Game on, expressionism in arcade games

Tuesday, 8 December, 2009

Arcade Expressionism by Brock Davis.

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The rise and fall of the pinball machines

Thursday, 19 November, 2009

The ability to change the score required to win a game replay was one ploy adopted by pinball machine manufacturers in an effort to compete with the ever increasing challenge offered by video games.

All pinball machines offer a replay to a player who beats some specified score. Pre-1986, the replay score was hard wired into the game unless the operator manually re-programmed the software. High Speed changed all that. It was pre-loaded with an algorithm that adjusted the replay score according to the distribution of scores on the specified machine over a specific time interval.

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When did FAIL become an option? 2008? FAIL…

Monday, 20 October, 2008

The FAIL meme, or would calling it a phenomenon be more apt, in fact takes its root from a 1998 arcade game, and not something more recent, as many people might be forgiven for thinking:

It’s nearly impossible to pinpoint the first reference, given how common the verb fail is, but online commenters suggest it started with a 1998 Neo Geo arcade game called Blazing Star. (References to the fail meme go as far back as 2003.) Of all the game’s obvious draws – among them fast-paced action, disco music, and anime-style cut scenes – its staying power comes from its wonderfully terrible Japanese-to-English translations. If you beat a level, the screen flashes with the words: “You beat it! Your skill is great!” If you lose, you are mocked: “You fail it! Your skill is not enough! See you next time! Bye bye!”

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