<![CDATA[Gizmodo: arcades]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: arcades]]> http://gizmodo.com/tag/arcades http://gizmodo.com/tag/arcades <![CDATA[Texminator Arcade Game Adds Competitive Edge to Texting]]> Meet the Texminator. It's an arcade cabinet that tests your texting speed. It was also inevitable.

Seriously now, my youngest sister has a phone she never uses—save for texting. LOLs and ttyl's have long replaced spoken word, and the clickity clack of her slider phone keyboard easily drowns out the family small talk at the dinner table during holidays.

It's only natural that some entrepreneur would turn this phenomenon into a game and make a little coin off of it. The game features arcade and race the clock modes, as well as a 2-player competitive mode. The joysticks are toy cellphones. Obvi.

And I'm just speculating wildly here, but since Rockstar didn't develop this one I'm pretty certain there's no hidden Hot Coffee sexting level. [ChipChick via Ubergizmo]

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<![CDATA[Japanese Arcade Game Lets You Flip a Table in Anger]]> Gaming is all about escape. You know, to a distant planet or to the Super Bowl. Or, in this Japanese arcade game's case, to a world where you have the balls to flip a table when people piss you off.

Yes, "Cho Chabudai Gaeshi," or "Upending the Tea Table Game" is an incredibly boring-looking arcade game where you "pound a soft table for combos and then upend it for the finishing move." It's based on a Japanese saying about flipping a tea table, which basically means you've had enough.

I'm looking forward to the American port of this, "Punching Through a Sheetrock Wall in Anger Game." Should be a hit! [Kotaku]

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<![CDATA[Tour Michael Jackson's Ultimate Mega Geek Den]]> After getting a glimpse of Michael Jackson's personal arcade, I worry that I, too, may be suffering from Peter Pan syndrome.

The arcade's been posted online as a fully explorable panorama. From Crazy Taxi to Guitar Freaks to Han Solo frozen in carbonite to the 360-degree spinning Sega R360 jet fighter cabinet, Jackson amassed a daunting collection of arcade games and general geek paraphernalia—much of which was auctioned off earlier this year.

It's notable that the collection seems to be frozen in time during the mid 90s. That's right around the timeframe of Jackson's notorious $22 million molestation settlement. Though, more fairly, it's also the same era that consoles really started to cut into the arcade experience. [Pinesane via Kotaku]

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<![CDATA[From Joystick to Brainwaves: A Visual History of The Game Controller]]>

Natal may be the latest gaming breakthrough, but it's just one of many evolutions and revisions in controller designs over the years. Whether it was the gamepad, analog controls, or a fishing rod, there have been plenty of neat innovations.

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Galaxy Game: This was one of the first arcade games to ever come out.

Pong's Poteniometer: Pong's controller consisted of little more than potentiometer—that round dial you turn—as its sole gaming control. Simple, but still fun to this day.

Atari Paddles: Pretty much like the Pong controller, but, you know, handheld and in your living room.
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Atari 2600 Joystick: The Atari 2600 Joystick went in and added a big red button to go next to the joystick, giving your finger a nice target to land on.
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ColecoVision: As games started to ramp up in complexity, consoles such as the ColecoVision started adding more buttons and controller forms. Maybe that's just what they wanted us to think, but either way, controllers started getting a lot of buttons.
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NES: The NES controller had one of the first D-pads used for gaming, changing the way we hold gaming controllers. It also managed to scale back the number of buttons on the controller.
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Power Pad: The Track and Field Pad gained popularity because it was one of the early control innovations that let you get in on the gaming action by mimicking real world actions. And because of World Class Track Meet, I can't think of 8-bit track and field games with out the Power Pad coming to mind.
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Zapper: Light Guns. Duck Hunt. Need I say more? Ok, fine...it's a damn shame more games didn't use this thing.
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NES Advantage: The NES Advantage brought Turbo and Slow macros into play, letting you flip a switch for gameplay modifications. Turbo let the controller register multiple taps every time you hit the button once, and made the character move faster. Slow made everything move at a snail's pace for precision gaming. The problem is, most the games weren't designed around this idea, so it worked better in theory than actual practice.

R.O.B. the Robot: As much as R.O.B. is loved, the Gyromite star wasn't so much an evolution in gaming controls as much as he was pure gaming gimmick. His ability to stack rings was a neat demo of what was possible on the NES, but it was difficult to extend that idea to other games.

Power Glove: I love the Power Glove. It's so...bad. I feel like this is the peripheral we all wanted as kids, but none of us ever actually got. Utilizing a series of flex sensors and speakers that could read your movements and interpret them as in game controllers, the Power Glove was one of the earliest motion gaming devices. Sure, the life of the Mattel device was short lived and criticized, but the Rad Racer scene from The Wizard will live on forever.
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Sega Master System Controller: The Master System controller was one of the first 8-way D-pads, joining the NES in ushering in a joystick-less revolution in directional inputs.

SNES Controller: Nintendo continued to push things forward by including two extra face buttons (diamond configuration!!) along with the even more significant inclusion of shoulder buttons. Now more fingers than just our thumbs were able to get in on the action.
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Honorable Mention: Sega Genesis Six Button Controller: The original Genesis gamepad added a extra button, which was cool, but the Six Button Controller was way better because the button layout was perfect for games like Street Fighter II. To this day, six-button gamepads are still made for fighting games.

Sega Activator: This octagon-shaped ring was another early attempt at motion gaming. There were 8 IR stations around the ring, and each one corresponded to a different set of actions. Move your foot over that IR beam, and you'd carry out the action. It wasn't the best innovation from Sega, but the idea was in the right place.
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Nintendo 64: Despite it's unique shape, Rumble Pak, expansion port, trigger button, and multiple colors, the biggest innovation the N64 controller brought to gaming controllers was the inclusion of an analog joystick, which upped the ante as far as precision gaming went. And it was absolutely essential, as gaming moved into the world of 3D.

PlayStation Dual Shock: The electronics inside the initial PSX controller were pretty run of the mill—D-pad, shoulder buttons, face buttons. But the controller has some of the greatest ergonomics ever seen in a gaming device. And the development of dual analog sticks, and then pressure sensitive face buttons on the PS2 iteration make it an absolute winner.

Dreamcast: In addition to including some of the first analog trigger buttons, the Dreamcast controller also had a spot for the Tamagotchi-like Virtual Memory Unit, which let you play mini-games related to the larger console game, and would allow you to progress further or rack up stats while you were away from the console.
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Dreamcast Fishing Controller: This was one of the first console gaming peripherals to mimic the real world that wasn't a gun or a steering wheel. It also has legendary cult status amongst Dreamcast fans thanks to Sega Bass Fishing.

Samba de Amigo Maracas: Probably the game controller with the most personality since R.O.B. (wait do robots have personalities?), the Samba de Amigo maracas could keep a party going for hours. You shake, the score on the screen bakes.


Nintendo WaveBird: Nintendo's wireless WaveBird controller was the first wireless controller that didn't totally suck. While it didn't revolutionize the way we play games directly, it did open up possibilities for future controller designs.
DDR Dance Mat: The Dance Dance Revolution mat is essentially the Power Pad revisited, but it's the best implementation of a mat/pad-style game that you use with your feet. Stomping for fun experienced a renaissance with DDR.

Guitar Hero Guitar Controller: Don't underestimate the power of a guitar shaped controller and a little imagination. With Guitar Hero, we all lived out our deepest fantasy of shredding harder than Hendrix. Sure, you could accomplish the same exact thing with a table controller (or even a gamepad, for that matter), but would it have been half as fun?

Nintendo introduced the touchscreen DS in 2004, which brought tactile gaming into the mainstream. Nintendo kept saying they saw a trend where a user didn't want games to keep getting more complex. Rather, new gamers favored simpler gameplay and more intuitive controls. Apparently they were hardwired into the gaming zeitgeist. Overwhelming commercial success ensued.
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The Wii Remote, soon known as "Wiimote," made a big break from the popular trends in gaming. Leery of dual sticks and the glut of buttons, the Wiimote is all about intuitive gameplay, making use of accelerometers and IR sensors to provide motion gaming in 3D space. It's elongated, upright shape makes gameplay with one hand easy, but you can also add a nunchuk for slightly more conventional gaming, or plug it into a shell for some gimmicky fun.
The image associated with this post is best viewed using a browser.Wii Motion Plus: Well the first version of the Wii didn't really track your movement in game with extreme precision. However, with Wii Motion Plus, which adds a gyroscope into the mix, your actions will be integrated into gameplay more than ever.
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EyeToy: The EyeToy for the PS2 was one of the first camera-based devices to truly let you interact with the game. Most of of the compatible software consisted of disposable minigames, but it was awesome to see your movements affecting the action on screen.

Vuzix CamAR: Vuzix showed CamAR, their augmented reality system earlier this year, which overlays computer graphics onto real world settings, bringing the game into our own world. Using a pair of video glasses and a head-mounted camera, you can interact with digital elements that don't actually exist.

Neurosky Mindset: Neurosky is leading the way in mind controls with the Mindset, which monitors specific cerebral activity, and is able to translate changes in those brainwaves to in-game action. For now, you can't control the entire game using just your mind, but seeing how gaming controls have evolved over the last 30 years, I wouldn't be surprised if they got close some day.
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Headtracking: Headtracking is when the game follows your own movement, and changes the frame of reference according to your absolute position in the room. So if you lean to the left or right in front of the TV, the scene on the TV will change accordingly. NaturalPoint currently has a Trakkir, a PC gaming peripheral that does just this. Homebrew hacks have also been carried out on the Wii, and in our demo, Natal seemed able to do this.

PlayStation Motion Control: PlayStation's entry into motion controlling revolves around the PS3 EyeToy, and a special wand which the camera knows to interpret specially as a controller. Sony too promises 1:1 motion gaming with their solution.

Natal: Microsoft Natal is a complete, hands-free motion tracking sensor, that uses an RGB camera, infrared depth sensor and microphone to detect your position and movement in relation to the TV. Then you are put directly in the game, with what is promised to be 1:1 motion (apparently Natal can track 48 points of the body).

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<![CDATA[HDTV Pinball Machine Is Almost as Good as the Real Thing]]> Pinball machines are more or less a lost art, but one enthusiast really wants to bring them along for this whole "21st century" thing. Hence, the HDTV pinball machine.

Constructed from one large HDTV and a smaller LCD monitor, this machine, called HyperPin, makes for a surprisingly convincing pinball experience. The trick is in the software, Future Pinball. It's a real-time 3D pinball simulator for the PC, with which enthusiasts can recreate and play on their favorite tables in a simulated arcade. Builder BadBoybill (indeed!) took this all a step further, adapting the app to display on two screens, giving the appearance of an actual table. Bumping, shaking and drink-resting are not recommended. [HyperPin via Digg]

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<![CDATA[North Korean Arcades Are Incredibly Sad]]> I've seen some crappy arcades in my day, mostly tucked into some crummy corner of whatever cheap hotel my mom had stashed us at, populated with well-worn Galaga and Street Fighter II machines. They had a certain kind of charm, though, and still do, considering the fact that the arcade is an endangered species in the US. Then there's this arcade in North Korea, which is almost as bad as the old Soviet ones.

It makes me sad, especially when I think about the arcades in Japan and the massive Starcraft colosseums to the south. Not because of how old the machines are—a great game is a great game—but because of the poor condition they're in. I realize NK has much bigger problems, like starving people, but that doesn't change my gut reaction to these pictures as a gamer. Head over to UK Resistance to see the rest. [UK Resistance via BBG]

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<![CDATA[Xbox 360 Goes Coin-Op]]> While the Xbox 360 arcade is ironically the least expensive version of 360, The Arcade Station T2 is the probably the most expensive...and it actually belongs in an arcade. Essentially an arcade cabinet housing an Xbox 360, the Arcade Station T2 features two controllers, memory card slots and system link gaming (which we're assuming means local multiplayer, not full LIVE access). Potentially bundled games could include Halo 3, FIFA 08, Assassins Creed and Devil May Cry 4, but players won't need to shove in more quarters every time Master Chief gets teabagged. This will be a pay-for-time unit. Bonus pic:

Currently in testing overseas, the officially licensed cabinet should be available in the coming months. And if it only ditched those controllers for a couple of high performance joysticks, we might just be tempted to score one for home use. [Kotaku]

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<![CDATA[Retro Space Arcade Cabinet Mixes Retro, Futurism with Banana Color Scheme]]> The classic arcade cabinet of yesterdecade gets a snazzy makeover in the Retro Space machine from designer Martijn Koch. It's a tribute in part to "honor the design of the first ever arcade cabinet" which was Computer Space, from 1971. So it's got arcade-quality controls for two people, including the ever-important trackball (good news for Missile Command fans) and squeezes in 100+ games and a suite of emulators.

But since it's a modern build, Martijn popped in media-player functionality for audio and video, a 2 x 90W audiophile-quality amp/speaker system and a 24-inch 1080p flat-screen monitor. Lovely, in a retro-futuretastic way... but why oh why did he choose yellow? Good enough for bananas and custard, but arcade machines need to be more sober. You should be able to buy one sometime, price on application. [Retrothing]

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<![CDATA[Taito Touchscreen Arcade Card Battle Game Looks Like MS Surface]]> Japanese arcade fans should get ready to pull out their lightning bolt, lightning bolt, lightning bolt, because this Taito touchscreen arcade game looks pretty awesome. The Engrish Google translation leaves us wondering at how exactly the game works, but from what we can gather, you put real cards onto the virtual board, which makes stuff happen on the video screen up top, which then determines whether you win or lose the battle. We're going to guess lose, since that's the only way the game will force you to plunk down another 500 Yen for four new cards. [Impress]

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<![CDATA[Japanese Arm Wrestling Game Breaks Arms and Takes Names]]> Game developer Atlus has decided to recall all of its 150 arm wrestling simulators from arcades across Japan. Despite only being out a month, Arm Spirit has broken three arms.

In the game, players lock hands with a fake arm and battle on screen characters such as a french maid, a drunken martial arts master, a chihuahua, and a professional wrestler. Atlus claims that "the machine isn't that strong" and "even women should be able to beat it." Hmmmm. Either this is one bad ass arcade machine or the Japanese need more calcium in their diet. [MSNBC]

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<![CDATA[DreamAuthentics Gaming Cabinets]]> We're big on the gaming cabinets, as you can see, simply because it was always our childhood dream to have a full-size arcade cabinet a la little Ricky in Silver Spoons. Now that we make actual money and are allowed to spend it, we just can't bring ourselves to plunk down a few grand for something that will take up 5 square feet of floor space in a New York apartment.

OK. Enough whining. If you have the dosh and the space, check out these bad boys. The DreamAuthentics Excalibur case, for example, is DreamAuthentics' latest design. It has a dual-player joystick set and includes all the hardware—including a 27" monitor— and software you need to get started immediately. The flash website is kind of excessive, but you can get yourself a fully-assembled gaming cabinet with PC delivered if you keep clicking. Then call us so we can come over with beer.

Product Page [DreamAuthentics]

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<![CDATA[Costco Starts Selling Arcades]]>

So Costco is all about selling arcade machines now. Could it be because Target started selling them? Could be. Except readers are saying the Target ones are puny and suck. Costco's better not suck with their system costing $2500. The full sized cocktail version is available for those who prefer the old-school Ms. Pac Man feel of games. They also have a regular, full size standing model. But for $2,500, you don't get screwed in the games department. You'll get kick ass titles like Street Fighter II, Mortal Kombat, Tempest, and tons more. So now you have a choice between a thrifty, sucky model from Target, and a super-expensive kick ass model from Costco. Which will you choose this holiday? [Thanks, Jason]

Costco Product Page

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