Pong Tagged Articles RSS Feed | GameSkinny.com Pong RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network 5 Bizarre Video Game Experiments https://www.gameskinny.com/710h9/5-bizarre-video-game-experiments https://www.gameskinny.com/710h9/5-bizarre-video-game-experiments Wed, 11 Jan 2017 03:00:01 -0500 Caio Sampaio

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Conclusion:
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As the examples displayed in this list show us, the video game industry offers more than just AAA and indie titles.

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Bizarre experimentation can occur in gaming, ranging from the PainStation directly cutting someone's hand, to volunteers playing video games in their minds through electric pulses applied directly to their brains.

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As technology counties to become more sophisticated, the tendency is for artists and researchers worldwide to continue pushing gaming to its limits, even if that means using games in unorthodox ways.

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Let the games begin.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/a/r/caralho-823ed.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/a/r/caralho-823ed.jpg","type":"slide","id":"146908","description":"
Streaming a Game to a Person's Head
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On December 8, 2016, we from GameSkinny published an article about a study conducted by researchers of the University of Washington, in which they succeeded in literally making people play a game in their heads.

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The game in question was a simple 2D maze and by applying electrical impulses to the brain of the volunteers they were able to make them see and play the game in their minds.

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Many volunteers were able to travel through the maze using only their minds, as the experiment reached a success rate of 92%.

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You can read the full research writeup for more details about the study.

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Cruel 2 Be Kind
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Designed by Jane McGonigal, the author of Reality is Broken: Why Games Can Make Us Better and How They Can Change the World, the idea behind this experimental game is to lighten up the mood of big cities, by displaying acts of kindness towards strangers in the streets. 

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The game consists of two teams, ranging from five to ten players, but each team is oblivious to the appearance of the members of the enemy squad.

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Before starting the game, an area for the match to be held within is selected. A particular street or a building, for instance. 

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In order to eliminate the member of the enemy team, players must show an act of kindness towards them -- a compliment or a hung, for instance. 

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The team that gets eliminated first looses. The problem; however, is that, as previously stated, the players do not know how the enemies look, meaning that they must find them through trial and error, resulting in a lot of strangers who are not part of the game receiving compliments.

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You can read the full rules on the official website.

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Players arrange the game through text messages and e-mails, thus mixing the virtual world with the real one since it was announced in 2006.

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While relying on the virtual world, this experiment focuses more on real life. The next one in this list; however, feels as an idea from a sci-fi movie.

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Domestic Tension
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Born in Iraq, the artist Wafaa Bilal experienced firsthand the horrors of the civil war in the Middle East.

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He lived in a refugee camp during the rule of Saddam Hussein and lost members of his family in the conflict.

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In 1992, he moved to the United States of America, but the psychological harm inflicted on him by the conflicts in his home country lingered.

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In order to raise awareness to the innocent blood being spilled in the Middle East, he created an experimental game called Domestic Tension.

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The experience started in May, 2007 and took place at FlatFile Galleries in Chicago, where he confined himself in a room for 30 days, under the watch of a paintball gun.

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The weapon was connected to the internet and players who registered on the website of the game took turns to control the gun and shoot Wafaa with paintballs at almost point blank range.

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The aim was to represent the fragility of the lives of innocent people caught in the crossfire of the conflicts in the Middle East, as at any moment, a bullet from a gunfight occurring nearby could enter a home and kill an innocent person. The idea of the experiment was to use this game to represent this reality to those who were oblivious to it.

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According to Mary Flanagan in her book Critical Play: Radical Game Design:

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"During the month-long exhibition, the site received eighty million hits, and sixty thousand paintballs were shot."

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This list has shown you experiments with a dark tone, but unlike the previous experiences in this article, the next one has a kindhearted feel.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/a/i/painstation-729c5.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/a/i/painstation-729c5.jpg","type":"slide","id":"146894","description":"
The PainStation
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As the previous experiment shows, videogames are not always harmless, but this custom built console takes the pain of defeat to new levels, as it combines the game Pong with a torture machine.

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Volker Morawe and Tilma Reiff, the designers of the experience, nicknamed it PEU (Pain Execution Unit).

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As volunteers played a match of Pong, they needed to control the game with their right hands and place their left hands on a metal surface, which would heat up, emit electric shocks and pop out a wire to cut the hand of the loosing player.

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If a player removes his/her hand from the metal surface, he/she loses the game immediately.

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Katherine Isbister, in her book How Games Move Us: Emotion by Design, describes the experience of watching a match and also reveals the objective of the experiment:

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"It was a mesmerizing and horrifying demonstration on how physical stakes can radically shift the emotion and social tenor of the play experience."

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Since 2011, the game became a permanent exhibition at the museum Computerspielemuseum Berlin, in Germany. Any visitor older than 18 can play it.

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The last two experiments focused on the designers finding ways to inflict pain on the players, but the next one offers a reversal of roles.

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Tekken Torture Tournament
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Have you ever questioned what a character in a fighting game feels? This experience is the closest you can get to an answer.

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Eddo Stern and Mark Allen created an event, in which volunteers played Tekken, whilst wearing a device in their arms that administered a non-lethal, yet painful, electric shock each time the player received a hit from the opponent. 

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The shocks were intense enough to interfere temporarily with the functions of the muscle of the player's arm, thus affecting mobility and making it harder to play the game.

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As the author Katherine Isbister writes in her book How Games Move Us: Emotion by Design: 

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"They [the shocks] mimicked the delays avatars experience in-game after being dealt a heavy blow. Players had to sign an intimidating release form, but nonetheless participated in the tournament, as it toured art venues in the United States, Israel, Australia and the Netherlands."

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While this experiment may seem brutal, it gets nowhere near the intensity of the next in this list.

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Most gamers are familiar with AAA releases -- the cinematographic FPS games, the enormous RPG titles, the thrilling horror productions and so on. There is, however, an alternative industry in gaming.

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No, I am not referring to independent productions.

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Some fans and developers use video games for various purposes other than entertainment. They conduct experiments with gaming.

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Today we will look at five bizarre experiments involving video games. They range from using games to test how far the human body can withstand punishment, to scientists using a new technology to stream a game directly to a person's brain.

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Welcome to a side of gaming you perhaps did not know existed.

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The National Videogame Museum is open to the public https://www.gameskinny.com/9a8xl/the-national-videogame-museum-is-open-to-the-public https://www.gameskinny.com/9a8xl/the-national-videogame-museum-is-open-to-the-public Sun, 03 Apr 2016 06:07:58 -0400 Taranis8

The National Videogame museum opened its doors to the public on April 2 in Frisco, Texas. Offering a hands-on experience to visitors, the museum was founded by gamers John Hardie, Sean Kelly, and Joe Santulli. 

We've been archiving the history of the video game industry since about 1988, 1989. Together between the three of us, we have by far the largest collection of video game software, hardware, memorabilia and documentation in the world.”said Sean Kelly

In the past, there have been exhibits of video games in other museums such as the Smithsonian. But, never has there been a whole museum in the United States dedicated to it.

We were surprised there are national game museums in other countries. But our country, where it was all born, doesn’t [have them],” said Joe Santulli

The museum is not meant to be a place where you stand and read all day. They have a retro arcade and giant Pong game that gamers are allowed to play.

The National Videogame Museum allows gamers to relive those first moments and take trips down memory lane. More information on the museum can be found on their website.

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Everything you need to know about the National Videogame Museum https://www.gameskinny.com/pjufv/everything-you-need-to-know-about-the-national-videogame-museum https://www.gameskinny.com/pjufv/everything-you-need-to-know-about-the-national-videogame-museum Thu, 03 Dec 2015 07:39:47 -0500 Gabriella Graham

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There's no shame in paying homage to the past, though its certainly easy to get so caught up in gaming's fast-tracked innovation that the classics begin to fall to the very corners of our minds. We've reached a point where the original gamers continue to climb up in years, their predecessors carry the balance between old and new, and fresh generations may have never heard of an Atari. The timing of this museum couldn't be better, since the opportunity to preserve still holds strong.

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With Santulli, Hardie, and Kelly continuing beyond the calling of collectors, video game history settles in good hands. The trio remains ever dedicated to doing video games justice, from their crusade to recognizing "videogame" as proper terminology to their efforts to keep the NVM as interactive as possible. 

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Do yourself a favor and bask in the timeline of this beloved past-time with the museum founders. Who knows, they might even convince you to turn your hobby into a career. If nothing else, you'll still get to play a giant version of Pong. Worth it.

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The founders aim to defeat video game stigma and promote new careers.

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In the beginning, society at large looked down on video games as a stale fad going nowhere fast. Today, the industry surpassed all expectations and employs thousands of people in respectable and often lucrative positions. The NVM not only wants to educate their patrons, but seeks to instill the first sparks of understanding behind the making of video games.

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The founders plan to implement classes for youth and young adults emphasizing STEM (science, technology, engineering, and math) values and skills. Classes, workshops, and summer camps built with the nearby Southern Methodist University (SMU) bring entertainment and purpose to anyone present, from kids through adults. Getting involved with the NVM's partnership with SMU has value in itself, as SMU is the only institution in the country that offers a video game master’s degree program.

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The NVM makes a promise with its educational programs, aiming to light the path to a career in video games for every visitor who walks through their doors:

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"With the help of local educational institutions and software publishers and developers, we will offer programs, seminars, camps and workshops that we hope will give visitors an inside track to a rewarding career in the videogame industry. We will also enlist the help of some of our many friends who played instrumental roles in pioneering the videogame industry in the early days."

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Exclusive panels support these goals. Over the past 15 years of traveling exhibit work, the founders' worked with individuals closely involved in the gaming industry. The NVM plans on utilizing these close relationships for future talks and presentations. Possible speakers include:

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  • Atari founder Nolan Bushnell
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  • Pong developer Al Acorn
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  • Steve Brosnick
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  • Jody Pear
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"},{"image":"http://s3.amazonaws.com/gameskinnyop/d/9/5/d95e56f02338dc209a06f2d85afe9826.png","thumb":"http://s3.amazonaws.com/gameskinnyop/d/9/5/tiny_d95e56f02338dc209a06f2d85afe9826.png","type":"slide","id":"94716","description":"

Welcome to the world of the ancients.

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The NVM's pursuit of historical knowledge doesn't end with a timeline or faithful arcade. The Pre-Historic attraction measures 40 square feet and covers the industry crash of 1983, pre-Nintendo's rise to power in 1985. Virtually no video games outside of computer titles hit the market for those two years inbetween. The crash portion of the exhibit covers the who, what, why, and how of the great crash, as well as its afterword.

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This room contains computers to convey the "majesty" of computer game back in the day. Kelly describes the harsh reality of this experience:

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"We want someone to actually sit down and play [by typing] “Load asterisk, comma a, comma one,” and understand what it was like to play a game. That’s how games were loaded on Commodore 64, you had to put in a disk and type the command prompt."

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Don't avoid this room, no matter how frustrating that last tasks sounds - You'll find the massive Pong screen mentioned earlier inside.

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The NVM fulfills its promise to preserve and educate while upholding gaming heritage:

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Prepare yourself for the most amazing display of "dedicated home systems" ever. PONG has never been so BIG! You'll also get to see Nintendo's very first forays into the videogame world with their versions of Pong, Breakout, and Night Driver. How was the world introduced to videogames? What did we do before there were cartridges, discs and the internet? What does a "serve" button do? Explore these early days of videogaming with us in an exhibit like no other.

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Miss traditional arcades? Well they've got that, too.

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Kelly credits the evolution of video games to the arcade, which drove the industry to build more and more impressive games. He claims that while the 90s still experienced a surge of arcade popularity, the 80s provided the real boom to the industry's success. 

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Pixel Dreams brings the 80s arcade to the 21st century gamer, from low but repeated costs to play to video games' first doses of friendly competition:

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Part of the every day experience at the museum is our retro arcade, "Pixel Dreams". If you lived through the years when you "got next" by placing a quarter on the cabinet, you'll instantly remember the sights and sounds of our arcade. Attendees automatically get five NVM tokens, but you could spend a whole day working on mastering our games. Are you good enough to get your name added to our leader board?

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"},{"image":"http://s3.amazonaws.com/gameskinnyop/3/f/8/3f8ac22e9def85c4b032be1935cf2687.jpg","thumb":"http://s3.amazonaws.com/gameskinnyop/3/f/8/tiny_3f8ac22e9def85c4b032be1935cf2687.jpg","type":"slide","id":"94699","description":"

The NVM: video games' central historical database.

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The museum currently features 4 dominant events, three of which are regular attractions. The Timeline of Consoles puts an interactive spin on history, demonstrating the founders' knack for patron-pleasing by first keeping them awake during history lessons. Judging by my personal experience with education, this is no easy feat.

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Here's the official description of this attraction straight from the NVM website:

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"Though the videogame industry is fairly young in the grand scheme of things, there have been over 50 game consoles released in North America. The very first home console (Magnavox' Odyssey) found its way into homes in 1972. Our physical timeline of consoles places 50 of them all in one place! You can step up to a timeline control panel and direct it to tell you more about any of them: when was it popular? How many games were made for it? What was it competing with? What were some of its best and worst features? This area will serve as a central database that will connect all of the stories you'll find in the museum."

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"},{"image":"http://s3.amazonaws.com/gameskinnyop/3/a/1/3a1e55638be939bd9e4707476f687549.jpg","thumb":"http://s3.amazonaws.com/gameskinnyop/3/a/1/tiny_3a1e55638be939bd9e4707476f687549.jpg","type":"slide","id":"94697","description":"

Come to learn, but stay to play.

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Education and information play crucial roles in the NVM, but its founders haven't left out the raison d'etre of video games. The museum thrives on interactivity, meaning patrons have the opportunity to play while they absorb history.

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Kelly told Eric Francisco of Inverse.com that the NVM will even make some rare consoles and games available to play:

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"We certainly don’t want people popping disk cartridges in and out, but wherever possible, we’re going to be as creative as we can to allow people to use some of the rarer stuff."

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Patrons can look forward to playing a wide variety of games, such as a giant version of Pong on a 15' replica TV from the ‘70s.

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More than 100,000 artifacts await your arrival.

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Let me repeat that: the NVM houses more than 100,000 video game consoles, games, and merchandise. The museum stands not only as a testament to the industry's history, but to the pooled efforts of Santulli, Hardie, and Kelly. The trio has been collecting and archiving since the 1980s, providing plenty of material for even the most hardcore gaming fans.

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The museum takes visitors back to the very beginning, crediting timeless classics that laid the very foundations of the multi-billion dollar industry. It also features priceless rarities. Notable artifacts include:

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The museum pursues a noble cause.

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"Our mission is fairly straightforward and simple: To preserve the history of the videogame industry by archiving not only the physical artifacts, but also the information and stories behind its creation."

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Before the trio came together, each co-founder fell prey to the seductive wiles of video games. This doesn't just mean they found a solid hobby. The founders of the NVM actively sought the full package behind each game, right down to its programming and the vision that drove programmers and developers. Now their collective mission is to share that rich history with fans, lest we forget our heritage.

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Since the 1950s, video games began to infiltrate mainstream entertainment. In order to preserve the history and stories from previous generations beyond second-hand accounts and physical artifacts, the NVM races against time.

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"The goal of the National Videogame Museum is to document . . . as much information about the creation and evolution of the videogame industry as possible and preserve as many physical artifacts as possible for generations to come."

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The founders intentionally misspelled "videogame."

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You haven't been witnessing a serious case of grammar malfunction - "videogame" is intentionally one word. This decision resulted from passionate design based on a core belief share by all three co-founders, which recognizes "video games" not as a subcategory of general games, but as a distinct art form deserving proper recognition.

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"For a long time we’ve felt that videogames are their own thing and not just a type of game. So we’ve kind of been on this crusade for years to make it its own word. It's been around long enough now that it should be considered its own art form, it should have its own definition, and it's not a sub-class of some other word." - Santulli, co-founder of the National Videogame Museum

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"},{"image":"http://s3.amazonaws.com/gameskinnyop/c/7/8/c78aa998fd060911407081281319513e.jpg","thumb":"http://s3.amazonaws.com/gameskinnyop/c/7/8/tiny_c78aa998fd060911407081281319513e.jpg","type":"slide","id":"94692","description":"

The traveling vagabond exhibit finds a permanent home.

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Joe Santulli, John Hardie, and Sean Kelly co-founded the Museum, which traveled from con to con for more than a decade. Their exhibit garnered temporary claims to fame at events like E3, GDC, PAX, and SXSW while fans continuously encouraged the game enthusiasts to find a permanent home for the attraction. Thus began the mission to transform their exhibit to a full-fledged museum.

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Unfortunately, the difficulty of tracking down a suitable location for the venture drew the trio to a reluctant standstill. Gearbox Software President and CEO Randy Pitchford held the answer to their conundrum; After moving his development company headquarters to Frisco in 2014 and seeing the videogame exhibit in Las Vegas, Pitchford recommended the Dallas suburb to the lost team. They took the bait, and so off to Texas they frolicked to meet with Frisco's city council.

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Hardie explained the attraction of Frisco after places like Silicon Valley in California disappointed the team's expectations:

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"I think the city of Frisco was very forward-thinking. They wanted to develop a cultural center of museums; they have a railroad museum now, and the Sci-Tech Discovery Center is already here. So I think that was part of their master plan, to get various cultural activities involved here, museum-wise, and we fit in."

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In September of 2014, Frisco’s Community Development Corp. voted unanimously not only to add the National Videogame Museum (NVM) to their ranks, but to dedicate $1 million to the cause. Construction began in January the following year.

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Tell your boss adventure is calling and pack your bags for Frisco - the National Videogame Museum awaits.

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Seriously, get on that. Time's a-wastin' while the trio behind this fantastic museum adds the finishing touches to their new home, finally set to open its doors late December. In case you're behind on America's first national dedication to the video game industry, I've prepared a list of all the crucial details and fun facts you'll need to make the trip, starting with convincing yourself and loved ones that this unique gem deserves proper recognition.

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Pacapong is Pac-Man, Pong, and Space-Invaders in one https://www.gameskinny.com/08cl1/pacapong-is-pac-man-pong-and-space-invaders-in-one https://www.gameskinny.com/08cl1/pacapong-is-pac-man-pong-and-space-invaders-in-one Sun, 16 Aug 2015 19:19:22 -0400 Andrea Koenig

Many gamers have a soft spot for retro arcade games, so what could be better than playing Pac-Man, Pong, or Space Invaders? How about a video game that combines all three into one? That's what you'll be getting from Indie game developer Dick Poelen's Pacapong.

The game's primary feature is that you control two special paddles, just like in Pong. They can shoot Pac-Man pellets up the screen at invader enemies, and the paddles also have the ability to move in all directions, not just up and down. The paddles also catch and shoot the ball back and forth, except the ball is actually Pac-Man, and instead of blank space, the middle of the screen holds the Pac-Man maze, complete with ghosts and pellets. 

If the game doesn't seem like it could get any cooler, then hold on. Not only is it free, but you can play 1-2 players with local multiplayer, and it supports gamepad, WASD, and ZQSD control options. The game is also available in 1080p, 60fps. Oh, yeah, and Donkey Kong shoots throws barrels in your way sometimes. 

This Frankenstein's mash-up of a game is available for download on PC, Mac, and Linux. 

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Past Perspective: Talking Games with Dad https://www.gameskinny.com/9e6ut/past-perspective-talking-games-with-dad https://www.gameskinny.com/9e6ut/past-perspective-talking-games-with-dad Fri, 12 Jul 2013 00:34:18 -0400 Catrana

For some of us, our earliest gaming memories are the fondest, while for others our true gaming loves aren’t found until later in life. I sat down with my father to discuss his own predilections, and how they influenced his gaming life.

 

What’s your earliest gaming memory?

“Playing Pong, on a television or a Commodore 64. I remember being a kid at someone’s wedding and then there was a TV with this wired controller with two knobs, and when you turned the knobs the little thing went up and down. That was Pong. You know what Pong is, don’t you?”

“Smartass. If you want to go, let me know and I’ll set it up.”

“Haha, no. No, that’s fine.”

Did that memory influence your later gaming choices?

“No, but typing code into the 64…I’ve wanted to make games since then, and Pong was the most incredible thing I’d ever seen. That’s when I knew I was a gamer. It’s like now when you see a next gen XBOX or PS4 game… it was just, 'holy crap there’s a stick moving up and down and you can make a ball bounce off it!'”

What would you call your favourite game of all time?

“Oh my god that’s terrible. I have no idea. No idea whatsoever…Toss up between Leisure Suit Larry and Baldur’s Gate on the PS2…but Grand Turismo would have to be my most played series. It’s why I bought a Playstation, and a Playstation 2 and a Playstation 3, was for the Grand Turismo franchise."

What was so addictive about Grand Turismo?

“I got to drive all of the cars I’d only ever dreamed about, and as a simulator it was the closest thing to technically accurate available at the time…when you get in a Lotus it drives like a Lotus, and when you get in a ‘Stang it drives like a Mustang. I learned to drive as a kid, got my license the very first day that I could, driving for me was always synonymous with my freedom. And I was always really good at it."

Have the new instalments lived up to your expectations?

“I didn’t like the last one very much…but I mean, the first Grand Turismo didn’t even have a working finish. It was always about the journey though, not the destination. But the last game, I felt like they went beyond realism. I wasn’t happy with the car physics, they were more focused on making it pretty than on providing a driving experience."

What game are you looking forward to most in the next two years?

“What game am I looking forward to most? The one that I make!”

 

 

 

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