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Breaking the Illusion: Not Playing by the Rules
by Chris Pereira
21 May 2012 at 7:07pm

I like to play games in what I imagine is an unusual manner, or at least I thought this to be the case until 1UP members revealed they share some of my habits. One of these things, my propensity for systematically exploring an area before moving on, has reared its head in particularly noticeable fashion as I make my way through Max Payne 3. Playing in this way was clearly something the game's designers accounted for, as evidenced by the collectables scattered throughout, and yet it feels almost as if I'm being punished for deciding to be a completionist.

My process for approaching each area in Max Payne 3 follows the same pattern, only being altered if I'm low on health and out of painkillers (health packs in Max Payne's world). I kill everyone and then proceed to sweep over the entire room, seeking out any hidden spots or areas which do not appear to lead to the next area. As I make my way from one combat area to the next, I'm mindful of my surroundings and am sure to double back to check behind staircases and to see which doors can be opened. I do this all while searching for golden gun components, painkillers, and clues which can be examined. The latter can fill in the backstory but is hardly needed to get the gist of the narrative. I'm able to comfortably do this because there is no ticking clock, even if what Max is doing at any given time suggests there should be, and because enemies come in limited numbers and only in certain areas.



What If?: Gaming's Alternate Realities
by 1UP Staff
21 May 2012 at 6:27pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If?: Gaming's Alternate Realities 1UP explores what might have happened had video game history gone differently.

People love to look back at the past and ask, "What if things had gone differently?" Navel-gazing at history spans cultures and races. Whether it's author Harry Turtledove making a fortune by contemplating how differently the American Civil War would have gone if someone had time-traveled to give the Confederate Army machine guns, or the manga Konpeki No Kantai in which the Japanese navy beats up America in World War II before teaming up to kill Hitler, second-guessing ourselves seems to be human nature.

Maybe it's the competitive nature of the medium, but video gamers seem especially fond of revisiting the past and wondering about alternate outcomes. As the Three Fates in the image above suggest, games have woven a rich and complex tapestry in their mere half-century of existence -- a tapestry whose design and nature could have changed radically had things turned out differently.



What If Video Games Never Came Home?
by 1UP Staff
21 May 2012 at 6:25pm

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What if Video Games Never Came Home? Cover Story: A chilling glimpse into a world where the arcade still rules supreme.

1

UP's cover story this week revolves around the question, "What if?" In keeping with that theme, we'd like to offer this glimpse into one of many alternate realities of video gaming: A world where video games never came home. A world where the arcade still dominates gaming. How would a site like 1UP be different in such a place? We talk to our mirror universe counterparts about the state of gaming and their thoughts on the medium.




What If Third-Party Development Didn't Exist?
by Nadia Oxford
21 May 2012 at 6:24pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Third-Party Development Didn't Exist? Cover Story: How Activision's 1982 win in court changed the industry.

L

et's be honest, when we think about Activision-Blizzard as a company, at least a few of us get a mental image of a dark overlord with hooked fingers looming over a burning landscape. This image is usually accompanied by a deep-voiced demand for sacrificial virgins. Given Activision-Blizzard's status as The Biggest Thing That Has Ever Existed in Gaming, it's easy to forget that prehistoric Activision fought for the right to develop third-party games on the Atari 2600 -- a battle that it eventually won in court.

Activision's victory essentially made it possible for third-party game designers to ply their trade on home game consoles.

Activision's drive for justice wasn't exclusively about being paid its deserved royalties, either. During the 2600 era, Atari had a nasty habit of not crediting its game developers (or even letting developers bring attention to themselves, which convinced Adventure developer Warren Robinett to bury his name in the game, possibly creating the first digital Easter Egg). When Activision won the right to make its own games for the 2600 in 1982, credit was no longer a problem.



What If Square Never Left Nintendo?
by 1UP Staff
21 May 2012 at 6:22pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Square Never Left Nintendo? Cover Story: We look at how the RPG powerhouse would've fared without the PlayStation.

F

or RPG fans of the early 1990s, Square practically had their own branch on the Nintendo family tree. This held especially true on the Super NES, where Square came into its own with Final Fantasy IV and VI, Secret of Mana, Chrono Trigger, and wealth of Japan-only releases that loomed just out of reach for Americans. By the end of 1995, the union seemed solid. Nintendo's long-awaited Nintendo 64 system was on its way, and would be home to Square's next Final Fantasy.

There seemed no reason to worry until the spring of 1996, when those same RPG fans opened game magazines and learned that Final Fantasy VII wouldn't release in the form of a Nintendo 64 cartridge. It was now headed for the Sony PlayStation, as with every other game Square planned to make for the latest generation of consoles. By the end of the year, Square sewed up a publishing agreement with Sony, and their first PlayStation release, the fighter Tobal No. 1, sat on store shelves. It came as quite a surprise to players who'd effectively grown up with RPGs on Nintendo systems.

Final Fantasy VII didn't just amount to a critical PlayStation success; it was also instrumental in establishing the Japanese RPG in North America's mainstream game industry.



What If Steam Hadn't Recovered From Its Shaky Launch?
by 1UP Staff
21 May 2012 at 6:21pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Steam Hadn't Recovered From Its Shaky Launch? Cover Story: Without Steam in a central role, the last decade of PC gaming would have been remarkably different.

W

hen Steam first appeared in 2002, its success was far from a sure thing. Bugs and network problems outnumbered the available games on Valve's digital distribution platform by a wide margin. Users who disliked having to launch an extra application before playing their games doubted the necessity of the program itself. It took years for Steam's library to grow, for Valve to smooth over the rough spots, and for the public to embrace the concept of digital distribution. Today, Steam is synonymous with PC gaming, putting Valve in a unique position from which they can influence the industry in a number of ways.

What if the initial stumble had resulted in a full-on faceplant? How far would the ripples of that failure have spread? I don't claim to know exactly how things would have played out differently, but a lifetime of regret and PC gaming -- which occasionally go hand in hand -- has sharpened my hindsight enough to make a few educated guesses.



What If Star Wars Had Been a Flop in 1977?
by Kat Bailey
21 May 2012 at 6:19pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Star Wars Had Been a Flop in 1977? Cover Story: How the gaming galaxy would've been different without a few good Jedi.

I

magine that Star Wars had been a flop at the box office. Maybe George Lucas was allowed to release his original edit, or maybe word just never got out. Regardless, while it's not a disaster on par with Heaven's Gate--which brought down a whole studio--it's still pretty bad. It might survive as a cult film, and possibly even merit a reboot, but its influence is gone.

Now imagine the failure of Star Wars as one gigantic shock wave running through the video game industry. Genres, studios, even basics concepts vanish as it goes along. Now you see that, while the industry would (obviously) still exist without Star Wars, it would be very different indeed.



Mario Vs. King Kong Review: Universal Nintendo's Downward Spiral Continues
by Jeremy Parish
21 May 2012 at 6:18pm

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Mario Vs. King Kong Review: Universal Nintendo's Downward Spiral Continues Cover Story: What if Nintendo had lost the King Kong lawsuit? A review from another reality.

I

don't know if you're old enough to remember Donkey Kong, but I am. You don't really hear much about DK these days. He's been all but expunged from the annals of game history, and the tiny handful of arcade cabinets and Coleco carts that weren't destroyed back in the '80s remain a rare commodity traded among truly dedicated game collectors (quietly and in private forums, since eBay and other online auction houses instantly cancel all DK-related transactions at Universal's behest).

I miss DK. Maybe it's just nostalgia talking, but I always felt his games -- regardless of how derivative or illegal the character himself may have been -- demonstrated a lot more creativity than the King Kong games we've seen ever since the lawsuit that outlawed him. Any student of video game history knows the story there, of course: It was one of the landmark events that helped shape the industry's early days. A plucky little Japanese company called Nintendo created a fun platform-climbing game starring a carpenter named Mario as he attempted to rescue his love Pauline from the clutches of an ape called Donkey Kong. Not a very subtle reference, but that's homage for you. Universal Studios didn't share that gee-whiz sentiment, though, and they brought the full freight-train force of the Hollywood legal system to bear on Nintendo, claiming infringement on the King Kong trademark. The tiny game company never stood a chance.



Can Aliens: Colonial Marines Free Itself from Prometheus' Shadow?
by Nick Todd
21 May 2012 at 5:05pm

With the runaway success of 2009's Borderlands, Dallas-based developer Gearbox created a reputation for itself as more than just the studio behind a few Half-Life expansions or WW2 shooters, but one capable of offering its own serious creative output. With the long-in-development Aliens: Colonial Marines finally set for release early next year, Gearbox's latest trailer is capitalizing on the film franchise's return to theaters with next month's prequel-in-all-but-name, Prometheus.



Your Retro Reference Guide to Community's "Digital Estate Planning"
by 1UP Staff
18 May 2012 at 7:57pm

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By: Bob Mackey and Marty Sliva May 18, 2012

Community creator Dan Harmon isn't a stranger to video games; he's been public about his love for the medium, so it wasn't surprising to see the first episode of last night's season finale hat trick devote itself completely to old-school gaming references. What would have been a throwaway gag in any other sitcom took over most of "Digital Estate Planning's" 22 minutes, as Jeff, Britta, Pierce, Shirley, Abed, Annie, and Troy found themselves participating in a multiplayer platformer in an attempt to wrest the Hawthorne Wipes fortune from the grasp of a bastard child. This episode overflowed with visual gags devoted to the blocky roots of gaming culture, most of which flew by at a blink-and-you'll-miss-it pace; but, thankfully, your friends at 1UP are here to comb over this chunk of comedy gold to dig out the purest pieces of retro gaming nostalgia. Read on, and be sure to let us know if any references slipped past our intricate knowledge of gaming's past.


"Digital Estate Planning's" title sequence doesn't seem to point to any specific title; it's more of a pastiche of retro games that gave the player a brief preview of all the playable characters and their awesome abilities. Though Gilbert's fake game offers a resolution and color depth the NES could only dream of, the opening credits feel a lot like the intro to the NES version of Teenage Mutant Ninja Turtles.





Childrens Microscope Kits

Gakken's Otona no Kagaku Kits List

Adult Science in a box

This is a guide to the "Adult Science" line of build-it-yourself kits published by Gakken, in Japan. The books are in Japanese only, but there's lots of nice pictures in each book, and the instructions are illustrated clearly enough that you can build the kits even if you can't read Japanese.








'.net
News:
12/5/11 - Added review link for kit #32, the Mini Denshi Block.
11/19/11 -
Added entries for Sound Gadget Series.
09/14/11
- Added links to mods for the Japanino, Edo Clock and Mini Rhino.
Also added image for the upcoming mini-Denshi Block Kit.
08/06/11 - Added link to review of Rhino Kit.
Gakken now advertising a new "Sound Gadget Series" of kits,
including the Udar and SX-150 Mark II, starting this Fall.
06/12/11 - The Entompoter and Ornithopter are now out. Added entry for kit #32, and review of #31.

--------------------------------------------------------
Gakken is a publisher of magazines, mooks (magazine books) and science kits for both children and adults. Collected here are the "Otona no Kagaku ("Adult Science") kits. I'm ignoring the children's kits largely because they're not as interesting, and it's not worth trying to buy them as imports. You can find info on them from Gakken's online shop. What I do have are the two sets of Adult Science kits - the mook series and the kit-only series. The mook series packages a really nice glossy magazine-book filled with background info, descriptions of other science experiments to try, and various stories of science history, along with the kit itself. The kit-only series contains a much higher-quality kit, usually a "premium" version of a mook kit but without the mook. Usually, the mook kits have volume numbers, but there are some exceptions (such as with the synthesizer and the aurorium). I'm currently only buying and reviewing the numbered mook series kits. The ones that don't have reviews are ones I haven't bought yet.

Note that many of the lower-numbered kits are out of print, which is why I don't have kits 3, 4, 5, 7 and 12 now. These are available from collectors, but at 2 to 10 times the original cover price. New kits come out roughly once every 3 months.

The mook kits are designed to be customized and otherwise modded. The mooks often have several pages of customizations as suggested and implemented by the authors and editors. Not all of the kits are worth modding, though, so I'll only put in links to mods that I've done myself. Note that the obvious first mod to any kit that runs on batteries is to add a mono headphone jack to connect up an external DC power supply.

- Curtis
ThreeStepsOverJapan


Visit the Otona no Kagaku Ranking Chart here.


Numbered Mook Kits

No. Title Cover Price
(Yen)
Review Date Published Magazine
1 Self-Propelling
Boat
1680 Review 4/1/03 Vol. 1
2 Finger Printing
Kit
1680 Review 8/1/03 Vol. 2
3 Pinhole
Camera
1680 Out of print
12/19/03 Vol. 3
4 Crystal Radio 1680 Out of print
4/1/04 Vol. 4
5 Illuminated
Microscope
1680 Out of print
7/1/04 Vol. 5
6 Phonograph 1800 Review
Mods
12/24/04 Vol. 6
7 Steam Engine
Car
1800 Out of print
3/1/05 Vol. 7
8 Slow Clock 1800 Review 8/10/05 Vol. 8
9 Planetarium 2200 Review
Mods
11/1/05 Vol. 9
10 Sterling Engine 2100 Review
Mods
1/15/06 Vol. 10
11 Newtonian
Telescope
2100 Review
Mods
4/20/06 Vol. 11
12 DaVinci
Helicopter
2100 Out of print
6/27/06 Vol. 12
13 Kaleidoscope Projector 2100 Review
Mods
10/20/06 Vol. 13
14 Stereo Pinhole
Camera
2300 Review
Mods
12/1/06 Vol. 14
15 Reflective
Movie
Projector
2300 Review
Mods
3/1/07 Vol. 15
16 Mini
Tea-Carrying
Windup Doll
2300 Review
Mods
6/1/07 Vol. 16
17 Mini Theremin 2300 Review
Mods
10/20/07 Vol. 17
18 Wind-Powered Generator 2300 Review
12/1/07 Vol. 18
19 Galileo-Style
Telescope (Galileo)
2300 Review
Mods
4/25/08 Vol. 19
20 Bird Organ 2500 Review
6/27/08 Vol. 20
21 Magnet Motor
Car
2500 Review 10/15/08 Vol. 21
22 Edo-Era
Static Generator
2500 Review
12/21/08 Vol. 22
23 Wire recorder 2500 Review 3/31/09 Vol. 23
24 4-Bit Microcomputer
2500 Review
Mods

Programming
Guide
in English

6/30/09
Vol. 24
25 35 mm Reflex Camera
2500 Review
10/30/09 Vol. 25
26 Mini Electric Guitar
3675 Review 12/17/09 Vol. 26
27 8-bit Microcontroller
3360 Review
Tutorial
Mods
5/14/10 Vol. 27
28
Edo-style Clock

2950 Review
w/ Japanino project
Mods
7/28/10 Vol. 28
29 Origami Lamp
3000
Review
Mod 1
Mod 2
11/5/10
Vol. 29
30 Animaris Ordis Parvus Mini-Beest
3500
Review
01/15/11
Vol. 30
31 Onrithopter and Entompoter
2400 Review
06/09/11
Vol. 31
-- Special Kit:
Rhinoceros Mini-Beest
3500 Review
Mods
07/30/11
Special
32 Mini Denshi Block
3990 Review
11/30/11
Vol. 32
33 No image yet Desktop Robot Vacuum
No price yet Not released
End of Jan., 2012
Vol. 33


Sound Gadget Series

This is a new series of kits announced around September, 2011, and building on the popularity of the SX-150 mini-synth, and the Theremin. These are slightly higher-end musical toys intended to introduce users to the basics. There's no mook, and probably little to no assembly required. So, in this sense these are not "kits". However, I haven't purchased the Mark-II yet, so I can't guarantee this.

SX-150 Mark II
This is an upgrade to the original SX-150, with the addition of VCF and LFO controls, and a Resonance control instead of just the switch.
7350 10/30/11 SX-150
Udar
The Udar is a very strange synth that is played kind of like how you solve the Rubik's cube. Gakken announced the Udar a year ago and it's still in development. No tentative release date or price yet.
----- ----- -----


Unnumbered Mook Kits

The mooks for these kits only cover the history of that specific type of kit (that is, the vacuum tube variometer radio mook talks about vacuum tubes, and their use in radios), the theory of operation, and gives instructions for building the kit. The radio and synth mooks also offer suggestions for simple mods.

HTML clipboard
SX-150 Analog
Synthesizer

The synth consists of a pre-assembled circuit board and speaker, the case, knobs, stylus and resistive strip. Takes between 15-20 minutes to assemble. Uses 4 AA batteries.
3360 7/30/08 SX-150
Review
Aurorarium
The aurorarium kit consists of a pre-assembled base and LED stand, a fogged plastic cone, and some reflective disks. Light from the LED bounces off the slowly spinning disk, and is diffused by the plastic cone. The three LEDs cycle between red, green, blue and various combinations of each as kind of an updated lava lamp. Takes no more than 10 minutes to assemble. Uses 4 AA batteries. This is not actually one of the Otona no Kagaku kits, as it's part of the Kagaku no Tamago (Science Egg) children's series, but it's always included in with the adult kits in the bookstores.
2200 Aurorium
Review

Hand-made Speaker
The cover shows all of the parts of the kit. Lots of gluing to do. If you're careful and take your time, it may take 1-2 hours to fully assemble and let the glue dry, then it's up to you as to what to do for the housing. May represent 15 minutes of actual assembly.

2940 Speaker
Variometer 1 Vacuum Tube AM Radio
Unlike the other kits in the unnumbered mook series, this one actually requires some work to build. There's the case, antenna forms, vacuum tube, battery casings, and wire to make the antenna coils. Maybe 15 parts total, and with the hand-winding of the coils can take 60-90 minutes to assemble. Uses one C cell, and three 9 volt batteries. One suggested mod by Gakken is to turn it into a wireless telegraph. The audio signal is weak and there's no volume control, so you'll want to add an audio jack to a powered external speaker.
3250 5/26/09 Radio
Review



Kit-Only


Title Cover Price Date Published Magazine
Premium Theremin 9, 975 12/18/08 Magazine
8mm Film Projector 7, 980 Magazine
Two Edo-Era Tea
Carrying Wind-up
Dolls
6, 195
8, 190
Magazine

English Instructions
Arrow Shooting Boy
Wind-Up Doll
10, 290 Magazine

English Instructions
Somersaulting
Wind-Up Doll
5, 981 Magazine

English Instructions
Premium Gramophone 7, 980 Magazine

Vacuum Tube Amp 12, 390 Magazine
Crystal Radio 5, 775 Magazine
Vacuum Tube Radio,
Ver. 1
8, 800 Magazine
Vacuum Tube Radio,
Ver. 2
9, 801 Magazine
Edison-Style Cup
Phonograph
3, 045 Magazine

English Instructions
New Edison-Style Cup
Phonograph
2, 981 Magazine
Berliner-Style
Gramophone
4, 095 Magazine

English Instructions
I got this kit as a present for a friend. It's cool in its simplicity. Basically, it's a pair of motors connected to a battery through two photoresistors. Light from an LED bounces off the disk and hits the photoresistors, changing the motor speeds. As the robot advances, the disk rotates and the black ink marks represent the "program". The "program" then lets you trace different patterns with the robot's movement.

Programmable Robot

3, 990 Magazine

English Instructions
Volta-style Carbon Battery Kit
3045 Magazine
Marconi-style Electric Wave Car
3360 Magazine
Mechanical Crab 5, 981 Magazine

English Instructions
Mechanical Inchworm 5, 981 Magazine

English Instructions
Mechanical Centipede 7, 980 Magazine

English Instructions
Stirling Engine 9, 801 Magazine

English Instructions

Vacuum Engine 15, 540 Magazine
[[ct]]: Childrens Microscope Kits

American Flyer Gilbert Auto-Rama: Vintage Toys & Games for Christmas

8 Dec 2011 at 10:03pm


American Flyer Gilbert Trains Railroad Set: Vintage Toys & Games for Christma

7 Dec 2011 at 10:47pm



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