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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.





Diatonic Button Accordion

Introductory Piano Accordion

Instrument layout, technique, basic chords

This article will explain the basic layout of a monotonic piano accordion, with a focus on understanding chords and the bass side organization. Basics of how to hold and play the accordion will be covered.

The Piano Accordion

The layout of a piano accordion is not obvious, however the instrument is laid out in a regular way, so it is very understandable.

Figure 1. A standard 120 bass piano accordion.

The Bellows

The bellows is the "squeezebox" portion of the instrument. In Fig 1, its the region with the white diamond painted on it. Inside, it contains your reeds, which when air is drawn over them, they resonate and produce sound. Thats as much detail as you really need. In a full size accordion, you will ofter have multiple sets of reeds, this is to give the instrument a greater range, and various switches can be seen on both the piano and bass sides of the instrument. The three piano reed switches are seen in the middle left of the keyboard, and the two bass reed switches are to the right of the rows of bass keys in figure 1.


The Piano

A piano is laid out in a regular patter which covers the seven "natural" notes of the C scale (A, B, C, D, E, F, G), and the repeating pattern is called an Octave. These are the white keys on your instrument. The black keys form the semitones that are not part of the C scale (C/D, D/E, F/G, G/A, A/B) (Fig. 2). The black keys are denoted sharp () if it is being referred as a half step above the adjacent white key, or flat () if its is being referred as a half step down from the adjacent white key. A is the lowest note of the scale, while G/A is the highest. Moving one full octave, and the pattern repeats, just in a higher register.

Figure 2. Piano Octave.
The most important idea to understand, is that by moving up to an adjacent note, you are essentially moving up one semitone. Sometimes white keys are only one semitone apart (B to C), but usually the white to black key transition is one semitone. The transitions between notes are important for understanding how scales are built up, as we will see below. This gives us 12 total semitones in an octave (7 white, 5 black).

A full size adult piano accordion covers just over 3 octaves. It may also have multiple reeds (generally 2 to 3 sets) that can expand the range of the instrument. Switches located usually above the keyboard allow you to select one or more reed sets, the basic choice being one low (bassoon) and one high (piccolo) set, separated by one octave. In this setup, the accordion has three switches, one to select basoon, one to select bassoon and piccolo (called Master), and one to select piccolo (Fig. 3). Most songs are played in Master, as it has a nice multi-tonal sound.

Figure 3. The keyboard side of a full size accordion. The three white buttons above the keyboard are the reed switches.

The Bass Keys

Depending upon your accordion, the bass side will vary slightly in size, both in number of columns and number of rows. I will call the rows the long direction (running parallel to the keyboard) and the columns the short, angled direction (Fig. 4). A full size, adult piano accordion has 120 bass keys, and depending upon the number of reeds your instrument has, some of the keys redundant. Smaller versions of the bass exist, such as 32 button and 48 button, however they follow the same layout pattern, so the 120 button layout is the most general for explanation purposes.

Figure 4. The bass keys. The left to right line of buttons is called a row. The angled lines of buttons are the columns. The home row is denoted as the second from the top and has tactile markers.
One of the central challenges of learning the accordion is that you realistically cannot see your left hand while playing. Accordion makers do take some pity on you however by giving your finger tips indentations, Rhine stones, or some other tactile marker to tell you where you are. Every accordion has a marker at C, and my accordion has another indentation every fifth key to help me keep my place while playing. You can also find what note you are at by playing the accompanying key on the piano and listening for a match.
In a 120 bass layout, you have 6 rows with 20 columns (Fig 4). The "home" row is the second row, with the tactile markers for your finger tips. Buttons on home play whole bass notes. The top row in Fig. 4 also plays whole bass notes, however offset by 4 semitones. One row below home plays the major chords, which the home note as the base note of the chord. Below the majors, is the minor chords, seventh chords, and finally diminished sevenths.

We change note by moving up or down a row (left to right in Fig. 4). Unlike the keyboard, where adjacent keys move up one semitone, the bass keys step up seven semitones. There are 12 semitones in the octave, and we have 20 keys in a row, so much like the piano side, the pattern will repeat after 12 keys. The notes do not go up on Octave like on the piano as the pattern repeats, instead the notes wrap around. This is to aid the one relatively immobile hand to reach any necessary keys without too much movement. As you only really need 12 keys in a row, fewer bass key accordions do exist, such as the 48 button (12 keys to a row, 4 rows), however it becomes extremely difficult to play the semitones on the opposite ends of the bass, something that would be trivial with the repeating 120 bass system. Although it seems overwhelming, the 120 button accordion is the easiest to play. Finally, the top row follows the same pattern as the home row, however it is offset by 4 semitones. Therefore, directly above home C is E. Again this aides in playing one handed by providing more notes in a smaller proximity.

This unusual pattern is a major hurdle in learning the accordion, and it is best to start early memorizing the bass pattern. The layout is:
... - D - B- F - C - G - D - A - E - B - F - C - G - ...
where the bolded keys should have indentations. For the top row, E is above C and the pattern is the same.

Playing The Accordion

Lets start simple. You play the keyboard with the right hand, and the bass keys with the left. To hold the accordion, place your arms in the shoulder straps so the instrument is against your chest. Your right hand is free to play the keyboard, your left hand goes under the strap, giving just your fingers access to the bass buttons. This means your left arm is responsible for opening and closing the bellows.


Operating the Bellows

Unless your are pulling or pushing on the bellows, no sound will come out. The harder you push, the louder the instrument, and also the further the bellows open. Basically you want to maintain a balance between not playing at a comfortable wingspan while still leaving yourself plenty of bellows to play with.

Our goal here is to make playing the bellows second nature. The main concerns are first, not wearing yourself out opening and closing, and second, picking good times to switch between opening and closing.

Its more tiring to open than to close. However, you have the weight of the bellows itself that wants to fall open as you hold keys down, and much like rock climbers conserving their energy by holding their body weight on their skeleton, we will conserve our energy by letting the bellows fall open naturally. This is most readily done by keeping your left elbow close to your body. Your forearm then drops out and in, primarily opening the bellows along the top, while the bottom stays more compact. Get comfortable with this motion and you can play easily for extended periods.


Switching between opening and closing the bellows will cause a dead space in your sound. Its unavoidable, however it is a manageable problem. Try to switch between stanzas in your sheet music for example. Two out, two in, two out, two in... Try to keep the average bellow range in a comfortable range for your arm. Playing louder chews through more air, so your have to switch more often, but still time your switches between stanzas. Nothing sounds worse than missing the last note because you run out of bellows to close. It takes mindful practice to pace your opening and closing.


Playing the Piano Keyboard

Practice, practice, practice. The most important thing to focus on when learning a song is proper fingering, as it turns a tricky, broken section, into a beautiful fun section that you look forward to playing. Draw on your sheet music with what fingers are needed (1: thumb - 5: pinkie). Learn your scales, specifically practice:

C scale: C D E F G A B C. Played with fingers 1 2 3 1 2 3 4 5. The thumb steps underneath your middle finger on the way up, and your middle finger climbs over your thumb on the way down.
Practice over multiple octaves so you have the ring finger to thumb transition.

D scale: D E F G A B C. Played just like the C scale. Trickier because you hit the black key with your ring finger!

F scale: F G A B C C E. 1 2 3 4 1 2 3 4. Thumb under ring finger. Ring finger over the thumb.


Playing the Bass Keys

Unlike the piano where intricate keyboard fingering is a necessity, the bass keys can be played in many simpler ways that are very rich. Most basic fingering involves only your three central fingers (ring, middle and index) with the occasional pinkie to reach a faraway note.


Position your hand so that your fingers run down the column (Fig. 5). Place your ring finger at the home row. Your middle finger should be on the major chord, and your index finger is on the minor chord.

Figure 5. Finger position on the bass notes.
Disclaimer before going furtherThe final few sections are meant to a bit of a silly introduction to playing some basic songs on the bass side. I call some chords sad or happy, and I ignore the sevenths. That doesn't mean you should. Its really quite interesting to actually learn more about the chords, and it will make you a better player, but this suffices for an introduction.
Lets Play a Sad Song :'( Minor chords are the sad ones. We complement our chords with the base note. So a basic sad bass hand would go: C, C minor, C minor. C, Cminor, Cminor... Fingering that should be 4 2 2. 4 2 2. 4 2 2...

Now move your hand up one column to G. Play 4 2 2, 4 2 2, 4 2 2. Oh my, what a sad song.


Lets Play a Happy Song :D Major chords are oh so happy. Go back to C and play C, C major C major. C, C major C major. Fingering is 4 3 3, 4 3 3, 4 3 3, 4 3 3. Move it up to G and play something happy for G. Move that happy song around, you are just so happy to do so!


Lets Make it a More Interesting :3 Go back to our sad song, however now we want to play something slightly harder. Play C, C minor, G, C minor. Remember G is one column up from C, they are neighbors (by 7 semitones after all). Place the ring and index as before, on C and C minor. Take your middle and put it next to your ring on G. Now play 4 2 2, 3 2 2, 4 2 2, 3 2 2, 4 2 2, 3 2 2. Oh man, I thought that was a sad song before, now its REALLY getting sad.


Playing the happy version of that is slightly trickier, don't be upset if you find it less natural. Basically your middle and index fingers need to flip places. Place your ring on C, your middle finger on C major and your index on G. Play 4 3 3, 2 3 3, 4 3 3, 2 3 3, 4 3 3, 2 3 3.


The final basic move uses the top, previously ignored row. Forget the chords, we are playing the notes all by themselves. Shift your fingers up one row, so your middle finger is now on C, your ring is above it on E, and your index falls on G. These three notes, when played together form the C major chord. So go ahead and try that, but also try to step up the scale. 3 4 2, 3 4 2... and then head back down the scale 2 4 3, 2 4 3, 2 4 3... or go up and back down 3 4 2 4 3.


Generally some combination of this fingering will get you through most basic and intermediate songs.


Rock like a Bass Guitar Most bassist seem to do clever little repeating patterns of whole notes. I find it easiest to turn my hand square to the whole notes to play most of these. This means ignoring the chords down below, but you can usually handle the bassline no problem while playing the lead guitar on the piano. All you are missing is the drummer.


I have a question about tex mex accordion! Someone please help me!?
I currently play the keyboard accordion. However, I can't really do some of the techniques that the professionals do b/c they use the diatonic button accordion. My question is: If I were to switch from the keyboard accordion to the button accordion, is it like switching from the saxophone to the bass? What I'm saying is...will it be too difficult for me b/c it will be like learning a new instrument? Thank you!

Get the answers...


Who makes the Bonetti accordion? Is it an Italian manufacturer?
What about the Rossetti brand? I am going to purchase a new diatonic button accordion 3 switch in the keys of G C and F, 34 treble buttons, 12 bass. I am a 1st time buyer and will begin to study as a novice. Strictly entry level and I don't want to spend a thousand dollars. I am leaning toward the Bonetti or Rossetti because of the price, but I don't want a cheaply made accordion, either. Any advice and information about these accordion manufacturers would be greatly appreciated. Thanks a lot.

Get the answers...


Who makes the Bonetti accordion? Is it an Italian manufacturer?
Who makes the Bonetti accordion? Is it an Italian manufacturer? What about the Rossetti brand? I am going to purchase a new diatonic button accordion 3 switch in the keys of G C and F, 34 treble buttons, 12 bass. I am a 1st time buyer and will begin to study as a novice. Strictly entry level and I don't want to spend a thousand dollars. I am leaning toward the Bonetti or Rossetti because of the price, but I don't want a cheaply made accordion, either. Any advice and information about these accordion manufacturers would be greatly appreciated. Thanks a lot.

Get the answers...

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