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Book Review: Exploring Video Gaming's Near-Death with "1983"
by Jeremy Parish
22 May 2012 at 2:18pm

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1UP COVER STORY

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

Book Review: Exploring Video Gaming's Near-Death with "1983" Cover Story: Thirty years ago, video games almost died. We examine the possibilities.

W

ith his latest book, 1983, game journalist and historian Chris Kohler has chosen to take a slightly different tack then he employed for his massive treatise Power Up: How America Gave Video Games an Extra Life a few years back. Rather than approaching the topic of video games from a wide-ranging, all-inclusive perspective, Kohler instead drills down here into a single crucial moment in time for the young medium: The near-crash of the industry in year 1983.

Despite the Orwellian overtones of the title Kohler has selected for his work, there's nothing ominous about the story contained herein -- perhaps, except, the idea that video gaming could have been snuffed out entirely a mere decade after Pong's debut. A combination of gold-rush greed, incompetence, and '80s corporate culture nearly suffocated the fledging entertainment medium just as it was hitting its stride. The Warner corporation's eagerness to cash in on their purchase of Atari, combined with the influx of low-quality, externally developed 2600 games after Activision broke away to become the first third-party developer, nearly buried the industry beneath a deluge of self-cannibalizing mediocrity.



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.





Fingerboard Grind Rail

The Unofficial Runescape Guide to Everything

How to amass gold, level rapidly, without dumping money on it.

Current guides are widely copy/paste adfarms, often with outdated, misleading, or incorrect information. Runescape isn't that hard to play, it's mostly just a matter of knowing where things are, and how to use them. This knol contains some useful tips to minimize time spent wandering about looking for this vital information.

Part 1: The Grand Exchange. Slightly NW of Varrock, it'll look like an octagon on the map. This is the best place to find materials, typically for much less than shop prices, and offering much greater variety. Also, it's got a bank conveniently inside it. You'll be here a lot if you're out to make money, or training certain skills, such as firemaking or cooking. Part 2: Making Money. For any money making plan, keep it simple. Your resources are your time, your skills, certain items, your knowledge, and your bank and exchange slots. Any good money making plan must require comparatively few slots, so make sure it's something widely demanded. Typical examples are items needed in bulk for grinding up skills. I'll start out by assuming relatively low or no skills, but over time, more methods will become available to you. Here's a list of good items to collect, and where to find them.

  • Feathers. They stack, you can find them at the chicken farm NW of Lumbridge, the starter town. Incidentally, this is the absolute best place for a new player to grind. Level 1 mobs, tons of drops, and you can train half a dozen skills at once.
  • Bones. You can find these guys anywhere, and frankly, prayer is a huge pain to level. Unless you're a member, the payout is pretty weak, so selling bones can earn a decent profit. The downside is, they take up a lot of inventory space.
  • Rune Essences. Complete the Rune Mysteries quest, and you'll gain access to the rune essence mining area. The fastest access to this is speaking to the shopkeeper in Varrock, just south of the eastern bank. As a fringe benefit, you get a bit of mining exp. You'll need a pick.
  • Ore. Smithing is remarkably painful to level, so there is always a great demand for ore, especially coal and iron. You can progress to mining iron relatively quickly, and incidentally, iron offers the best mining exp. This is a great combination of money and skill, but suffers from rather long walk times per load. For iron, the mine SE of Varrock is best, for coal, the barbarian village to the west of Varrock. You'll need a pick.
  • Wood. Fast and easy to collect, logs are used extensively in fletching, a member skill, and are also used in firemaking. The lowest and highest logs sell best, with middle logs such as willow sitting on the market for ages. I reccomend stashing those for burning if you opt to cut them. Basic logs can be found almost anywhere, but the fastest cut/bank run is just west of varrock, and has the advantage of oak trees as well. Ok money, but bulky per run. You'll need an axe.
Typically, you'll want to rack up a huge amount in bank(hundreds or thousands, depending) before making a run to the exchange. Keep in mind that dressing as light as possible will maximize your run time. One thing you definitely don't want to do is bother looting the gold dropping by goblins and other entry level monsters. A few lonely gold isn't worth the time and effort to click it. Part Three: Skills Many people believe that focusing on only one skill(Called a "Pure") is the best way to get a combat character. I disagree. Hitting level 99 takes approximately 13mil exp, which is rather painful. In addition to that skill, you still need to train HP. Since HP only increase by 1xp for every 4 you get in a combat skill, this means you end up wasting a huge amount of xp to max it, or end up with a lower HP total. In all, very long and painful. You'll note from the left that hitting level 43 is a mere 50k exp. Level 60 is 274k. Clearly it's vastly faster to power up a relatively balanced character than a pure. Lets go over the F2P(Free players) combat skills briefly:
  • HP. Your life. You will gain 1 xp in it for every four you gain in the other combat skills(usually), so don't bother with it really. It'll take care of itself as you do other stuff.
  • Defence. Keeps you alive. However, it does not speed your exp gathering speed, so prioritize this lower than your damage dealing skill. Just keep it high enough to avoid running for food constantly.
  • Prayer. Slows down quickly, and leveling it by buying bones is extremely expensive. It suddenly gets very nice for members at level 49, but otherwise, it's a lot of work for little payout. I advise not trying to train this skill, just bury bones whenever you need inventory space.
  • Ranged. Strong against mages, weak against melee. Given that melee is the most common build, this is a serious downside. Also has the disadvantage of requiring a lot of expensive ammo. As a free player, you cannot learn to make this.
  • Magic. Costs runes, but unlike ranged, you can make many of these. Also, the fastest leveling of the combat skills, thanks to the high damage. If you do have money, once you have your first teleport, buy a stack of law runes, wield an air staff, and mash the button until you run dry. It's expensive, but insanely fast, and each higher teleport(save for teleport home) gets you more exp per click. Also, has the advantage of acting as magic defence as well as offense, so it's a must-get skill even for non-magical builds.
  • Attack. How frequently you hit mobs. Keep this high enough that damage is pretty routine against whatever you're attacking. It's necessary for any melee build, and generally should be higher than defence for rapid leveling. A higher level in this also grants access to better weapons.
  • Strength. The #1 skill for any melee build, strength directly controls your damage. Pour as many exp into this, as rapidly as possible to maximize your leveling speed. Combined with a good weapon, you can be dealing great damage in short order.

The best place for a new character to start out skilling at is the chicken shack NW of Lumbridge. Bring an axe and a tinder box, and chop a few logs from the nearby trees whenever you need more wood. Kill any escaped chickens, enter the yard, and close the gate to keep your feathered friends in chopping range. then start akillin. They drop the profitable feathers, raw chicken meat, and bones, collect all of this. When full, bury the bones(prayer), start a fire(woodcutting and firemaking), cook the raw chickens(cooking), and of course, you'll get exp for whatever combat skill you use. The cooked chicken will heal you in the unlikely event you take damage. It's essentially a risk free way to up a ton of skills at once. Oh, and the egg is used for one of the first quests(Cook's Assistant), so grab one of them when you head back to the bank. Once you get absolutely sick of chickens, the next similar area is the Barbarian Camp W of Varrock. The Varrock guards themselves make good practice once you can kill level 21's comfortably, as do the white knights in Falador ten levels later. None of those are quite as good with cross-training skills, however. Non combat skills. Handy, sometimes profitable, and they train faster than combat skills. The list of F2P ones is as follows:
  • Woodcutting. Take an axe, cut down a tree, get logs. It's dead simple, and rather fast. As you level, you can use higher, and faster axes. This can be a profitable endevour, or you can use it to fuel firemaking.
  • Firemaking. Pretty much a profitless skill, but like woodcutting, it's easy. It's also the fastest skill to level in the game, so if you want level 99 in something, this is the fastest way to get it. It pairs well with woodcutting, or you can dump unholy amounts of money at the grand exchange, and burn there. All you really need is a tinderbox and some supply of logs.
  • Crafting. Pots, jugs, grinding wheat into flour, spinning wool into thread. This is sort of a catchall category. This makes it a bit of a pain to skill up, but starting by making wheat into flour en masse is a good way to start, and leaves you with raw materials for cooking. Unfortunately, most of the good bits in this skill are members only.
  • Fishing. The art of producing fish from water, this is also pretty easy. Start out on the coast S of Lumbridge, nets can be found for free on the ground. Merely by netting crayfish and shrimp, you can level up fishing rather rapidly, though you'll need a fishing pole and bait to catch the really good stuff later. Couples well with cooking, just bring some logs and a tinderbox with to cook your catch.
  • Cooking. Food in runescape is the main method of being healed, and can be used in combat. However, it's typically very inconvenient to buy food anywhere near leveling areas, so some skill in cooking is essential. I advise starting out by cooking fish, but it's also used in many later quests, and a wild variety of food can be made with it. Good market opportunities for some of the high end food too. Side note: Due to the near constant firemaking trainers at Grand Exchange, it's a great place to grind cooking.
  • Mining. Quite profitable if you don't smelt everything...and even a little profitable if you do. You'll probably start out mining copper and tin in equal quantities south of Lumbridge, but once you hit iron, the mine SE of varrock will be your best friend. Coal is also quite lucrative, and at higher levels, the Al Kharid mine is quite attractive, with a wide variety of minerals.
  • Smelting. Possibly the slowest of all skills to level, smithing is the art of turning high value ore into medium value bars into low value items. One of the major downsides to smithing is that since it levels much slower than mining, you end up mining low grade ore longer than you otherwise would. It's a fun skill from the standpoint of creating items, but sadly, it's a dead loss as a moneymaker. If you want it, do the quest "The Knights Sword", it'll get you to level 21 IIRC from level 1. Rather a nice boost, especially given that the quest has other rewards.
  • Runecraft. This skill is unlocked by completing the quest "Rune mysteries". Its pretty straightforward, but involves a lot of running, so make sure you have max energy before starting. In addition to being a good money maker, when leveled up, it allows you to craft huge multiples of basic runes..up to ten for every blank rune you bring. This skill definitely gets better with higher ranks.
  • Agility. While technically a members skill, this skill still works in F2P mode, unlike other members privledges. Therefore, if you're a member for a short time, grab it. It increases the rate at which your energy recharges...at max level, it's about three times faster. This makes a huge difference for lowering travel times, and it trains fairly quickly. I hit level 30 in one session.
    Part 4: Wrapping it all up. A few misc tips before I finish. Don't swap over to a membership before total level 500+, and all quests done. Member quests almost invariably have high requirements, and most new areas can be accessed only through quests. You get better use of your paid time if you've already got the necessary skill, or at least most of it. Money is overrated. You can always earn more, usually quickly. Skill, however, is permanent. Focus on skill first, money second. Most guide sites have outdated information regarding random events. Most of them now give an event package, allowing you to select your reward. You almost invariably want the magic lamp, since it gives 10*current level exp to the skill of your choice. Use it on the toughest high skill you have at the moment. Many events also allow you to bank items on you(maze, gravedigger events, for example). Abuse this to save yourself a run to town by banking everything you don't actually need. Macros tend to die on random events. So, if you try cheating, odds are it'll be noticed. Macroing doesnt work well in busy areas anyhow, so in general, its not worth the time to set it up. On the other hand, word is that random events happen more often if you fail them. Given the size of the rewards, this might actually be a good thing. More research is definitely needed on this new development.
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FingerRails Fingerboard Grind Rail

3 Nov 2008 at 12:15am


my homemade fingerboard grind rail

24 Apr 2012 at 10:00pm


fingerboard Grind rail review

25 Jan 2010 at 8:43pm



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