well, this blog will be closing for the holydays, but I wish to all of you people out there a HAPPY 2012!!!
lots of fun, health, love, money videogames, ahahaha whatever makes you happy!
and, by the way, I would like to thanks for all the audience and comments, is good to know you people like old games and nostalgia as much as I do.
and [2] I wanna ask you for suggestions, since it's a fairly new blog! what would you like to see more in RetroGame Mania in the year of 2012? reviews? videos? rants? your ideas will be much appreciated!
Friday, December 30, 2011
Thursday, December 29, 2011
Cartridges!
hey guys
now, a little nice something I found while walking around the street commerce tents here where I live:
NES and SNES cartridges! and power rangers
it's too bad I don't have a SNES anymore, or else I would buy it for sure, lol!
So, it reminded me... of the time when games were hard to came by, one had to search a lot for good games (specially RPGs and indie games) for rent. nowdays, the torrent generation is used to have every game just clicks away, and while that's a good thing.... I don't know, gaming kind of lost a little magic, you know? the "waiting so long to play THAT special game" thing.
well, I'm a nostalgic person, can't help!
and you? agree, disagree?
(p.s.: I'm not an english native speaker, so sorry for any mistakes ;) )
Wednesday, December 28, 2011
The Legend of Zelda
well, let's talk about a classic of classics.
I frequently see younger people whose childhood was marked by Ocarina of Time, but lots of people doesn't know the revolutionary origins of this wonderful series, in 1986:
Shigeru Miyamoto's inspiration for Zelda is an interesting story... With The Legend of Zelda, Miyamoto wanted to take the idea of a game "world" even further, giving players a "miniature garden that they can put inside their drawer." He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves, and through the Zelda titles he always tries to impart to players some of the sense of exploration and limitless wonder he felt. "When I was a child," he said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this." The memory of being lost amid the maze of sliding doors in his family's home in Sonobe was recreated in Zelda's labyrinth dungeons.
And so, we have the fantastic ambientation, adventure feeling and open world the Zelda games have today!
I frequently see younger people whose childhood was marked by Ocarina of Time, but lots of people doesn't know the revolutionary origins of this wonderful series, in 1986:
Shigeru Miyamoto's inspiration for Zelda is an interesting story... With The Legend of Zelda, Miyamoto wanted to take the idea of a game "world" even further, giving players a "miniature garden that they can put inside their drawer." He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves, and through the Zelda titles he always tries to impart to players some of the sense of exploration and limitless wonder he felt. "When I was a child," he said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this." The memory of being lost amid the maze of sliding doors in his family's home in Sonobe was recreated in Zelda's labyrinth dungeons.
And so, we have the fantastic ambientation, adventure feeling and open world the Zelda games have today!
Tuesday, December 27, 2011
Power Blade
now this is a great plataformer, way beyond its time...
great gameplay and graphics. fun fact: in japan it was called power blazer, and the hero was not the shadew-wearing-schwarzenegger-clone that's on the US version.
it was also called Power Mission.
many names, but one great game! mandatory for fans of old sidescrollers
Marcadores:
natsume,
nes,
power blade,
sidescroller,
taito
Story of consoles
An interesting read:
Television engineer Ralph Baer conceived the idea of an interactive television while building a television set from scratch for Loral in 1951 in the Bronx, New York. He explored these ideas further in 1966 when he was the Chief Engineer and manager of the Equipment Design Division at Sanders Associates. Baer created a simple two-player video game that could be displayed on a standard television set called Chase, where two dots chased each other around the screen. After a demonstration to the company's director of R&D Herbert Campman, some funding was allotted and the project was made "official". In 1967 Bill Harrison was brought on board, and a light gun was constructed from a toy rifle that was aimed at a target moved by another player.
Bill Rusch joined the project to speed up development and soon a third machine-controlled dot was used to create a ping-pong game. With more funding additional games were created, and Baer had the idea of selling the product to cable TV companies, who could transmit static images as game backgrounds. A prototype was demonstrated in February 1968 to TelePrompTer Vice President Hubert Schlafly, who signed an agreement with Sanders. The Cable TV industry was in a slump during the late '60s and early '70s and a lack of funding meant other avenues had to be pursued. Development continued on the hardware and games resulting in the final "Brown Box" prototype, which had two controllers, a light gun and sixteen switches on the console that selected the game to be played. Baer approached various U.S. Television manufacturers and an agreement was eventually signed with Magnavox in late 1969. Magnavox's main alterations to the Brown Box were to use plug-in circuits to change the games, and to remove the color graphics capabilities in favor of color overlays in order to reduce manufacturing costs. It was released in May 1972 as the Magnavox Odyssey.
Digital electronics
The Odyssey was built using a combination of analog (for the output, game control) and digital circuitry. Many collectors confuse the use of discrete components to mean the system is analog. However, the games and logic itself are implemented in DTL, a common pre-TTL digital design component using discrete transistors and diodes. Likewise, Ralph Baer himself considers the system digital.
It was not a large success due to restrictive marketing, although other companies with similar products (including Atari) had to pay a licensing fee for some time. For a time it was Sanders' most profitable line, even though many in the company had been unsupportive of game development.
Many of the earliest games utilising digital electronics ran on university mainframe computers in the United States, developed by individual users who programmed them in their spare time. In 1961, a group of students at the Massachusetts Institute of Technology programmed a game called Spacewar! on a DEC PDP-1. In 1970 Nolan Bushnell saw Spacewar! for the first time at the University of Utah. Deciding there was commercial potential in an arcade version, he hand-wired a custom computer capable of playing it on a black and white television. The resulting game, Computer Space, did not fare well commercially and Bushnell started looking for new ideas. In 1971 he saw a demonstration of the Magnavox Odyssey, and hired Al Alcorn to produce an arcade version of the Odyssey's ping-pong game (using Transistor-transistor logic), called Pong.
Home video games achieved widespread popularity with the release of a home version of Pong in the Christmas of 1975. Its success sparked hundreds of clones, including the Coleco Telstar, which went on to be a success in its own right, with over a dozen models.
The first generation of video games did not feature a microprocessor, and were based on custom codeless state machine computers consisting of discrete logic circuits comprising each element of the game itself. Later consoles of this generation moved the bulk of the circuitry to custom "pong on a chip" IC's such as Atari's custom Pong chips and General Instruments' AY-3-8500 series.
Television engineer Ralph Baer conceived the idea of an interactive television while building a television set from scratch for Loral in 1951 in the Bronx, New York. He explored these ideas further in 1966 when he was the Chief Engineer and manager of the Equipment Design Division at Sanders Associates. Baer created a simple two-player video game that could be displayed on a standard television set called Chase, where two dots chased each other around the screen. After a demonstration to the company's director of R&D Herbert Campman, some funding was allotted and the project was made "official". In 1967 Bill Harrison was brought on board, and a light gun was constructed from a toy rifle that was aimed at a target moved by another player.
Bill Rusch joined the project to speed up development and soon a third machine-controlled dot was used to create a ping-pong game. With more funding additional games were created, and Baer had the idea of selling the product to cable TV companies, who could transmit static images as game backgrounds. A prototype was demonstrated in February 1968 to TelePrompTer Vice President Hubert Schlafly, who signed an agreement with Sanders. The Cable TV industry was in a slump during the late '60s and early '70s and a lack of funding meant other avenues had to be pursued. Development continued on the hardware and games resulting in the final "Brown Box" prototype, which had two controllers, a light gun and sixteen switches on the console that selected the game to be played. Baer approached various U.S. Television manufacturers and an agreement was eventually signed with Magnavox in late 1969. Magnavox's main alterations to the Brown Box were to use plug-in circuits to change the games, and to remove the color graphics capabilities in favor of color overlays in order to reduce manufacturing costs. It was released in May 1972 as the Magnavox Odyssey.
Digital electronics
The Odyssey was built using a combination of analog (for the output, game control) and digital circuitry. Many collectors confuse the use of discrete components to mean the system is analog. However, the games and logic itself are implemented in DTL, a common pre-TTL digital design component using discrete transistors and diodes. Likewise, Ralph Baer himself considers the system digital.
It was not a large success due to restrictive marketing, although other companies with similar products (including Atari) had to pay a licensing fee for some time. For a time it was Sanders' most profitable line, even though many in the company had been unsupportive of game development.
Many of the earliest games utilising digital electronics ran on university mainframe computers in the United States, developed by individual users who programmed them in their spare time. In 1961, a group of students at the Massachusetts Institute of Technology programmed a game called Spacewar! on a DEC PDP-1. In 1970 Nolan Bushnell saw Spacewar! for the first time at the University of Utah. Deciding there was commercial potential in an arcade version, he hand-wired a custom computer capable of playing it on a black and white television. The resulting game, Computer Space, did not fare well commercially and Bushnell started looking for new ideas. In 1971 he saw a demonstration of the Magnavox Odyssey, and hired Al Alcorn to produce an arcade version of the Odyssey's ping-pong game (using Transistor-transistor logic), called Pong.
Home video games achieved widespread popularity with the release of a home version of Pong in the Christmas of 1975. Its success sparked hundreds of clones, including the Coleco Telstar, which went on to be a success in its own right, with over a dozen models.
The first generation of video games did not feature a microprocessor, and were based on custom codeless state machine computers consisting of discrete logic circuits comprising each element of the game itself. Later consoles of this generation moved the bulk of the circuitry to custom "pong on a chip" IC's such as Atari's custom Pong chips and General Instruments' AY-3-8500 series.
Little Ninja Brothers
now this is the first rpg I ever played!
ok, it's very simple, but the gameplay is great, and the game is so charming overall...
anyone else remember jack and ryu?
Elder Scrolls: Arena
sooo the talk of everyone these days is Skyrim, right?
but how many of you have actually played the Elder Scrolls series from it's very beggining?
The Elder Scrolls: Arena was released in 1994 for DOS PC systems. The game was intended for players to assume the role of an arena combatant, but development shifted the game into a role-playing game (RPG).This game began the tradition based on the principle of "[being] who you want and [doing] what you want" that persisted throughout the series' history.
so, have fun!
but how many of you have actually played the Elder Scrolls series from it's very beggining?
The Elder Scrolls: Arena was released in 1994 for DOS PC systems. The game was intended for players to assume the role of an arena combatant, but development shifted the game into a role-playing game (RPG).This game began the tradition based on the principle of "[being] who you want and [doing] what you want" that persisted throughout the series' history.
so, have fun!
Marcadores:
bethesda,
dos,
elder scrolls arena,
rpg,
skyrim
Monday, December 26, 2011
YO! Noid
hey guys
who else remembers this? GREAT sidescroller. spend way too much hours playing it on my old NES.
damn, I play it today on emulators!
nostalgia FTW!
Sunday, December 25, 2011
Super Mario 3 in 11 minutes
Really impressing :O
Megaman 2 guitar remixes part 2!!!
and now for part 2!
Megaman 2 guitar remixes
two of my great passions!
megaman and guitar
megaman and guitar
Welcome kasack
I really love metal gear solid!
so let's start with one of my favorite scenes of all time:
so let's start with one of my favorite scenes of all time:
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