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In Memory
Sean Pettibone

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(February 18) Early homebrew games

Many larger developers like Electronic Arts began to earn their reputations on the early home computers, but there were also innumerable smaller publishers that made an impact during the classic era. In Europe, legions of what would now be known as home-brewers published excellent titles. Of course, the packaging and some of the production elements aren't as polished as commerical releases, but there was plenty of heart in some of these games and they definitely had more freedom than the bigger commercial vendors, which is still true today if you look at the smaller games on the App Store and compare them with big-budget releases. Its interesting to see that the phenomenon was present even at this early stage in game industry development. Atari itself recongnized this as well, forming a division called APX, or Atari Program Exchange that allowed smaller, bedroom programmers to submit games and other titles to be published - some of these, such as Eastern Front became commercial releases later on. This selection of games largely consists of European developers and their always-entertaining titles. Some of these titles make an appearance in somewhat obscure corners of the classic firmament, but are worth seeking out. Many of these games are largely unknown by today's standards, but offered the adventurous player excellent games. Take for example the arcade-style shooter Operation: Blood, a solid version of Taito's Operation: Wolf that appeared near the beginning of the 90's on that Atari home computers. There's plenty of variety to be had as well, with role-playing games such as Tagalon, side-scrolling platform games such as Fred, more challenging military titles like Hans Klaus and more. Other surprisingly good homebrew titles included Cyber Warrior, a micro-developed title that mixed elements of Metroid and Defender. There was an abundance of cassette titles, with many appearing later on with floppy conversions, such as Mirax Force, an excellent shooter in the vein of Super Cobra or Scramble. It just goes to let you know that it pays to look a little deeper into the library of a system to discover games you might enjoy. This is especially true on the early computer plarforms, where the more open environment attracted many more experimental developers.

(February 9)
Atari classica

Here's a core collection of classic titles Atari released for the 8-bit computers. Most of these should be familiar to veteran players, with the likes of Space Invaders, Galaxian, Defender, Asteroids, and Centipede occupying their large classic black boxes in style. The silver box games are also interesting, in that many of these were re-issued later on in smaller, and occasionally, even black and white boxes. Fortunately, these are all original releases, with classics like Pole Position, Pengo, Ms. Pac Man plus Donkey Kong and Junior. Yes, these came out on the 800 line - Nintendo must have been smarting, since Atari took the time to do these conversions right, including all the screens and even the intermission sequences. These are defining moments for the computer line's arcade games. This section concludes with a pair of educational titles, Atari Music I & II which offered basic tutorials on note reading and composition. It's a mystery why these exciting two titles haven't spent much time out of their boxes. 

(February 8)
Atari Touch Tablet

When you look back on the history of home computers back in the early 80's, one of the more interesting aspects of the era was its emphasis on creativity and user created content. One of the best examples of this were than many paint programs and devices that came out during this time. Atari was no exception to this, and they produced their own excellent peripheral, the Atari Touch Tablet. Similar in approach to the Koala Pad, Atari's version was definitely more stylish and slick in approach, with an almost all-black tablet highlighted by lines of white, definitely fitting with the futuristic XL line aesthetic. It also had a much better pen, which was hooked up to the tablet via a wie. This approach gave the end user a much more accurate and comfortable interface which to use. The included software, AtatiArtist was quite simple to learn and use, and many of the basics were copied into the other paint programs of the time. Its definitely one of the better-produced items from that time, and a signature product from Atari's 8-bit computer era.

(February 7)
Super Sketch

Here's one of the coolest items, in terms of a prototypical computing device. This is a very rare Super Sketch graphics tablet by Personal Peripherals for the Atari computers. Unlike the Koala Pad and Atari tablets, this one features a fixed stylus which is used to trace images on the screen. Its a bit more limited, but has a very interesting design and decent construction. The elaborate manual and disk centers on the potential that you can achieve with the device, though its much harder in practice than theory. An enclosed workbook contains images that you can trace. The interface is quite straightforward, but there are some surprisingly interesting, advanced features such as the ability to zoom into images and work on them pixel by pixel. Super Sketch is definitely a product that was ahead of its time, and an interesting precursor to the Wacom tablets in use today. For its time, its was a sophisticated device but by today's standards, it's a fairly limited item in terms of creativity. You can save your images to disk and you can get something decent if you put the time into it. While not something that will appeal to all users, the Super Sketch tablet is definitely one of the cooler items in the Laser's classic gaming collection for the computer artist. 

(February 4)
The home computer arcade

This exhibit in our ongoing Atari home computer collection has some interesting arcade and other style games to go through. One of the things that's frequently overlooked in the gaming histories you read is that innovative ideas didn't end with the great crash, and many of the best developers continued working and breaking new ground on the popular home computers of the time. You'll notice three Epyx titles first, a company that held the torch during these dark times. One of which is the classic Summer Games, a multi-event title that was quite advanced for its time, presaging the mini-games comps like Wii Sports that came out decades later. Another highlight in this box, at least from a collector's standpoint, are the pair of rare Epyx comps that gave players a chance to play even older games. The first of these included a pair of Bally/Midway titles in the form of Seawolf II and Gunfight, while the second comprised of two rare Exidy titles, Star Fire and Fire One, which were basic, yet enjoyable arcade shooters. 

You probably can't make it out, but there a few other shooters here - Nibbler and Microprose's Air Rescue I. MicroProse was much better known for its military flight sims, but this early release was a solid and interesting 2D helicopter shooter where the objective was to fly through tunnels and avoid shots while rescuing hostages. Its theme might be similar, but its a very different game than the classic Choplifter (pictured for reference), requiring more strategy to complete and beat. There are a few other varied titles, such as the early and simple paint program Delta Drawing, and the odd role playing game PowerStar. This was strange, since not only was it on cartridge, it also added a few space shooting scenes. Finally, we have an early copy of Jawbreaker, complete in its original ziplock-style bag. This type of packaging was used in early 80's computer games, and while not as sophisticated as the games of today have, is an excellent reminder of the DIY roots that infused this pioneering era of computer gaming. 

(February 3)
Obscurities & Old Favorites

Here's another selection of classic Atari computer software. This lot has some really good solid arcade titles with the selection of Rocklan boxed titles an especially cool part of the collection. Wizard of Wor is probably one of the finest conversions that appeared on the console, and the other titles such as Gorf and Deluxe Invaders are consistently excellent. Rocklan also released many non-arcade games with Diamond Mine, Space Journey and Journey to the Planets (not pictured here) standing out from the pack. Several more obscure titles like Siruis' Alpha Shield (a slightly simpler version of Reactor) and Fast Eddie (a fairly decent jumping game) are also included in this small section. Obviously, any Atari collection would not be complete without a few excellent Activision titles. There are a couple of fine boxed examples here like Kaboom, Megamania, River Raid and Zenji, plus boxed Popeye thrown in for good measure. These are fun to play, but they aren't substantially different from the other console ports. 

One of the prizes in the collection for an arcade game collector is the hard to come by Moon Shuttle, Datasoft's conversion of the obscure Nichubistu coin-op. It's a very cool space shooter that features multiple screens and some very challenging gameply. There were a number of very good arcade games that never came out on console, but were released on the home computers that rose to fill the void between game booms. Another one in this mold is Juno First, another solid conversion. Another great one you don't hear that much about these days is Broderbund's classic AE, which had a precursor to today's games, complete with pre-rendered backgrounds. Unfortunately, the box for this is a bit crushed, but it's nice to have an example in the Laser's archive. 

(February 2) Atari School

Here's today's excerpt from our collection, an excellent assortment of Atari's own branded games. There are some true classics here like Asteroids, Qix, Pac Man and Defender. A few other misc. titles are included - with the weird tape titles Speed Reading and Conversational French thrown into the box. Music Composer is a fairly decent early educational title while 'An Introduction to Programming" offers what you'd expect: a simple course in the BASIC language spanning several tapes. Atari produced three volumes in this series altogether. All of these titles are boxed and complete with their original instructions. There are some interesting games here but not everything in our archives is that exciting.

(February 1)
Return to Avon Hill

Here's a fairly interesting lot of Avon Hill/Microcomputer Games for the Atari 8-bit home computers. These were mostly purchased still new and playing them now shows that there was a lot of sophistication in the games back then. Telengard was a forward-looking role-playing game that was quite difficult and featured randomized dungeons, multi-level design, though it had somewhat tame visuals. One of the odder things I tried was Controller, which was actually a weird idea about becoming an air-traffic controller. This was a complicated game and one that I needed to look at the manual continually in order to figure out. Its visuals weren't that interesting, but it was a cool idea, limited by the hardware of the time.

One of the the strangest games in this sub-collection is T.G.I.F., a simplistic video board game in the mold of the famous "Game of Life" where you had a random series of events that occurred on different days. Some of them were lame, but there were some funs ones like the Lottery and Treasure hunt. This interesting selection of mini-games made this an interesting title that was ahead of its time, though obviously it was more fun with multiple players. The most interesting find of the lot has to be Vorrak, a cool space-shooter in the mold of Scramble, that gave you the added challenge of having a single short beam that only reached a short distance from your ship. Its levels were challenging and sophisticated, definitely one of the better 8-bit shooters we've seen and something that we're glad to rescue from obscurity. 

Unfortunately, the Knock-Out boxing game has gone unplayed because our vintage Atari 810 tape drive apparently no longer works. Not to worry, we'll have this situation solved soon. What makes the Avon Hill titles so interesting is their large boxes with unbelievably good artwork, the cover of Vorrak wouldn't feel out of place on a Science Fiction magazine. This visual approach was matched by AH's sophisticated, decidedly adult designs that didn't condescend to their audience. They seem a little more sober in their presentation than most of the other games available at the time, which makes them stand out from the pack. Looking around online, its surprising how prolific AH was back in those days and how many titles that they were able to release in such a short period of time and their consistent quality gives AH a special place in many classic gamers' hearts to this day.

(January 31)
Uncaged

In case you were wondering what the mysterious cage behind the rare 5200 controller was all weekend. You probably had an idea if you were into odd, strange and beautiful cult-favorite PS2 games. Yes, indeed, this is one of the coolest pieces of swag we've gotten at the Laser over the years. It is this cool Playstation 2 Ico press kit bonus item. This was an exclusive piece given to the press, and it came with a metal cage complete with candle, which makes it a truly inspiring piece of gaming artistry in itself. 

It's a very nicely designed piece that immediately brings to mind the game's cool opening sequence and Ico's unique art-style. I also have the original printed press kit buried somewhere, which I might be persuaded to search for. There are loads of press kits for good games in my collection, though an equal number of duds as well - just like the games. It's neat that the attached note also includes the original release date, since precise dates for landmark games usually end up lost to time. I'd like to take this opportunity to remind everyone that the items in the collecting 'voice modules' aren't for sale, these are articles that explore the history of games through their various artifacts. I need to make this clear since I know someone will ask. 

Several people have also asked if we'll be linking to specific items for sale on auction sites.  Our answer is a firm 'no.'  There's one set of standards when it comes to unearthing something cool from the Laser's collection as a way of explaining its significance in gaming history. Photographing and displaying it for our readers to see is one thing, but using the site to hype an auction, even one we don't directly own or control, would be highly unethical.

(January 30)
Atari XE Game System - The Software

           

Here's the Laser's nearly complete collection of XE Game System titles, known as the blue box releases. These were issued to compliment the XEGS. The games were mostly revivals of earlier games, but surprisingly a few new games such as Crime Busters, ThunderFox, Crystal Castles and Mario Bros were released. Older games also underwent significant revisions, and these are not surprisingly highly sought after. Later releases like Into the Eagle's Nest, Choplifter and, Summer Games were given cosmetic upgrades while some of the earlier games like Blue Max, One on One and Necromancer were released on cartridges for the first time. There were a few unreleased titles that were given new life such as Crystal Castles, Food Fight and Airball that came out for the XE. These conversions were quite solid. The XEGS  is definitely a fun system for 8-bit collectors and its surprisingly small library of branded games was joined by other re-issues, offering collectors new avenues to play these classic games on the long-running Atari Home Computers line. At that point, the hardware was nearly a decade old, but some of the games remain quite impressive considering the 8-bit hardware's constraints. 

(January 29) Atari XE Game System - The lost console

One of the odder moments in video game history was Atari's interesting attempt to compete with Nintendo via the XE Game System. Instead of going directly head-to-head as a true gaming machine, the XEGS was brought to market as a hybrid game machine and computer. This was basically a repacking of the home computer line in console form - something that had been tried with limited success in the 5200 several years earlier. It came packaged with a detachable keyboard, light gun and a joystick plus two pack-in cartridges and a built in game, for a total of three games included. This was a good bargain at the time and the XEGS was a fairly robust system if you wanted a basic computer and with low-priced entree onto the 8-bit line. 

The biggest plus was that it was nearly completely compatible with the XE line, with specs that matched the 65XE and the older 800XL machines. This made it possible to hook up a disk drive and play a huge library of disk games, and use it for other computing purposes. It was an awkward system with pastel buttons and odd-angled design. It definitely didn't feel as sleek as its SMS and NES competition, but it was a cool machine if you were a fan of the classic Atari computer line. I finally got around to adding one of these to my collection a few weeks ago, and while it couldn't compete against its contemporaries, the XEGS was aimed at a more educational market than the pure consoles. It's actually a very nice machine and the keyboard is a great idea. There was definitely a style and approach that was unique to the era of Atari and it fits right in with the ST-line styling and colors of Atari's late 80's era. Its definitely a case of an interesting idea that looks better in retrospect than it did at the time.  

(January 28)
Atari 1200XL - The Revival Begins

Here's an interesting find I made a few weeks ago, a complete and working Atari 1200XL computer. This was one of the odder models of the Atari home computers range. Released in 1982, the system offered several upgrades to the original 400/800 line with some cool features like a built-in diagnostic tool and an upgraded OS. Adding to its professionalism were the function keys, which were cool additions for word processing or other database functions. There was also a second indicator light on the machine that displayed memory data. Neither these extra LED lights nor the function keys appeared on any other Atari 8-bit computer, which further enhances the 1200XL's unique place in Atari history. Unfortunately, its different OS also meant it was incompatible with some earlier software. Its closed design meant it was very difficult to upgrade. All of this led the computer to have a short lifespan, and thus made it one of the more collectible of the line. These are difficult to find in working condition, but I found one at a decent price about a month ago. You can see the appeal immediately, with its space-age sleek design marking a huge change from the beige 400 and 800 lines. While the 1200XL didn't last long, it styling influenced the 5200 console and was later revised slightly for the later 600XL and 800XL computers.

Unfortunately, the keyboard in the system we purchased was a little erratic, so we purchased and installed a replacement from Best Electronics. This was done surprisingly quickly and the system now works like a charm. You have to love the elegant design of the machine and it's keyboard is very comfortable. It's been one of those items we've needed for awhile and I'm happy we didn't have to spend a fortune to add this rare piece of Atari history to the archives. The Atari 1200XL was a beautifully designed machine and this example is definitely one of the more unique and interesting items in the Laser's possession. 

(January 27)
Atari 5200 Competition Pro Joystick

I was almost finished collecting for the 5200, but there was another item I needed, and here it is - the elusive 'Competition Pro 5000' joystick controller for the 5200. Released by an obscure company called Coin Controls, Inc. the controller was similar to the versions released famously on the C64, but the Atari 5200 version is quite hard to come by. It plugs directly into the console without an adaptor and its sturdy digital stick was more traditional and, this is quite important for 5200 owners, self-centering.

The CP 5000 is a successful addition to the analog controllers and fit comfortably in your hand. Two included buttons means you can play games like Countermeasure easily. Unfortunately, the controller lacks the keypad, and its start and pause buttons, which means you still need a working 5200 controller to start your games. Still, this represents a nice cherry on top of my collection - complete in its original box, no less. It also makes games like Kangaroo, Ms. Pac Man, and Bounty Bob Strikes Back much easier to play on the console. So, what is that weird thing sitting behind it? Some kind of cage? I'll let you know in a few days. What do you think it could be? Meanwhile, I'll be blogging my recent finds here, so let me know what you think.

(December 1)
When the past runs out of time

Looking back on all the things that seemed to have happened randomly at the time, it's actually been a very interesting year that seems to have built up under the surface. From a technical standpoint, it seems irrational that I've purchased more games for the Atari 5200 than the Wii, more titles for the Colecovision than Xbox 360 and almost as many for the Intellivison as PS3. After several years of lying dormant, the collecting bug struck me again in a bad way this year. Recently, fate has intervened unexpectedly, and two recent, seemingly unrelated purchases have triggered strangely resonant events and led me to make some conclusions about how some things that seem insignificant can become much more important with time. 

It began innocuously enough last January with a quick dalliance with Dreamcast shmup imports led on by a series of articles I was writing on the Saturn's import shmup library, which you can find elsewhere on the site. One thing led to another and I was back again trolling ebay and other auction sites like gamegavel looking for additional 'pieces' to add to my somewhat large library of games and systems. Looking over it all, I'm quite surprised by how large my collection has grown. I started in earnest nearly 20 years ago after finding a Colecovision at a local thrift and have been collecting with varying degrees of intensity ever since. My passion for collecting classic games also coincided with the launch of my fanzine around the same time, so the two have always had a connection in my mind. Over the years, there have been some very cool finds and I've also made some big mistakes along the way. My hobby has gone through ups and downs but, my passion for collecting has never gone away completely. There was an extended period from around 1999-2005 when I was focused on my writing 'career' where I hardy ventured into a thrift store or bought an oldie online but things changed and I returned to my hobby within a hobby. There were other years where my collecting was actually much more important to me than new games. I spent countless hours traversing flea markets and tag sales looking for anything I didn't have. Much time was spent cataloging and preserving old magazines, books and guides. It was a very happy time, a kind of reunion with my youth. At the same time, I was inspired to begin writing about games and became obsessed with them from an intellectual standpoint. I spent almost as much time writing about games as I did playing them.

The mid-90's was when this part of my collector's life peaked, which was a strange time looking back on things. It was new era - CD-Rom gaming was coming and the Playstation was just beginning its revolution and I was still playing Mr. Do's Castle. Not that it mattered as much back then. The Laser in its fanzine form back in the early 90's, was a much more eclectic publication than it was now. There was a lot more 'humor' and I took pride in covering all sorts of games, not just the big new releases. This was what made it feel less predictable and more down to earth. As things moved along and I grew older, I began to focus more on the newer games when I launched the website ten years ago. The stakes were a bit higher as I moved from doing it as a part-time hobby to a career - I couldn't waste as much time on the sillier things than I did in the past. As I grew older, I also took a more in-depth and analytical tone with writing, which was perfectly keyed towards the more sophisticated, adult titles that began to arrive in the wake of Grand Theft Auto III. While I'd write the occasional article about classic games, I found out through trial and error that the audience that wants to read about Yars' Revenge isn't the same one that's interested in Assassin's Creed. I think one of the things that's been missing from the Laser over the past few years has been that sense of spontaneity and interesting other pieces, though I can rearrange this. Still, it feels a little predictable sometimes. Under the professional surface I've created here on the Laser, my love for the classic games of my youth never wavered, it just went on the back burner while I put on my journalist hat.

Thinking about how things have gone this year, what seemed like a chaotic retreat in the first few months gradually became a kind of clean-up mission. This would be the year to fill in those last few holes in my collection, to get those final holy grails I needed. Initially, I focused on the Colecovision and purchased many of the rarer games like Sector Alpha, Wizard of Id's Math Fun and finally procured the elusive Tank Wars after many months of trying. Other rares followed on the 2600 with a happy day where Rescue Terra I, a silver label (original) label Gravitar and Glib came on the same time and a few others. I bulked up a little on my long-neglected Atari computer collection with the elusive Atari Touch Tablet coming in boxed form for a surprisingly low amount of money. Finally, I moved on to the 'big one', my favorite system of all the classics, Atari 5200. I already had a multi-cart with all the games, but this wasn't satisfying from a collector's point of view. While it didn't matter whether I only had the carts on other platforms, for the 5200, I wanted all the original games in their original boxes - something that would be a decent task but also attainable. I got a few of the easy ones out of the way early on, with River Raid and Space Shuttle arriving a few months back. Tougher ones like Death Star Battle and Mr. Do's Castle took longer to find in decent shape but I was also able to find two of the hardest ones - Zaxxon and Meteorites in boxed form complete with their original instructions. This was no easy task, but I managed to do it. Then after nearly a year of trying to complete the collection, there was only one game left, a single title that came between me and a complete collection. It was the hardest one to grab and by far the most expensive 5200 game.

The game was of course Bounty Bob Strikes Back, the obscure, under-rated sequel to classic platformer Miner 2049er released in 1983 for many consoles. Bounty Bob Strikes Back was only released in very limited quantities back in 1985 and the 5200 version is especially hard to find because it was released after the 'Great Crash' when most retailers had abandoned video games and the 5200 itself had even been discontinued by Atari. Copies of the game don't come up often on auction sites and when one popped up for the 5200 a few weeks ago, I immediately jumped on it without really thinking about it. There was only the cart, but that didn't matter to me - a boxed copy would probably be so expensive as to be out of reach for me financially. In this case, the cart was enough of a prize for me in itself. Not to be overly dramatic, but this was an exciting moment - I had heard about the game for years and was finally going to play it on the actual hardware. It was an important thing to me personally, as Bounty Bob represented the completion of a collection that I had been working towards, on and off, for many years. It wasn't that this was rare or valuable, but that it was the last official game on my favorite classic console.

For all the years of waiting, Bounty Bob Strike Back's arrival was relatively uneventful. It came without much fanfare as it came in an anonymous Priority Mail box dropped on my front porch indifferently by a mail carrier unaware of the magic within. I looked at the game, held it in my hands and popped it into my 5200. Its actually a pretty good game and plays nicely, though I don't want to give too much away Bounty Bob plays like a more elaborate version of Miner 2049er, at least so far. There it was, the crowning achievement of my collecting career, representing for me, the end game of a long held hobby. Of course, using 'the end' only means the collecting part - the playing part will go on for many years. Still, it's hard not to be a little bit sad that this phase of collecting has come to an end.

Sure, there are several 'homebrew' titles in development, but these don't carry the same weight or emotion as the original games do, even those that are remakes of original 1980's era games. To give you an example, I bought a copy of the homebrew Juno First for the 2600 and while it was nicely polished and well done, it wasn't the same as opening and playing a long-sought title like Rescue Terra I for the first time. It goes without saying that I'll be the first in line for the reprogrammed version of the Tempest that's supposed to come out sometime soon for the 5200, but I've already played the prototype, so it will feel more like an asterisk. Its something that's cool but not 100% authentic. It might seem like splitting hairs to someone who wasn't there, but nostalgia is a tricky, irrational thing sometimes. If you're not really into collecting, you might want to think of it as listening to a remixed, HQ quality CD of old songs versus finding the original vinyl in pristine condition at a thrift store. Some people may not care about the differences, but to the emotional collector, these differences in form definitely matter.

After the ebullient moment of having this elusive title in my possession passed, there was a strange feeling that seemed to take over. I don't know what phrase to use, possibly a form of post-coital ennui, that accurately describes this emotion. You've probably felt it, too when you complete a long-standing goal and wonder what direction you're going to go in next. This lasted a few days and I decided a trip down south would probably be a perfect solution to this problem. I gathered a few extra games up and some largely unwanted old Japanese magazines and decided to go to the famous Digital Press game store in New Jersey. As the year was coming to a close, I felt a little bit of a celebration was in order. The fact that the Saturday I was planning on going was the store's fifth anniversary and coincided with the monthly Nava meeting of area classic game collectors would probably be a good thing. If you've never been to the Digital Press store and are only familiar with the usual chain stores, you're in for a pleasant surprise. The left side is devoted to the classic games you remember, everything from NES to Genesis plus a case of rare games in the glass case. The right side of DP has the more recent stuff like Xbox 360 and PS3. There's a few arcade machines up front and a LAN section in the back, which gives the store an eclectic feel where you can find games and systems from virtually any era of gaming - and at decent prices.

I went back and forth few days before deciding to actually go, and the drive down was relatively uneventful. This was surprising considering that it was the weekend after Thanksgiving and you'd expect the traffic to be a nightmare. It took the usual hour or so to drive down there and it was a decent crowd. The store itself is a completely awesome place filled with thousands of classic and current video games. It helps that it's run by the legendary Joe Santulli along with his gang of friends like John Hardie and the always helpful Daria, who make the store one of the coolest destinations I've ever been to. Since they're not just surviving but thriving during the worst economic period in 80 years, it says something about how cool they are down there. You won't meet a nicer, more helpful bunch. Of course, I knew going in that finding something to top the arrival of Bounty Bob Strikes Back would be a difficult task, and it nearly happened.

One of my few regrets in my many trips to New Jersey was selling off my Japanese Sega Saturn system. This catastrophe occurred over the summer. Periodically, I make the mistake of trying to rationalize and weigh the cost-benefits of my game collections. I had a particularly odd moment when I thought it would be a good idea to sell the item off - There was already a perfectly working American Saturn in my collection with all the necessary adaptors and discs needed to play the majority of imports. Trading it in to the DP store seemed like a good deal - it was something that I rarely used - and I had already burned out on much of it off playing through tons of Saturn imports earlier in the year. I figured I didn't need it. It felt bloated, irrational, not needed. I loaded the impractical hardware into my vehicle and gave it to Joe. Later, I discovered there were a couple of games that wouldn't work on the Saturn, even with adaptors. It turned out to be one of the dumbest things I've ever done. I thought the system would be long gone before I'd get the chance to return to New Jersey.

It was a near-miss that almost didn't happen. When I arrived last weekend, I had placed two of my very own trade boxes on the floor and didn't think to look what was sitting there almost directly behind them. It was only when I moved them that I saw that, indeed, there was a Japanese Saturn, just like the one I had traded in. It was almost as if fate had intervened - some kind of fate drawing me back to it. When I noticed it after removing my boxes, I immediately did the rational thing and repurchased probably the same system I had stupidly traded in a few months earlier. The meeting went off without a hitch and was crowded as usual. In another stroke of odd coincidence and strangely compatible wave-lengths, the museum section in the back of the store had the usual array of odd Japanese systems and games but also a selection of the original Digital Press fanzines and Collector's Guides - very strange since I've also been thinking a lot of what inspired my writing originally and the many friends and fans I met during that time. Joe Santulli and his friends like Sean Kelly, Kevin Oleniacz, were of course one of the most important 'fan-eds' to me - he's been a huge inspiration in both my writing and collecting, over the years. Having the Digital Press store down there to 'get away' to has been great as well, since the past few years have been difficult, losing my best friend who also I met through fanzines. It's strange and irrational how fate seems to work sometimes.

I arrived early and left a little sooner than I had anticipated - large crowds make me nervous and have been known to lead to panic attacks on my part, but I still had an enjoyable time in the store for as long as I could bear it. About ten minutes before I left, I saw a younger collector excitedly going through the Genesis games and checking off titles on his list of wanted titles. I knew the feeling exactly - there's nothing better for a collector than finding something you've been wanting for a long time. I thought about my recent good fortune, how the end of the road on one chapter can mean the beginning of a new one. I felt that I had accomplished several long-standing goals, and that collecting, at least in the active sense that I had been pursuing it over the past few years had run its course. I don't I'll completely run away from it collecting, but I think it might be difficult for me to have the same passion for the Genesis that I had for the Atari 5200 and Colecovision era. I think it might be time to pass the torch. I've gotten most of what I wanted to get and it's probably a good time to stop chasing the past. I some aspects, I think what I started to do has reached full circle. I've done this for a long time and after so many years, it seems like my collecting trip has reached its destination. There are memories and times I won't soon forget, but it might be time to finally finish this chapter and start writing the next one.




(February 3)
ExciteBike Reborn

One of the less talked-about things about the Wii has been the emergence of the virtual console and Wiiware as a treasure trove for classic gamers. Last year saw some very impressive releases including Konami's Contra and Gradius remakes, and Capcom's new Mega Man 9, all of which retraced the series back to their 8-bit roots. However, one of the more impressive remakes on the console was probably ExciteBike: World Tour, a complete remake of the original NES game that did the series proud. Coming from the same developers that make spin-offs ExciteTruck and ExciteBots, (two of the most under-rated Wii titles), World Tour stays quite faithful to the original. It has the same side-view presentation as the original, similar course layouts and most of the same mechanics. As in the first game, players have the choice of running at slow or fast speed and can change these at will. The faster speed increases your velocity but you have to watch out for your engine overheating. You can perform stunts and jumps just as in the original, but in a motion control twist, you have to shake your controller when the vehicle overheats or face a demerit while you wait at the side of the track. As in the classic NES ExciteBike, you battle not only the on-screen racers, but the clock as well. There's a time limit for each track and you have to make it to the top three in order to advance. After each race, your time is noted and you earn a grade based on your performance. The game has approximately 12 new tracks and each is set in a variety of locations, making for some nice scenery along the way. The visuals aren't terribly elaborate, but this allows you to focus on its simple, straightforward fun.

There's a slightly more advanced progression system in the new version, each level consists of four stages and you have to earn at least a B grade to unlock the next series. The first two stages are relatively easy, but the later ones prove more difficult. One of the more impressive aspects of the new game is the ability to create and share tracks online with other players, which is very cool. Many of the familiar ExciteBike obstacles like ramps and hills are present, and the new game plays very much like the original title did. The retro feel of the game's controls and presentation were very much appreciated. The appeal of the original game's simplicity definitely weren't lost on the developers. It was nice to be back into the old series again and even the familiar themes remained, which is a cool throwback to the NES days. While it's relatively superficial gameplay mechanics and simple presentation might be off-putting to players used to more elaborate titles, we think ExciteBike: World Tour is one of the more enjoyable titles released on WiiWare to date. It's retro-NES feel makes it the perfect compliment to the enormously popular New Super Mario Bros Wii and at only ten dollars, makes ExciteBike World Tour a great addition to your Wiiware downloads.

(February 2) Game over for PSP?

It's easy to get sucked into the monthly sales figures, jump to radical conclusions and make sweeping statements that aren't true based on closer inspection. Take for example the PSP. If you look at the sales figures for the last few months in isolation, things look bleak for Sony's handheld. However, a closer look proves there's more than a little bit of life left in the system. It might be tempting to sell it and wait for the next thing to come along. However, the more cynical observers should realize this is a five year old console, and that second place doesn't always mean something is a failure. The standard systems are very solid in our experience and while sales of the PSP Go download-only mini system haven't exactly taken off its still an interesting experiment. The PSP Go will probably be remembered as a landmark, as the first completely online console, not the last of its kind. Nintendo gets all the credit, but this is an innovative approach in the gaming space which has relied almost exclusively on packaged physical games for more than 20 years. However, because of a slow initial start and the mindless need to bash the currently 'out' company, Sony's PSP doesn't get nearly the credit it deserves or the buzz generated by the rival DS. However, if you take into account the console's very good sales in Japan, things look a lot brighter for the system. It's definitely doing good in the East, and while it may be neglected here, the good news is that the console has plenty of excellent games available for it that you might not have played yet or are on the way.

In our opinion, the main reason why you shouldn't sell your PSP yet is the coming release of Metal Gear Solid: Peace Walker. Developed by Hideo Kojima himself, the game promises to deliver the high quality experience that players have come to expect from the series. While it's not exactly going to be the killer-app that saves the console, it's definitely something worth considering. Other recent high profile releases show a high degree of polish and execution. Jak & Daxter: The Lost Frontier was a title that came out late last year and received very little attention, but delivered the solid gameplay mechanics and excellent gameplay you've come to expect from the series. Rockstar Games also released Grand Theft Auto: Chinatown Wars, an enhanced version of the DS title that once again wowed gamers who played it. Namco's Tekken 6 also made a recent and highly regarded appearance on the PSP, as did Motorstorm, Gran Turismo to name a few. That's plenty of high profile support right there and many fine reasons why you shouldn't give up on the system yet. There's also an extensive list of niche titles coming out including handheld versions of Metal Slug and BlazBlue, so that's a lot to look forward to. After you get beyond numbers that only matter to corporate accountants and stop relying on the superficial judgments of others, a different picture emerges. Once you actually play the games that have been coming out, you'll find many solidly satisfying releases and a decent value proposition that has plenty of life left in it yet. 

(February 1)
A Novel Approach

Instead of our usual longer pieces, here’s some notes and comments on recent news in the gaming world. Sony has revealed plans to launch a PSN exclusive reality show called ‘the Tester.’ If the accusations against other reality shows are to be believed, maybe they should call it a ‘virtual reality’ show. Many people are wondering about what’s going on with Sony’s motion controller, and reports indicate the delayed device might have as many as ten games when it launches. We personally can’t wait, but we’re hoping the line-up is more imaginative than the usual mini-games the usually plague motion control game consoles.

Speaking of motion control, we’ve seen a couple of these lame Wii knock-offs at drug stores and a quick play test of them shows they’re probably not worth the money. In fact, these ‘entertainment’ consoles are something that you wouldn’t wish on your worst enemy. Sadly, it looks like Sega is lending their name to one of these rip-off devices from Zone, apparently in an attempt to dislodge the 32X as the worst Sega-branded console in history. Its embarrassing to see how far the once-proud company has fallen since the last Dreamcast game released nearly a decade ago. This should be a lesson for other companies out there, especially the current leaders - you never know when your reign at the top will end. 

(January 29)
Magazine Scene

One of the things that really hasn't changed with me over these many years is my love for print magazines. It doesn't make logical sense for me to spend so much money importing old issues from Japan when most of the information is contained online. On the other hand, I'm probably still a pack-rat, which dates back to when I was young. I still have virtually every issue of every magazine I've ever bought. Most people throw these old books out when they get too old or take up too much space, but I never really did. I think a lot of this has to do with the fact that I lost a ton of old issues of Electronic Games in a flood when I was a kid and never wanted to have that happen to me again. 

The thing these days, is that I'm actually a lot pickier about the books I buy these days than I was in the past. Fortunately, there aren't as many currently published books these days which makes my task easier. So what, exactly do I read these days? I've already spoken of my love for Japan's Arcadia magazine, and my appreciation of the new direction Gamepro is going in. Aside from that, there's the Official PlayStation Magazine (US) that offers a surprising good read. Import issues of Edge and GamesTM are always a pleasure, even though they're dated by the time they come out here. So that makes 5 mags I buy regularly. The new EGM sounds great but I'm not going to jump for joy until I've actually read an issue. It's pretty strange to consider how many magazines I have. I added it up the other day, and broke 1,000 before I was halfway through a fairly cursory inventory. This made me deeply depressed, so I had to stop. The other statistic in my mind comes when you count back to that very first issue of Electronic Games I bought back in 1982 at Waldenbooks, it's been almost 30 years that I've been buying video game magazines. It's very odd and honestly, almost sad to think about how much time has passed. 
Battle of the Planets

There are loads of ways you can look at thing in the game industry these days. It’s easy to drown in numbers, get into arguments, worry about what other people are doing. I've read too many sites where the battle between hard and casual gamers seems to be raging senselessly and endlessly. In addition, the old PC/Mac rivalry is heating up again, which is kind of getting old after these 25 years of bickering back and forth. 
Remember, at the end of the day, we're all players. It doesn't really matter what we play. These game consoles and computer systems are merely gateways to our computing, creativity and entertainment in the digital world. As an old friend told me, and something that usually gets lost in the hustle and bustle of these stupid flame wars: it's not what you use, it's how you use it. It's important to underline this so I will put it another way: It's not the pencil, it's what you draw. All this nonsense worrying which pencil is better gets in the way of the actual drawing. Don’t worry, our motto has always been “Be One With Fun.” As long as we stay true to that, we should be all right.

(January 27) First impressions: Apple iPad

There’s really not much to elaborate on today’s announcements about the upcoming iPad tablet computer. It definitely has some cool features such as the iBook store and should appeal to the current Apple crowd. The gaming aspect of the device was underwhelming and what Steve Jobs displayed wasn’t exactly cutting edge. EA’s Need for Speed demo looked nice, and there was an impressive demo of a FPS called Heist, but the iPad device is clearly not designed as primarily a game machine. Apple’s lack of gaming information can be seen as a sign that electronic gaming won’t be a driving force behind the machine. While it’s main effect will probably be to expand its own audience of users, we don’t think its going to be a threat to any of the existing consoles. Here’s why: starting at $500 for the basic model, its much more expensive than the Wii, and isn’t marketed to the same audience. The more expensive models price it out of range to compete with the Xbox 360 and PS3. Even most players most likely won’t really be impressed by it’s graphics all that much, with most observers commenting on its sub-Wii visuals.

However, if the recent past is any guide, visuals don’t matter to the casual player. In the end, it will probably have a much bigger impact on newspapers, magazines and books than gaming. This might mean you’ll see the mags like Game Informer in new interactive versions on the device, which might be cool, but don’t hold your breath. It will probably beat other handheld devices like the Kindle but the gaming apps will remain most likely a secondary feature. As for the iPad’s impact on casual gaming – who really knows what will happen. Millions of iPhone gaming apps have been sold, but they’ve never seemed like the main reason to own the device. Stretching existing apps to appear on the new iPad seems like a half-measure, so it seems like it won’t really break the bank in terms of gaming innovation.  It depends on how developers take advantage of the device when native apps start to appear in a few months. There’s no doubt that many people will buy one and if they’ll most likely use it more as a traditional laptop or phone, with convenient web browsing one of the key features. We think it will sell to the existing Apple audience in this way but probably won’t affect the current gaming platform holders significantly.


(January 26)
Mass Effect 2's ripple effect

One of the really cool things about Bioware's Mass Effect 2 for the Xbox 360  is that it allows you to change the gender of the main character at the start of the game and play them throughout without much notice. This is definitely an idea that’s time has come. The rise of acceptance in mainstream media and other recent moves in video game culture shows that women are becoming more equal by the day. Its no longer seen as strange or surprising in any way that people of different and equally valid orientation aren’t just accepted, but celebrated for their talents, accomplishments and abilities. The video game industry seems to have turned the corner, and hopefully other developers will be ready to crawl out of the dark ages, too.
It’s definitely great news for those who want to see society liberated from the constraints that have been put on all of us after centuries of tedious oppression. It might seem like just another sci-fi video game on the surface but, Mass Effect 2 is definitely on the cutting edge of these trends. Its great to see that Bioware is actually acting progressively in this department. Those who’ve played games for many years have noticed a prevalence of clichéd stereotypes over the years. As you probably know, many games fall into the traditional narrative trap of strong lead male character ‘saving’ a helpless female. There has been some progress over the past 15 years or so with the rise of characters like Lara Croft and her ilk, showcasing a strong lead female character who isn’t reliant on some machismo-moron to save her. Sega’s recent Bayonetta was also notable for subverting this cliché in some sequences where the lead heroine saved a hopeless guy from certain doom. Mass Effect 2 follows the lead of Gene Rodenberry’s classic Star Trek in this regard. It’s hard to believe, but its racially mixed cast was controversial back in the 60’s, but in a sign of how far society has come, the recent Battlestar Galactica revival had a similarly mixed group as a matter of course.

It’s very good to see this filtering down to the game industry for a number of reasons. First, the old cliché of the lonely guy sitting in his basement watching VHS tapes of Sailor Moon cartoons no longer applies as gaming culture has become more normalized and mainstream. Thanks to the Wii and DS, plus efforts by Sony such as Singstar and Buzz, along with Xbox Live’s casual games, players of all genders and styles are able to enjoy gaming and it’s no longer a threatening thing where the guys drool over posters or women, if they appear at all in games, find themselves humiliatingly objectified as giggling Japanese school girls. Mass Effect 2 goes a long way in equalizing things, as the main character Shepard is seen as a strong, independent and indispensable member of the team no matter what gender you pick. Shephard is tough as nails and unstoppable no matter what gender you pick. Its definitely a landmark in this department no matter how you slice it. Bioware deserves a lot of credit for doing this, what could be very controversial this days, and not making too much of a big deal about it. At the end of the day, it’s the quiet landmarks that you note where so much progress is being made. Just something to celebrate as you try to save humanity once again during your long battles with the Reapers throughout ME2’s galaxy.


(January 25)
A Wii Milestone

For those players who loved last year’s excellent compilation of Milestone shooters on the Wii, Ultimate Shooting Collection, there’s some great news coming down the pipeline. The developers are set to release another game next month published under the UFO brand. This one is called Arcade Shooter Ilvelo, a strange name but one that fits in nicely with their previous releases. Anyone who played the cel-shaded Karous or Radio Allergy should feel right at home with the newest release. Ilvelo was released in Japanese arcades last year and offered some fairly cool shooting game mechanics. If you haven’t played it yet, this vertically scrolling shooter will offer a range of cool weapons including standard issue lock-on lasers and charging shots, along with some strange items such as bubbles. In addition to your standard ship, you’ll also be able to control special helpers that you can place on the stage to assist you in battle. The levels look fairly interesting in terms of design and the game should offer plenty of variety with some cool boss encounters. However, the second major twist in this shmup release comes in its branching paths. Ilvelo’s levels include secret entrances that warp you to an alternate level. Once in these locations, players will be able to unlock additional extra content and other achievements. More than 150 of these should be available in the game which should increase its replay value substantially.

The action is looking to be fairly frenetic in places and the bullet-hell aesthetic means that there will be plenty of action on screen. Ilvelo’s most endearing aspect is likely going to be its surreal visuals. Taking the look of Milestone’s earlier games to another dimension, Ilvelo’s surreal visuals are filled with colorful, odd imagery such as falling umbrellas and strange looking bosses. All of this is going be made to look even stranger with the cool anime-style cel-shaded visuals that were so effective in the company’s earlier games. As usual, the game will be presented in letterboxed form so it can be enjoyed in its traditional arcade aspect ratio and there will be options for different difficulty settings. While the niche shmup genre doesn’t get that much support here, its nice to see a solid title from a consistent developer getting released here. Gamers who like this type of game should definitely be on the lookout for Arcade Shooter: Ilvelo in the near future.

(January 22)
Tablets on tap

Another week has come to an end, and while it was nominally slow in terms of news, there’s still plenty going on. There’s been a lot of rumors spread about what exactly Apple will show next week, but since we (and everyone else) have zero concrete details, we don’t want to engage in speculation. It’s likely to be a tablet computer of some sort. Further details are largely unknown. Speculating on what it might actually include is  a fun pursuit for many other sites, but we’d rather wait and see what’s actually coming down the pipeline before passing judgment. Apple is definitely a force to be reckoned with and their success with iPhone apps means any sort of tablet device will have a huge impact on gaming. However, precisely how this will affect the incumbent platform holders is something we can’t really speculate on with any definitive authority.

Not surprisingly, there’s also been a lot of chatter about 3D gaming this week. CES proved a great showcase for the technology, which looks to have great potential. There are several barriers, the first of which is price. You’ll need a new set in order to play 3D games on console, not to mention additional hardware. Couple this with a new series of motion controllers, and consumers who probably just upgraded to new HD technology and the slow adoption rate for standard Blu-ray discs, and you have to wonder whether the industry is rushing ahead into tech that very few people are ready for and fewer can probably reasonably be expected to afford. 3D is looking like a great idea, but its impact might not be as great as you’d hope.

Finally, It’s now been a few weeks of our new news format, and since we’ve actively updated for a few weeks now, we’d like to know how you feel about it. As you may have noticed, the old news, which mostly consisted of cut and paste news releases has been discontinued in favor of a more analytical approach. We feel this better serves our readers, since we'd rather post original writing than regurgitated spin. This is the biggest change we’ve made in our approach to the Laser in many years, and while it takes a lot longer, we think it makes the news section a much better read. We’d like to know what you think, so please take some time and let us know by contacting us. Have a good weekend and we’ll see you on Monday.


(January 21)
Destination: Arcadia

On the heels of all the commotion surrounding the re-launch of Gamepro and the new EGM coming along in a few months, most gamers are probably a little bit excited once again about game magazines. The format seems to have been driven underground in the past few years with the rise of blogs, gaming sites and even some cable channels. However, the revival seems to be on track for this year and hopefully some of these new magazines will deliver a good reading experience. We at the Laser haven’t been immune to these trends and while we’ve been waiting, something else has come along to fill the void. The best of these alternate sources we’ve found lately is Japan ’s great Arcadia magazine. Devoted to the arcade scene, each issue is filled with the latest news and information, primarily covering companies like SNK and Capcom. These are covered extensively along with some other odd and obscure titles that gives you an interesting exploration of gaming culture. Arcadia ’s superb design and layout makes each issue a joy to look through, even if you can’t read Japanese. We’ve been buying loads of back issues over the past few months and while the magazine isn’t as thick or robust as it used to be back in the early 2000’s, it’s still an incredibly interesting book to look through. They even have a small section for classic arcade games, where the PCB’s are shown, plus an extensive reader-art section. Even the advertising is interesting to look through, since it gives you a glimpse of what’s to come out in the next few months.

One of the coolest, yet frustrating things to hear about are the cool arcade card games like Lord of Vermillion, which is a cool idea that probably won’t ever make it west because of the lack of arcades. There’s also extensive coverage of games like KOF and SFIV, which are quite popular with gamers, but are marginalized in many
US magazines, which is a shame, but not surprising. Reading through these issues at least allows you to see what might have been if western gamers hadn’t abandoned arcade culture. The only drawback to reading Arcadia comes with the prices – recent issues are very expensive with a series of recent tournament DVD’s making them even more so. Since there’s so little coverage of the Japan scene out there now, getting information direct from the source seems like the only choice for the serious gamer.

(January 20) Ubisoft's overnight success

It's been a bit strange reading high-profile bloggers and industry pundits fall over themselves trying to explain the unexpected success of Ubisoft's Just Dance on the Wii platform in December's NPD numbers. No one really predicted it would hit the top 20, with so many high-profile launches like Modern Warfare 2 and New Super Mario Bros. competing for attention. Just Dance didn't have the usual amount of hype to go along with it - but it didn't need much of a sales pitch, a massive ad campaign or coverage from the hardcore press anyway. There were many factors that worked with it including a huge surge in holiday Wii sales, the game's accessible track list didn't hurt, with many mainstream songs and a low retail price didn't hurt either. On the contrary, our thinking is along the lines that the biggest surprise in the Just Dance mini-phenomenon is the fact that the game didn't sell better than it did.

Let's face it, music games are not a fad and have become about as much a part of the game firmament as fighting games and FPS titles. The recent decline in music game sales more than likely represents more a leveling off than a serious fall in interest levels. Going back over the past few years, with titles like Guitar Hero and Rock Band, casual gaming's embrace of these titles hasn't been anything but a huge success. A new category has been created, that along with the Wii itself, has brought in an entirely new audience for electronic games. There will be those who want to pit the new gamers against the hardcore, but this is a false argument. The video game industry has grown so vast and huge, that it can support a variety of products aimed at different audiences.

What this results in for the end user is that an enlarged marketplace means that there's no longer a zero-sum game. The success of one product doesn't mean failure for another. Both kinds of titles can happily co-exist and succeed. This is actually a good thing in the long run, since a more diverse audience means a more stable industry that can deliver a steady stream of games targeted to all types of players. While many might find the success of mainstream titles like Just Dance to be a threat to the hardcore gaming community, it's really a matter of perception. Remember, music games have played a big part in gaming's past, and even if you look back further than these past few years, there were titles like Konami's Dance Dance Revolution that attracted those outside the gaming hardcore. Hardcore gamers can choose to get angry and punch at the wind looking at those rows of games they personally might not be interested in, or they can be glad that there's more than enough entertainment to go around. The choice is up to them.

(January 19)
Gaming in Motion

One of the more interesting things that we're looking at this year is the emergence of motion control on X360 and PS3. Both consoles seem to be playing catch-up to the Wii in this department at the current rate. Introducing motion-control systems to these systems 4 years after Nintendo introduced its new interface seems like a move to try and grab some of the new audience enamored by the Wii. Microsoft and Sony are taking very different approaches to the phenomenon, so it will be interesting to see which one is able to take market share from the Wii. Sony's approach seems to be taking a little bit from the Wii and its currently un-named device seems to very much resemble the Wiimote. Using the existing eyetoy technology seems like a patchwork idea, though the demos that were seen at E3 didn't really impress us all that much. There looks like there will be at least some third-party support this year, but it hasn't generated nearly as much excitement as it could have. Its odd design and somewhat tepid reception might mean the motion controller might end up as another attempt that falls short, much as the little-used and much reviled Sixaxis controls seem to have fallen by the wayside. With the PS3 already in a distant third-place, it doesn't seem like the company's strategy of aping the Wii approach will really make much of a difference.

Obviously, you've probably heard a lot about Project Natal at this point, but there are still many questions about this hyped-product. Microsoft is promising something revolutionary where gamers won't have to use their hands, and a device that reads body movement. It seems almost like something out of a science fiction movie. The demos that have been produced to date seem impressive, but whether the final product can live up to its promise is a huge question that hasn't been answered. Microsoft also claims massive support for Natal, but whether developers embrace their vision or merely produce a bunch of me-too party games is going to determine whether or not the new interface will take hold. If the company seems like its merely going to copy the Wii approach, it doesn't seem likely that Project Natal will succeed. Another key question that's yet to answered is how much the device is going to cost. Rumors are all over the map in this department and while a low price would make this an accessible mass-market product, the question is whether Microsoft will subsidize the hardware, or if the early adopters are going to pay to be the first on their block to play the device. There's little doubt that the Project Natal technology is impressive, and it's garnered plenty of excitement in press over the past year. However, with Microsoft's history of rushing technology to the market before its ready, the Xbox 360's bungled launch awash with red ring systems is a prime example, as is Windows Vista, we're taking a wait and see attitude before jumping to proclaim it as the next big thing.

In our opinion, it definitely seems like both consoles are playing catch up with the Wii. While both are promising to take a jump forward above and beyond what Nintendo is offering, it remains to be seen whether they'll catch the motion wave, or find themselves perceived by gamers as trying to mimic Nintendo's runaway success with desperate half-measures.

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