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  • GameSpy: Text Adventures: An Alien World of Gaming - Page 1
    know how you can t play Xbox games on a PlayStation or PlayStation games on a PC Well in 1980 every computer was like that Making a graphics based game that was playable on every computer was tough but text adventures just used words so they were easily ported to any machine The creator of the first commercial text adventure game was Scott Adams who published Adventureland in 1978 This led to a slew of popular games by Adams In the early 1980s game company Infocom took center stage with the Zork series and a host of hit titles What was cool about Infocom games is you could interact with them more fully Instead of just throw gnome most games at the time had a two word parser Infocom games could understand throw the little green gnome at the rack of beer bottles Although these games were successful their limitations eventually doomed them As technology improved and PCs started to run the same software text adventures gradually disappeared from store shelves Which is OK because text adventures had some severe limitations that some gamers could never overcome Limitations which made them the freak shows of gaming Limitations like these Words I Don t Understand Have you ever been playing a video game and mistook a bolt of lightning for a dinner fork No Never That s because we are lucky enough to play games which actually have pictures However this wasn t so for text adventures The verbose writing styles combined with my limited vocabulary I was like six years old meant I often got stuck simply not knowing what was going on Here s a riddle from the Infocom game Beyond Zork My tines are long My tines are short My tines end ere My first report First of

    Original URL path: http://www.gamespy.com/articles/117/1178942p1.html (2016-02-16)
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  • GameSpy: 5 Video Game Fashions That Need to Catch On in Real Life - Page 1
    cold day perhaps Since then though his signature headgear has mutated radically to the point where it s now a lengthy tube like thing that flops nearly to his waist The look s a bit out there but we could see the benefit of such a hat Between credit and debit cards cell phones portable gaming systems and the Tamagotchi he s been keeping alive for a decade the average guy has a lot more to carry around than he used to The days when you could get by with nothing but a comb and a wad of small bills in your pocket are gone the dangly Zelda hat could save you from having to resort to shameful manbags or murses by providing a much needed storage solution all your crap could just go in the hat Hey if it s good enough for Link s bottled fairies and Triforce pieces where else did you think he kept them it s good enough for your lunch 2 Razor Rimmed Hats As iconic as Link s hat is the best headgear in gaming is clearly Mortal Kombatant Kung Lao s razor edged chapeau Such a hat has its obvious applications but it could also have all sorts of everyday uses that don t involve splitting a dude s scrotum in half For instance we re pretty sure it s a scientific fact that the scissors will never be in the drawer when you need them but that wouldn t be an issue if you were sporting the knife hat look Use it to cut the cellophane off a new game open that Ikea box or do a little light scrapbooking and look cool while doing it Throwing a party Use the hat to slice up a variety of meats and cheeses

    Original URL path: http://www.gamespy.com/articles/117/1178934p1.html (2016-02-16)
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  • GameSpy: Day Planner of a Gaming Website Addict - Page 1
    is for anybody who s ever wasted an afternoon refreshing blogs and reading about obscure Neo Geo games on Wikipedia while the game you spent 50 on last week collects dust When he s not refreshing a half dozen gaming blogs at once Nathan Birch also writes and draws the webcomic Zoology and his work can be found in the book You Might Be a Zombie and Other Bad News

    Original URL path: http://www.gamespy.com/articles/117/1177804p1.html (2016-02-16)
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  • GameSpy: Duke Nukem Forever: The Developer Diary - Page 1
    2011 This article was originally published in May 2009 but the time s never been more perfect for it so here it is for your reading enjoyment in case you missed it the first time around It goes without saying that after nearly four million years in development Duke Nukem Forever has become one of the greatest mysteries in the history of videogames But was it just one giant practical joke Parent company Take Two might think so as it s suing developer 3D Realms for failing to finish the game While the lawsuit has unearthed a whole slew of paperwork possibly the most damning bit of evidence is the team s developer diary a cheese stained bottomshelf liquor soaked journal that was clearly meant to stay hidden beneath the company s floorboards So it s with great pride and with great shame for all legal parties involved that we present this diary to you in its entirety After all no questions should go unanswered forever Next Page 2 Page 1 2 What Do You Think Latest Humor The Golden Years of Sports Video Game Violence Jul 9 2011 Video Game Anti Drug Posters Jun 30 2011 Text Adventures An

    Original URL path: http://www.gamespy.com/articles/984/984883p1.html (2016-02-16)
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  • GameSpy: Bridging the Vampire Gap - Page 1
    show about supernatural investigation that was a precursor to the X Files Video Game Vampire of Note The Count As with all Scott Adams text adventures this game was a delight to play but it sure made Count Dracula look like a wuss The Count spends all day sleeping in his semi unguarded coffin allowing you free reign through his security free castle If you re out at night the Count shows up and kills you But if you hide somewhere ridiculously obvious say the oven the Count is utterly mystified at how to stop you This is especially bad vampire treatment because it happened in a pure text adventure As such Count Dracula could have done virtually anything he could come flying in like a pro throw you into the moon so hard that it explodes and then hit the Las Vegas Strip for a bloody bender But instead he just lays there anxiously sleeping off the day like a hungover prostitute Way more disappointing than the vampire fare available on TV or in books Mid to Late 1980s As video games struggled to express entire worlds in 8 bit pixels other media explored the deeper aspects of vampires Literary Vampire of Note Akasha Queen of the Damned is one of the most popular entries in Anne Rice s epic vampire saga The first vampire ever is revealed to be a brutal former queen bent upon world domination through slaughter In the sleep all day feast all night world of vampires it s refreshing to see one with some ambition TV Film Vampires of Note The Lost Boys The Lost Boys has a teenage Kiefer Sutherland leading a street gang of California vampires People who cross them make Sutherland bloodthirsty and brutal not unlike how a modern Sutherland gets

    Original URL path: http://www.gamespy.com/articles/116/1168324p1.html (2016-02-16)
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  • GameSpy: Five Types of Video Game Enemies Now Sadly Unemployed - Page 1
    today While the popularity of these monsters waned after the 1950s their careers were reinvigorated in the 80s when they began to find plentiful work in video games If you found yourself in a stage with a dark black purple brown color palette during the 8 and 16 bit eras it was pretty much guaranteed you d be dodging an onslaught of mummies wolfmen and black lagoon based creatures Around this time Dracula reportedly converted a couple of his castles into garages for his collection of tricked out hearses and Frankenstein was said to be in Michael Jackson s inner circle Lately though the Castlevania series has been the only place where the Universal monsters have been able to find consistent work and when the recent Castlevania Lords of Shadow updated the look of the series vampires and werewolves and eliminated mummies and Frankenstein altogether even the Konami cash dried up Who Took Their Jobs Zombies It s easy to see why the video game industry has gone the zombie route they re plentiful don t talk back and splatter real pretty when they re hit with a shotgun blast In the past the fact that most of them demand to be paid in brains was an issue but the development of a tofu brain substitute that tastes just like the real thing has solved that problem If game makers of the 80s and early 90s had a message they wanted to impart to the kids playing it was this Everything no matter how cute or harmless looking can murder you Turtles Yup Snails Sure Beavers Oh hell yes Back in the day an animal didn t have to be even remotely threatening to be a video game enemy in fact it seemed like the non threatening animals were employed

    Original URL path: http://www.gamespy.com/articles/116/1163743p1.html (2016-02-16)
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  • GameSpy: Seven Arcade Games We All Love (That Use Mechanics We All Hate) - Page 1
    up all of my arcade time and my Mom would urgently try to drag me away from the machine nothing would come between me and ultimate joy The game opens with me a knight trying to cross a drawbridge Cool Wait what A tentacle thing just came up and ate me Dang I m supposed to do something OK my knight is again attempting to cross the drawbridge the tentacle thing tries to get me I push left I die I was supposed to push right Final life and I m ready Tentacle comes up I push right Success The knight jumps out of the way and my overjoyed heart soars just long enough for me to see another tentacle hit me from behind Guess I was supposed to push down Game over Head down I trudge out of the arcade What s the part of the Metal Gear Solid franchise we all hate Sitting through cut scenes And that was the entirety of Dragon s Lair Push the correct button watch a cut scene Push the wrong button die Of course in 1983 gamers hadn t yet learned to loathe this trick so Dragon s Lair sucked millions of quarters until the super futuristic optical disc reading technology inside of it inevitably crapped out 2 Hard Drivin The visual leap made by Dragon s Lair was nothing compared to the visual leap made by the road simulation game Hard Drivin That s what 1989 had to offer gamers amazingly advanced 3D polygons that players could actually interact with and totally looked like doo doo People actually lined up to play this game The 3D rendered interactive world was considered honest to goodness revolutionary at the time whereas now I would wonder if this was a Minecraft skin I could harp further on how the graphics haven t stood the test of time but that s not the mechanic we all hate Hard Drivin had a clutch like on a car This wasn t the smooth racing clutch of today s arcade racing simulators This was a deep welled squeaky pedal that more resembled something that would be on your grandfather s truck Pushing it all the way to the floor took someone who was about six feet tall and someone who was that tall could probably just go drive a real car In order to fully immerse myself in this game mechanic I d have to play the game with a friend I would steer and yell out for my buddy to shift My buddy who would be standing on the clutch would jump up and down while frantically grinding the stick shift into the appropriate gear Then like everyone else I realized that stick shifts are only great for the power they provide which one can t really feel while sitting still But those visuals make me nostalgic for a time when awesome graphics still looked like they were drawn on an Apple IIe 3 Street Fighter Younger

    Original URL path: http://www.gamespy.com/articles/116/1160325p1.html (2016-02-16)
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  • GameSpy: Video Game Job Ads - Page 1
    fancy drinks but at least those companies aren t dabbling in genetic engineering or planning on taking over the wor right But when video game companies start shedding workers thanks to a messy gun battle or escaped killer mutant they re forced to do what all companies do these days recruit new employees with online classified ads Next Page 2 Page 1 2 What Do You Think Latest Humor The

    Original URL path: http://www.gamespy.com/articles/115/1158376p1.html (2016-02-16)
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