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  • Gradius ReBirth and The Joy of Sisyphean Gaming



    Every few years, I get the itch. I’ll be reading a book or sitting in café, enjoying the air and taking in some company, when my conscious mind will simply shut off. My eyes glaze over, I drool a bit, and whoever I happen to be with at the time starts to worry. They wonder if they’ll regret not bringing a tranq gun by the end of the day. It’d probably be wise for me to start wearing a medical bracelet. It should read: “John Constantine. Irregular shmup addiction. Administer either space/terrestrial, horizontal/vertical shooter immediately. Contact Dr. Vic Viper at Up, Down, Left, Right, B, A, Select, Start.” At the very least, it would ensure that no one gets hurt.

    While Derrick’s been having a renaissance with the genre and Joe’s all but abandoned it, my predilection for shoot ‘em ups has been constant over the past two decades. As I said, it isn’t regular. It just comes out of nowhere. It starts with having to track one down, preferably horizontal, with a killer soundtrack, and bright color. Then I go for weeks without playing anything except for stray, half hour sessions with them, games like Einhander, Life Force, or R-Type Final. Thing of it is, I’ve never gotten good at any of them. I wouldn’t say that I’m terrible. I can usually get through the first level of a shooter without dying or, in extreme cases, continuing on the first try. But I’ve never beaten one without cheating and I’m usually struggling to keep up just a few levels in. I love the ebb and flow of a great shmup, the movement from speed and escape to the sluggish crawl that almost always precedes some giant conflict against a screen filling boss. When I die, I smile, and start over. Bullet hell or Konami standard, I take immense satisfaction in pushing the rock uphill and letting it tumble back over me.

    Which, when you get down to it, flies in the face of what we expect to be a satisfying experience, right? When we judge games, the most damning thing you can say about it is that it’s frustrating, the highest praise that it challenges us in a way that makes us want to persevere, to master it. If you aren’t good at it and you don’t get better, what’s the point?

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  • Roundtable Discussion: Genre Design Evolution

    Roundtable Discussion takes the intrepid 61FPS blogging team and pits it against itself in the search for deeper truth. The moderator for today is Derrick Sanskrit.

    Hey kids, I think it's time for another roundtable chat. I've actually been wanting to ask this of you guys for a few weeks now, because I've noticed that lately I've been playing a lot of games I never would have even considered playing as a kid. Am I alone in this or are we all doing it?

    What sorts of games are you playing now that you didn't play during what I assume was the glorious childhood heyday of gaming we all experienced? What sorts of games did you play then that you don't now? Have our tastes changed or have we merely opened/closed ourselves to certain experiences? What is fundamentally different about how these games are made now and how has overall design changed over time, affecting us as game consumers?

    I know that's a bit of a loaded series of questions, so I'll kick things off.

    I pretty much never played racing games as a kid. As a lifelong urban New Yorker, I never romanticized the concept of driving a car and have veered away from it for as long as I've been able. My college roommates pressured me into playing Gran Turismo, but it was Need For Speed Underground that made me a convert.

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  • Watcha Playing: Blast Works -Build-Trade-Destroy-



    After sitting in my game drawer for at least a month, I've finally torn the cellophane off my copy of Blast Works, a quirky SHMUP that plays the same as Tumiki Fighters, another quirky SHMUP you've probably never heard of. Basically you play by piloting a little ship through a scrolling gauntlet of little enemy ships determined to shoot your little ship out of the sky, standard procedure right? Where the quirkiness comes in is in the upgrade department. In most shooters you catch power-ups or buy better equipment to enhance your ship. In Blast Works, you scavenge what you shoot.

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  • Get Option. You Cannot Reach Option.



    Why, you might think, can I not reach the option? It’s because there are bullets and meteors and evil spaceships everywhere, that’s why. Gradius requires lightning fast reflexes and keen memorization skills! The text might tell you that but it doesn’t explain just how fast that Vic Viper’s going to have to maneuver. That’s probably why text might not be the best format for the twenty-year-old shoot ‘em up franchise. YouTube user shmupnut thought differently, as you can see from this re-imagining of Gradius as an old fashioned text adventure.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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