Categories
gaming

hardcore 3.0

something hit me the other day. not physically, but rather like an epiphany: hardcore gaming isn’t what it used to be. in fact it’s not even what it was before that. i see myself for who i am today of course, but also from a hilltop where I can see who i used to be, and after twenty years of evolution, have seen trends come and go. like many other things in life, gaming has its cycles, and it appears as though we’re all poised on the edge of the next age in its history. so what is hardcore 3.0, and what happened to one and two?

as i see it, fundamental shifts in culture have popularised different game genres at different points in time, much like the latin explosion of ‘99-00 in music, or the grunge era of the early to mid 90s. take 2d platformers for example back in the late 80s, or street fighters in the mid 90s, or the ubiquity of FPSs of today. for better or worse, gaming has already hit two milestones; two generations of hardcore gamers, and the third is just around the corner.

when i was a kid (a real kid mind you, not this ‘big kid’ business i try to pass off today), the term ‘hardcore gamer’ had the connotation of someone who either had access to a sizeable fortune and had amassed a library of dozens upon dozens of games and could play each of them for a brief while and was the envy of every kid in the neighbourhood, or someone who with modest gaming expenditures had a few games, but played the hell out of them: early morning, any time during the day, late into the night. even neglecting one’s health, all for achieving the highest score or purely for the love of hoisting their favourite sprite-based character to that out-of-the-reach ledge. it was truly the romantic era of gaming.

the first generation of gaming was all about diversion, and had little to do with replicating real-life experience, and focused on using the limited (by today’s standards, but it was cutting edge at the time) technology to squeeze every ounce of well-thought, straightforward fun out of a system, and into the hands and hearts of anyone who wanted to play. it didn’t exclude or intimidate users with steep learning curves or complicated, arthritis-inducing controllers that even an eight-fingered life form would take issue with. these were games you could pick up and play as easily as you could read a comic strip, and escape into for however long you wished; even shorter games whose beginning-to-end might be a half hour often had great replay value. but then, like any good art, the steeper the limitations given, the better the end product as the creation requires extra time and thought to realise the goal by ingenuity rather than indolence or indulgence.

Categories
art & photography gaming

zelda: twilight princess hi-res

so i spent most of today re-painting an image from the upcoming legend of zelda: twilight princess for gamecube. the original was too small, low-res, jpg-artifacted, aliased, and plain. i’m not done yet, but i’ll get there soon enough. compare to the original, immediately following.

twilight princess link in hi-res
original

i do have one other example, but in the interest of leaving content for another posting sometime this week, i’ll hold back on it for now ; )

enjoy!

Categories
gaming interesting links

game sprite archives

oh my god… my new favourite site! 😀

Categories
gaming interesting links

promiscuous mario parody

toad hits it on the side

Categories
gaming interesting links

mario corroboration

corroboration

Categories
gaming

what dimensions mario should occupy

so the past day or two i’ve been sketching ideas for a real 3d super mario game; this came after a discussion recently with someone about how, if given the freedom, i would create such a kickass mario bros. game…and i hold true to that belief. the problem for me is that although there are 2 mario games in 3d so far: one for n64 and one for gamecube. although each is okay, i think the large jump from super mario world (1991) to what is currently being served up, without a bridge of any kind (or at least a hang-glider), is just too far; and the latest two games lost something in the translation [between dimensions].

  1. first: whatever happened to power-ups? that was such a pivotal concept in the originals. get a mushroom, you increase in stature; get a fire flower, leaf, or feather and you increase in power and capability. the closest either of the 3d games came was in mario 64, where occasionally (read: rarely) one would stumble upon a floating block with a “power-up”….which turned out to be one of 3 different hats that temporarily enabled some extra ability. temporarily? what’s up with that? the precedent was set that once you enhance, you keep the ability until you foul up somehow. the only temporary power up in the originals was invincibility provided by the bouncing “starman”…and though invincibility/invisibility was one of the 3 hats in mario 64; it strayed from tradition — no starman to be found. part of its fun was catching the bouncing bastard, and then watching mario cycle through colours of all varieties while invulnerable. ahh, to play as a racoon once more!
  2. second: why are the landscapes so ordinary–similar to so many other 3d platform/adventure titles? the mario titles i remember enjoying had all types of wild and imaginitive colours, shapes, and patterns that even if all different, they blended together seamlessly. it had its own style which mario 64 and super mario sunshine have bits and pieces of, but what good is a cob of corn that has only one or two kernels, but rows and rows of pits?
  3. third: bowser must either be the only enemy which made the series unique, or the storyline failed to mention that bowser’s corporation underwent serious downsizing and re-employing; because few or none of the original cast appears in either 3d game (except for sparse placement of goombas and piranha plants in m64, and nothing in sunshine (although some flying bullet characters reminiscent of “bullet bill” appear, though–and i need to double-check the manual–they likely have a different name). oh wait, sunshine did have bloopers, but not how you think. yoshi appears, and is well executed, but again–one or two kernels. crikey, even the princess has a different name (she is now “peach”, not even “princess peach”; she was formerly known as “princess toadstool”; which is–not surprisingly–my favourite of the monikers)!

anyway…my sketches will continue; perhaps i will scan some and pop them online soon, but the main reason for them is to have a concrete project to reintroduce me to working in 3d…i really do miss it. when i finally do begin making a mario world in 3d…i want it to be as faithful to what i feel are the real roots and lifeblood of the series.

on a completely different note, my diet and workout regimen are handling quite well. in less than a week i can certainly feel, but also see the improvement already! i will continue until i am happy : )

p.s. what does anyone know about the u.s. navy? noticed a job posting for artists and photographers…and although i’m pending a response from an h.r. representative, any other viewpoints or info would be greatly appreciated!

Rubberneck

listening to:
Rubberneck
Toadies

Categories
gaming poetry

wind waker and oceanic daydreams

the new zelda game for gamecube is absolutely amazing. i’ve been playing it for half a week now, and it has consumed so much time and lingers in my head long after the screen goes dark. if you have the opportunity to acquire this game, be sure to do so!

an interesting verse i found floating around in my satchel this morning. i believe it was written during my service as a juror last year for hennepin county; probably during any of the extremely frequent and extended breaks. enjoy:

the salty seam where
an ocean kisses shoreline,
master prince and mistress princess
gaze with foretelling eyes
at the castle unassembled
strewn in pieces in the beach tide.