over the next several years, through a combination of garage sales, thrift store finds and eBay purchases, my collection of Genesis games grew to over 200.

I never played a single one of them. Ever. I may have tested one or two of them just to make sure they worked, but — well, here’s my dirty little secret (actually, if you know me at all, it’s no secret): I was raised on piracy. Essentially all computer users of the 80s were. As young kids we swapped and traded games all day long, building huge empires of copied games on cheap floppy disks. For me — the real me — gaming has always been about the games, not the boxes, or the manuals, or the packaging. That stuff is interesting to me in part because, for the most part, I never had it when it came to PC games.

The Sega Genesis is not a particularly difficult machine to emulate. We’ve had Genesis emulators for the PC now for over ten years (KGen and Genecyst both date back to 1997). Several Genesis emulators were released for home consoles such as the Dreamcast, PS2, and Xbox as well as for the PSP, Nintendo DS and GamePark systems. In short, anyone with enough processing power to read this post has the ability to download, run and play any Sega Genesis game ever released, for free.

For those who feel that emulation is not “real” enough let me throw this one at you — I own both a Genesis console copier, and a Tototek Genesis flash card. Both of these devices allow me to transfer and play Sega Genesis ROMs on a real Sega Genesis. That’s about as real as it gets.

Those boxed Sega Genesis games sure did look good on my shelf, but I have come to a couple of realizations. The first is, I have never, nor will I ever, play those games. Period. I just won’t. The second is, the game collecting scene has changed in such a way that it is no longer fun to me. I never enjoyed playing Genesis games; I enjoyed hunting for them. I enjoyed visiting those garage sales and thrift stores in hopes of finding a game I didn’t have. Those days are over. Except in rare occasions, games aren’t making it to the sales floor any longer — they’re being sold online. Or, if they do make it to the floor, they’re being quickly scooped up (sometimes by employees) and resold online. The days of building a sizable collection through physical hunting are dead.

My brain is complicated and twisted. Collecting tortures me. I love the hunt; I hate the spoils. I search for games and kick myself while buying them. My collection has grown to the point where I have erected shelves on every wall of every room that Susan will allow me to touch. Susan once noted, “If you had your way you would put shelves on every wall,” and she is probably right. What good is a collection that no one can see?

When I get overwhelmed by all my stuff, I deal with it in one of two ways: by buying more stuff (which makes no sense to me or anyone else) or by selling stuff. Overwhelmed by the amount of stuff I have piled around me in my game room, I arbitrarily pointed to my Sega Genesis collection and announced, “You have been banished.”

I sold about a hundred games to a couple of fellow collectors. I did that deal in person, so no shipping was involved — awesome. I then sold another thirty or forty via online sales. The final hundred or so went via Craigslist this weekend to a nice couple of recently picked up one of those new clone systems that play both NES and Genesis games. For some reason I thought that was kind of neat — a couple, picking up used games and playing them together. Maybe I should buy a … nah.

The vast majority of my remaining gaming collection can be divided into five main categories: Atari 2600, NES, PC, Commodore 64, and “Virtual.”

The majority of my Atari 2600 and NES games are loose, and I have less than 200 of each. The odds of me playing any of them on vintage hardware are low; still, I find the thought of parting with them difficult. My justification for keeping them is that it would be expensive to replace them, and if I get too tired of them I could always box them up and stick them out in the garage.

My PC and C64 collections consist of mostly boxed games, maybe 100 PC games and less Commodore 64 games. While I might someday play some of these games, I will never play the disks that sit inside these boxes. I have copies of all of them. The boxes might as well be empty. I didn’t buy them to play the games, I bought them because I like the way they look on my shelves. That’s exactly why I started buying Genesis games, too. I have the same conflict as I do with the Atari 2600/NES stuff — monetarily it’s worth very little, but without spending a ton of money it would be difficult to replace the games. I like the way they look on the shelf, but I am running low on shelf space. Decisions, decisions.

The rest of my collection (and the vast majority of it at this point) is virtual — that is, ROMs for emulators, burned discs and downloaded games. I’m very happy with the situation at this point. I have virtual copies of every single Sega Genesis game sitting on my Xbox. The physical act of pulling a game off the shelf and inserting it into a console does nothing for me.

There is one other aspect of my collecting that I would like to tame — boxes. I have the original boxes for most of my gaming systems. I’m not just talking about stuff like the Wii or the PS3 — I have boxes for my Atari 2600, Sega Genesis, all my Commodore equipment, and so on. It’s a pointless collection of cardboard that takes up a ton of physical shelf space. I’m not mentally ready to part with those, either. I don’t know, I’m kooky.

Although I didn’t know it at the time, the day I started collecting Sega Genesis games symbolized “something.” For a long time I didn’t know what that something was, but in retrospect, I think it was the beginning of collecting not for my own enjoyment, but to impress other people. I suspect that a year from now, I will look back at the sale of my Genesis collection as see the end of one phase and the beginning of another.

Wii at the Mall

This past weekend at Penn Square mall, Nintendo had a display of twenty Nintendo Wii kiosks demonstrating Wii Fit. For my non-gaming readers, Wii Fit is a pressure-sensitive accessory for the Nintendo Wii that looks a lot like a bathroom scale. While standing on it, gamers can shift their weight and control videogames. When I stand on it, it says things like, “get off me fatty.”

Wii Fit comes with a variety of games that fall into four categories; Yoga, exercise, exercise games and balance games. The twenty Wii kiosks were being manned about twenty college cheerleaders, with the biggest portion of the crowd gathered around a few young ladies demonstrating some of the yoga positions. Away from the crowd, we had no trouble finding an available kiosk and trying out Wii Fit for ourselves. Mason got the first round, trying both snow skiing and a Marble Madness-esque game. It takes a little getting used to due to the fact that you are not supposed to move, shuffle or lift your feet. Once Mason got that part down he did pretty well. Next up was Morgan, who tried a virtual hula-hooping game. Susan noted that hula-hoops can be picked up the dollar store (Wii Fit retails for $90, if you can find one that’s not part of a bundle — more on that in a later). The hula-hoop game looked kind of fun but the thought of me jiggling around gyrating my hips in front of a bunch of cheerleaders had bad news written all over it. I passed.


Mason checking out the merchandise …

For someone looking for an exercise mentor, Wii Fit comes with a workout program that, among other things, tracks your workout times and progress. A (skinny) virtual avatar demonstrates exercise techniques and barks out orders. It’s like Sweatin’ the the Oldies, but for Youngies. And it’s a good thing. Mason’s gaming skills are approaching my own and even with time restrictions in place it is becoming obvious that videogames will be Mason’s generation primary source of entertainment. Anything that helps them burn a few calories along the way will be gold.


From the escalator.

As previously mentioned, the Wii Fit retails for $89.99, but I haven’t been able to find one for that. Like the Wii itself, it’s difficult to find the Fit in stores, and the places that do have them in stock have them in “bundles.” Both BestBuy.com and CircuitCity.com list the Wii Fit at $89 (but are out of stock), and Wal-Mart.com has the Fit in stock but for $129; buyers are forced to puchased additional accessories (like the Wii Yoga Mat). Desperate buyers and opportunistic sellers have turned to online sales (Craigslist/eBay) where non-bundled Fits are being sold for more than the bundles cost. A quick search of my local Craigslist showed multiple Fits being offered for $130+.

The only way to get a non-bundled one in stores at this point is to stop by your favorite retail store daily to check stock, an “exercise” in and of itself.