Tuesday, July 20, 2010

Sixth place isn't normally this fun!










So, as you can tell by the videos, I don't make it to first place... and I don't even make it all the way to a score I set the previous night. However, the videos turned out pretty good so I figured I'd show off a little bit. What harm can it do?

By the way - I know my mother reads this blog, so for what it's worth: Mom, I've gotten better since I was 3 years old, haven't I?

Wednesday, July 14, 2010

Let’s Get D-angerous

NESSaturnpsx
dc360fightpad 
In order here, we have the Nintendo Entertainment System, the Sega Saturn, the third-generation Playstation, the Dreamcast, the Xbox 360 and finally, the Madcatz Fightpad. These are not the only pads that exist, obviously. What’s more, all of these pads are for consoles – no arcade stick representation (whether it be ball-top or bat-top), and no hilarious shots of the Gravis Gamepad.

What’s so dangerous about what I’m showing here? What I am showing has been the source of anguish and debate on the internet since gamers began communicating with one another about their pad of preference. The console warriors have debated for years about the lifespans, libraries, and exclusives for their respective system of choice. One of the sticking points have been (of all things) fighting games; what systems had what games, animation differences versus arcade ports, and playability.

First up, with the advent of fighting games in the early nineties, we had the rivalry between the Super NES and the Sega Genesis portrayal of Street Fighter II and its aftermarket clones (i.e. Champion, Turbo/Hyper, Super). While it’s important to note that the fight started here, it had nothing to do with d-pads. No one said “Man, I would’ve hit that move if I hadn’t been slumming it on this GEN-EH-SYS pad!” The biggest beef anybody could have at that time had to do with “Ugh, using shoulder buttons is awkward,” or “Man, the way you laid out your buttons is wrong.” Button-wise, the Genesis’ three button pads were the most inferior, requiring pressing Start in mid-match to switch between punches and kicks. The Super NES is second place (hold on, haters – I’m about to make my point. Chill out) due to the almost built-in need for players to want to have their go-to moves at their thumbtips (because using the L trigger on an SNES pad when trying to do a quarter or half-circle makes your palms hurt, and those who had grown during the NES era weren’t accustomed to triggers for twitch gameplay yet). The Sega Genesis’ 6-button controller had the arcade layout (yay, no configuration necessary) and responsive controls until your angry brother decides “NO FAIR!” and flings the controller into the fishtank.

The next fight was between the Sega Saturn and the Playstation. Having been the natural evolution of the Sega Genesis’ 6-button controller, the Saturn controller has become a treasure to many (some regarding it as the best fighting controller that has ever existed). Its immediate rival, newcomer Sony Playstation, introduces a d-pad configuration unseen before: a directional pad that is one piece underneath but four separate pieces above. In addition to a different d-pad, trigger buttons were introduced that nearly turned every finger and thumb a person had into an extension of their video game avatar. The winner of these two, as most know, was the Sony Playstation – not because of its ease-of-use, ergonomics or anything like that, but because of sheer market penetration! The Playstation wiped the floor with Sega in the market, bringing more players into the mainstream than any of the previous video game audiences before it. In fact, many herald the Playstation d-pad as “best ever” simply because they grew up with it and are used to it.

The Saturn had the capability to play tag-team fighters (e.g. Marvel Super Heroes vs Street Fighter) in nearly arcade-perfect ports (additional memory required, yes I know), while the Playstation did not have the memory within it to allow for two-on-two matches. What’s more, the Playstation versions of fighters suffered from framerate hitches and deleted frames, whereas the Saturn was a more complete package. Unfortunately, because of the market penetration, American gamers were never able to experience much of Saturn’s capabilities as the system was practically shelved in favor of the newcomer. Sony flooded America with good stuff whilst Sega kept most of its jewels in Japan. But let’s sidestep all that for a moment, and talk explicitly about the pads themselves.

This may all come down to thumb size and personal preference, but when looking at the Saturn and Playstation pads, one has to wonder how anyone found four separate directional nubs comfortable. The Saturn, like its predecessor, had a smooth face that could be rolled and responded appropriately to quarter-circles and the like. The Playstation was less forgiving, causing the early adopters who rolled their thumbs over the nubs to develop blisters, calluses and other unsightly problems before switching up their posture (and even then, not being able to have the same reactivity they once did with a solid pad).

(in case you’re wondering where Nintendo was during all of this, don’t – they mostly stayed out of the d-pad wars by not having games for their systems that catered to discriminating fighters’ tastes. If you must know, their d-pad technology hadn’t changed much between the SNES, the N64, or the Gamecube (aside from its size on the Gamecube controller, perhaps))

A few years after the Saturn ducked out, Sega returned with the Dreamcast. It sported a raised d-pad that came out a half-inch above the controller, a reduced face button quantity, analog triggers, and an analog stick with a very small range. While the d-pad was solid and rolled appropriately, some remarked that the raised design had the flaw of having too sharp of edges. Others remarked that the shape of the controller was “hand cramp city,” due to its shallow tooth design. Only hands that trained themselves for the pad found any joy in it, regardless of its responsiveness. Sony killed this one too, introducing a dual-analog controller that also led the way to their new system that dominated the Dreamcast’s market, the Playstation 2.

Before the next real “stage of battle,” Microsoft created two perfectly decent d-pads for fighting games. The Xbox Duke, roughly the size of a dormroom microwave, had the same d-pad as the Microsoft Sidewinder with a raised switch for added rolling ability (how can I NOT bring up a PC controller when talking about Microsoft? Nearly impossible, but I digress). When people crying for homogenization in controller sizes got their wish, Microsoft released their Japanese version (dubbed the S for small) of the controller to the American market. The d-pad for the S was flattened with a raised cross. Still perfectly rollable but not as contoured as the Duke.

This brings us to the current generation of d-pads. In the white corner, we have the challenger weighting in at who gives a shit. From Redmond, WA, the Microsoft Xbox 360! In the black corner, the reigning d-pad champion of the world, the Sony Playstation 3! Now, as far as d-pads, who wins this fight?

It’s a draw. Both are terrible for their own reasons. The Playstation, having been the enduring champion, never felt a need to address its callous-inducing ergonomics. The Xbox 360’s controller, through some form of bizarre affliction no one understands, has a d-pad considerably less responsive than its previous two incarnations. Its design makes pressing down the new left. One can never tell what hat their hitting, even when looking directly at the pad as they move their thumb across it. To play off of an old Fragmaster quote, “In a fight between the PS d-pad and the 360 d-pad I would have to choose Playstation, but fuck you for making me choose." Oh wait.

In trots the Madcatz’s PS3 and 360 Fightpad. Having spent the Playstation 2 generation as a hobbyist fighter upgrade, the PS2 fightpads were a treasured rarity with one glaring flaw – the button layout at the face had to be configured in-game to register properly. When developed for the current generation consoles, Madcatz thankfully thought ahead and homogenized the button layouts to properly tailor to the defaults of Street Fighter IV (while still having the same general layout as other mainstream fighters by Aksys, Neogeo and others).

Funny thing about the Madcatz controller, though – people who have “gotten used to” the Xbox 360 controller appear to favor the 360’s pad over the Madcatz. Whether it’s a case of conditioning has yet to be actually proven, but it would also lend some credibility to the idea that the only reason why the Playstation d-pad has been tolerated for this long is merely conditioning. Either that, or the fact that “REAL” fighting game fans just gut the controllers and make their own arcade sticks themselves, bypassing the quarrel entirely. Can’t argue with Sanwa parts, right?

On a final, if any of you feel that I’ve underrepresented the NEC TurboGrafx-16, the Neo-Geo AES, the 3D0, or the Wii, I sincerely apologize. Feel free to enter in your piece in the comments with the caveat that it’ll play second-fiddle to the mainstream rant.

Monday, July 12, 2010

It's 2010 - Who is working on the Holodeck?



Established in this IBM ad for a product people no longer use, people supposedly have no need for flying cars due to their ability to get things done via the internet without the need for mass air transit. Besides, with the way automobiles are looking nowadays, we'd never get that bad-ass red fake-IROC-Z/DeLorean mashup from M.A.S.K. that Matt Tracker drove. Instead, we'd probably get something that looked like the Nissan CUBE with telescoping wings. That's not a future Avery Brooks wants to live in. It's not a future I'm looking forward to.

Let's get this out of the way right now -- I realize that the concept of the Holodeck is some contrived lunacy that was hatched by the writers of Star Trek: The Next Generation. It never really had a logical base like the tricorder or the communicators/comm-badges that were used. It seemed like a convenient way to have diversionary episodes that took place in locations that weren't on the vacuum-sealed Enterprise-D set, and if we suspended our disbelief just enough, we could excuse it as being science-fantasy. The only problem with this science-fantasy is that it's perhaps the Holy Grail in terms of video game immersion, reactivity and interactivity. Using the Holodeck, a person could have any sort of adventure that they could construct with very precise limitations. Want to ride on a horse? Be Sherlock Holmes? Have sex? Play James Bond with friends' faces super-imposed as members of the story? It's fantastic! However, looking at things with that suspension of disbelief removed, and it all falls apart.

When one looks at how far video game technology has come since its relative birth in the 1970s, it's difficult to not want to "reach for the stars," pardon the reference. Even within just the past ten years, video games have reached into the lives and homes of millions of people with almost greater penetration than social networking. Video games haven't been "just a child's toy" for nearly 20 years now. I will never forget the train ride home from E3 in 2004 wherein I saw four elderly women playing competitive games of Puyo Pop on the Game Boy Advance. Technology, exposure, integration and acceptance - it's all there! I have seen it!

Where are video games going, though? Are we going to the Holodeck grid, or simply staying in the set-top boxes we've been switching in and out since the Atari? Unfortunately the answer is the set-top box and the reasons for this (apart from the obvious technobabble) have more to do with industry stagnation than a resistance to innovation. Am I being arrogant for saying so? I don't care. I contend that, for the most part, we've been playing the same sort of video games for over a decade now, only with beefed graphical capabilities and fancier controls.

Do I have a proposed solution for this? No, I suppose not. I don't have the money or wherewithal to deal with the risks involved with trying to start a gaming revolution. Publishers don't appear to be comfortable taking the risks needed to branch out and fund innovation, and at the same time many developers are keen to keep making the same sorts of games (albeit with refinements) and eschewing the advance.

There will be a time for innovation, but I suppose now is not it. The Holodeck will have to wait. This was a Pulse Rifle Rant.

Kingston and Middledown

With the names Kingston and Middledown, one would expect a pair of dashing gents scurrying about in an early twentieth century black-and-white silent picture playing at one-and-a-half times speed. Kingston, the royalty, with a top hat, monacle, and ever-twisting mustache, would proudly trot around the streets with his magnificent cane. Middledown, the simpler chap, looking like a newsie who hadn't bathed in a week, would follow eagerly behind. Were any music to accompany this wild ride of haberdashery, it would be Yakkity Sax.

But these are not men. No. They are but house cats banished to live their lives on the balcony of a residential complex.

Thursday, July 8, 2010

Everybody's gotta start somewhere

While I suppose I got my start with my hands on a cherry-top arcade joystick and concave buttons, what you see here is where my true journey into being a student of video games began.

These materials belonged to the Atari 800, a computer that my father purchased when my older brother Jim had learned to say his ABC's (I remember hearing this on a cassette tape at one point, I think).

The two games shown here had the greatest impact of the titles we had. Gyruss, the tube shooter that was a mix of the circular movement of Tempest with the wave pattern of Galaga, still holds as my favorite game of all time. Mountain King, however, served as the inspiration for my first published level design.

Today's "Why are you posting this?" excuse is that I'm writing this from the "comfort"/ease of my phone, just to see how this would turn out with an attached picture (answer: Had to add the text - it only took the picture and the subject, and deleted the rest). If you're interested in seeing more about the Atari 800, let me know.

It's a little dirty right now, sure...

Thank you for venturing into my brand-new blog, The Pulse Rifle, the purpose for which is still under development and flux. In fact, I suppose it is fair to say that this space will be whatever it will be good for the moment I decide to drop something in it. However, there will be themes. Get ready.

1) Video games.

Who on earth thought I would write a blog that wouldn't involve my art? Perish the thought! From time to time, I will share with you all as much video game knowledge as I've got stored up in my steel trap of a brain. Everything from the current perils of games journalism culture to what a shame it is that no one stopped LJN before they made licensed tyranny in the late eighties and early nineties (e.g. The Karate Kid, Uncanny X-Men, Wolverine, all for the NES among others).

Will my video game topics have limits? Yes -- my PC gaming-fu is admittedly on the weaker end, so early PC titles, Commodore 64 and most Real Time Strategy games may get a subtle mention but probably more brevity than depth. Will I divulge anything you don't already know about projects I've been involved with in the past? I am proud to have worked with the men and women at Obsidian, Activision, Atari and Sega. I might tell a story from time to time, but nothing earth-shattering. NDA breaks are a rash, and I just won't have them.

2) Passing thoughts and inspiration.

Rants. That's right -- rants. Sometimes, one hundred and forty characters are not enough to adequately tell the story I wish to give, so sometimes I might branch out one night and go on a hilarious tirade about some stuff. I've been told I'm generally entertaining when I do this, so why not write it down?

3) Story blurbles.

One of the reasons why I've taken to starting this blog is due to encouragement I've received from a great number of people who have expressed interest in my continued writing. Congratulations, all of you. I am writing. When the mood strikes, I'll post stories that I'm either working on, have written, or some things that I've experienced that you might find interesting. I'd even welcome critiques from time to time, just to spice things up.

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Now that that's out of the way, I'd like to go ahead and state for posterity that the thoughts and opinions expressed on this site are my own. They do not necessarily reflect the thoughts and opinions of the people, companies and corporations that I have been a part of and I will not confuse on this.

Any suggestions as to topics? I've got a few in my head that I'm playing with, but nothing solid. Feel free to leave a comment - what can it hurt?