The scene is the early 1990s, the place is a vastly expansive (fictional) state way out on the west coast of the United States called San Andreas. San Andreas encompasses three major cities: Los Santos (based on real life Los Angeles) San Fierro (based on San Francisco), and Las Venturas ( based on Las Vegas). The gang culture has taken hold, whether the youth wanted to be a part of it or not, many couldn't escape it.
San Andreas was the third installment of the Grand Theft Auto series and blew the two previous installments out of the water. Literally, as in this one you could finally swim! Not only could you swim, you could actually dive and stay submerged for a period of time, which in and of itself was an amazing feat.
Along side the ability to swim came an RPG feeling element of gaining heath and getting better at skills like driving, shooting, fighting, etc. We now had the ability to go to a gym and bulk up, or to Burger Shot and pig out. We also had an exceedingly massive landscape to explore, with woodlands, deserts, small towns and big towns, and just about anything you could imagine in between.
With a larger environment came a larger selection of modes of transportation including: various planes, boats, helicopters and you could even hijack a train and chug along the tracks from one end of the state to the other. What GTA would be complete without a copious amount of cars, trucks and motorcycles to drive around aimlessly? Not only did they give us that, but they gave it to us in large quantities, including the ability to feel as if we're really living the west coast life and giving the player the ability to customize almost every vehicle in the state of San Andreas.
To coincide with the west coast lifestyle of custom cars and movie stars, San Andreas also gave us the ability to buy new clothes and change the style of our main protagonist. We could live the champagne wishes and caviar dreams in a house in the hills, or live in a small hick town just outside of Los Santos, with plenty of other homes and assets to choose from! And last but not least, we had the small, but real, ability to interact with the fellow public. A very simplistic system, but it was fun to react a certain way to a comment directed toward our protagonist and see how that person would respond.
San Andreas blew my mind, to the point that it ruined my ability to go back to GTA 3 or Vice City. San Andreas was so massive and had so much to do that I found it impossible to go back to the previous games for more than 10 minutes without being overwhelmed with boredom and making the switch back over. From the huge list of missions, side missions, collectibles and other things you could acquire, customize or just waste countless hours doing, San Andreas was packed with fun.
For years, literally, I found myself popping San Andreas into my Xbox and sitting down for whole night sessions of finding certain cars and finding most of the ways I could customize them. Even just little personal challenges were fun! How long will it take me to get from Grove Street to San Fierro on a bicycle? The fun was endless.
With as much as I've played, I'm sure there are still places in San Andreas I haven't seen yet. Although the call to return to San Andreas isn't as strong as it once was, it's still there, and I do from time to time. I think I'll go hijack a tractor and hitch it up to the front of a random pedestrian's car and drag them around for a few hours!
Monday, December 29, 2014
My Interesting Relationship with the PS2
The very first video game console that I bought myself brand new was the original Sony Playstation, and I loved that console with a passion. I wasn't against owning the PS2, when it originally came out, but I couldn't afford one and I honestly didn't see any reason for owning one. I spent a lot of time over at a friend's house playing all the various games we had rented for their PS2, so I knew what it was capable of, but still I wasn't convinced that I needed one.
By that point purchasing a brand new console was out of the question, so I spent most of my time playing NES, Dreamcast and Playstation. This was also a prime time for Playstation as there were copious amounts of titles being clearanced off store shelves to make way for PS2 games. So many good titles at such low prices, I was swimming in a sea of Playstation games and really didn't care to venture outward to anything newer.
It wasn't until 2005 that I entered the sixth generation of video gaming consoles when a friend gave me his old Xbox to repair. By this time there was already an ever increasing number of Xbox games that were getting clearanced off, so I felt right at home while also staying current. The vast difference between what I was familiar with (PS, NES and Dreamcast) and the Xbox was astonishing.
Titles such as Grand Theft Auto 3, GTA Vice City and many of the GTA clones were quickly added to my collection. With a perfectly working Xbox, why would I need a PS2? Most of the titles for the PS2, that I was actively seeking to play, were already on the Xbox, where most reviews said the Xbox versions were slightly better in most ways. This really put a damper on me wanting a PS2, which was already slim to begin with.
A few years later my friend told me his PS2 wasn't working and asked me if I wanted to take a crack at fixing it. Now that I finally had a PS2, what benefits did it hold over my Xbox? The Playstation 2 did have a good amount of exclusive titles as well as a huge library of RPGs, so needless to say this made me feel better about owning a PS2 and allowing myself the option to play these games.
Throughout it's lifetime, the only reason I really wanted a PS2 was to play Liberty City and Vice City stories, which were PSP and PS2 exclusives. Later on I was introduced to the game Bully, which was, at that point, also a PS2 exclusive. Slowly but surely the titles I had clearly overlooked were coming out of the cracks and onto my radar.
After a while I've actually collected a few PS2 consoles, as I find them unreliable. The list of games I own in my PS2 collection has grown beyond what I ever thought I would own, but that's not a bad thing. Right now PS2 games are fairly cheap and fairly common, so I think I got into the PS2 just about the right time. Sadly not in time to collect many of the exclusive RPGs I'd love to collect, which are now hard to find and "worth" more than I'm willing to pay.
By that point purchasing a brand new console was out of the question, so I spent most of my time playing NES, Dreamcast and Playstation. This was also a prime time for Playstation as there were copious amounts of titles being clearanced off store shelves to make way for PS2 games. So many good titles at such low prices, I was swimming in a sea of Playstation games and really didn't care to venture outward to anything newer.
It wasn't until 2005 that I entered the sixth generation of video gaming consoles when a friend gave me his old Xbox to repair. By this time there was already an ever increasing number of Xbox games that were getting clearanced off, so I felt right at home while also staying current. The vast difference between what I was familiar with (PS, NES and Dreamcast) and the Xbox was astonishing.
Titles such as Grand Theft Auto 3, GTA Vice City and many of the GTA clones were quickly added to my collection. With a perfectly working Xbox, why would I need a PS2? Most of the titles for the PS2, that I was actively seeking to play, were already on the Xbox, where most reviews said the Xbox versions were slightly better in most ways. This really put a damper on me wanting a PS2, which was already slim to begin with.
A few years later my friend told me his PS2 wasn't working and asked me if I wanted to take a crack at fixing it. Now that I finally had a PS2, what benefits did it hold over my Xbox? The Playstation 2 did have a good amount of exclusive titles as well as a huge library of RPGs, so needless to say this made me feel better about owning a PS2 and allowing myself the option to play these games.
Throughout it's lifetime, the only reason I really wanted a PS2 was to play Liberty City and Vice City stories, which were PSP and PS2 exclusives. Later on I was introduced to the game Bully, which was, at that point, also a PS2 exclusive. Slowly but surely the titles I had clearly overlooked were coming out of the cracks and onto my radar.
After a while I've actually collected a few PS2 consoles, as I find them unreliable. The list of games I own in my PS2 collection has grown beyond what I ever thought I would own, but that's not a bad thing. Right now PS2 games are fairly cheap and fairly common, so I think I got into the PS2 just about the right time. Sadly not in time to collect many of the exclusive RPGs I'd love to collect, which are now hard to find and "worth" more than I'm willing to pay.
Thursday, September 11, 2014
The Audacity of Animal Crossing Villagers
When I first started playing Animal Crossing, maybe 10 years ago, I never really let one simple, yet boldly blatant, fact settle in to my mind. That I, myself, was the sole bearer of responsibility in my town. No one but myself was responsible for the maintaining of a whole village, packed to the brim with completely able-bodied animals.
Seemingly no one else had to do chores for Tom Nook to earn their plot of land within the town. No one else took care of the weeds, especially immediately surrounding their homestead, while I was gone for months or even years. No one else took the time to check in with the town's condition and plant trees or flowers where there needed to be, for the overall greater good of the village in question. No one else donated to the museum to fill out the displays. Instead they just complain that the town is terrible and simply move away, without lifting a single finger in it's aid.
Throughout the first game, which I still haven't really managed to perfect as I don't play it enough to be bothered, I noticed I was the only one who had to take care of the weeds, trees and various other things to beautify the village. At least after all was said and done I had a golden statue of myself places just outside of the train station to commemorate all my hard work, at paying off my home. It also seems Tom Nook never really hassled any of the other villagers about the size of their homes, so they just bought the basic and never really bothered to upgrade. As where Tom Nook constantly hounded me to keep upgrading and forever be indebted to him.
Although I haven't delved too deeply into maintaining my Wild World village, because my DS Lite is slowly decaying into a hunk of shit (Good job Nintendo!), I have noticed the theme of blaming the town for being junk and just moving away has carried over. Not much to say other than adios! If this were real life and someone just bought a home, never did anything to keep it maintained, then complained to neighbors about how terrible it was before simply packing up and leaving, this person would be labeled mentally insane.
Again the theme carried over to City Folk. I still enjoy working on City Folk, but this time things are bit more complex. This time the town asks for donations to build additions, such as an additional bridge, a water fountain and finally a lighthouse or windmill. Funds are paid directly to Pelly or Phyllis in the civic center, but I am the only one who ever bothers to put any bells toward such projects.
As I toil away, day after day, and slowly earn 1,000 bells here and 10,000 bells there, what do the other villagers do? They bide their time by walking around, holding one of their favorite tools. Almost every villager will eventually be seen carrying a fishing rod, an axe, a shovel or a bug net, proving that they too earn bells, somehow. Since we know they've bought these homes and have enough bells left over to pay me for misc. items I have on my person, or for doing random tasks, as well as tools to keep them busy, why don't they donate to the town fund? Or better yet, use those tools to donate to the museum?
How incredibly lazy and audacious these villagers are to move in, never lift a finger to aid in the beautification of the town and just complain about how terrible it is and move back out! Villagers come and go and it never changes, with the exception of a few, whom still let the occasional critique slip every so often. Even after all my hard work, they will always find something to complain about, as if my sole purpose in Animal Crossing is groundskeeper and fund raiser for things to keep them busy.
Seemingly no one else had to do chores for Tom Nook to earn their plot of land within the town. No one else took care of the weeds, especially immediately surrounding their homestead, while I was gone for months or even years. No one else took the time to check in with the town's condition and plant trees or flowers where there needed to be, for the overall greater good of the village in question. No one else donated to the museum to fill out the displays. Instead they just complain that the town is terrible and simply move away, without lifting a single finger in it's aid.
Throughout the first game, which I still haven't really managed to perfect as I don't play it enough to be bothered, I noticed I was the only one who had to take care of the weeds, trees and various other things to beautify the village. At least after all was said and done I had a golden statue of myself places just outside of the train station to commemorate all my hard work, at paying off my home. It also seems Tom Nook never really hassled any of the other villagers about the size of their homes, so they just bought the basic and never really bothered to upgrade. As where Tom Nook constantly hounded me to keep upgrading and forever be indebted to him.
Although I haven't delved too deeply into maintaining my Wild World village, because my DS Lite is slowly decaying into a hunk of shit (Good job Nintendo!), I have noticed the theme of blaming the town for being junk and just moving away has carried over. Not much to say other than adios! If this were real life and someone just bought a home, never did anything to keep it maintained, then complained to neighbors about how terrible it was before simply packing up and leaving, this person would be labeled mentally insane.
Again the theme carried over to City Folk. I still enjoy working on City Folk, but this time things are bit more complex. This time the town asks for donations to build additions, such as an additional bridge, a water fountain and finally a lighthouse or windmill. Funds are paid directly to Pelly or Phyllis in the civic center, but I am the only one who ever bothers to put any bells toward such projects.
As I toil away, day after day, and slowly earn 1,000 bells here and 10,000 bells there, what do the other villagers do? They bide their time by walking around, holding one of their favorite tools. Almost every villager will eventually be seen carrying a fishing rod, an axe, a shovel or a bug net, proving that they too earn bells, somehow. Since we know they've bought these homes and have enough bells left over to pay me for misc. items I have on my person, or for doing random tasks, as well as tools to keep them busy, why don't they donate to the town fund? Or better yet, use those tools to donate to the museum?
How incredibly lazy and audacious these villagers are to move in, never lift a finger to aid in the beautification of the town and just complain about how terrible it is and move back out! Villagers come and go and it never changes, with the exception of a few, whom still let the occasional critique slip every so often. Even after all my hard work, they will always find something to complain about, as if my sole purpose in Animal Crossing is groundskeeper and fund raiser for things to keep them busy.
Wednesday, September 3, 2014
My History with the GTA series. Part 3: Back in Time in Vice City.
A new place, a new time. Fresh off the plane and into Vice City. Everything looked better, fresher and the controls were marginally better than GTA 3. Tommy Vercetti is about to take over the islands of Vice City, and then the world! Well, really only Vice city.
Vice City was undoubtedly based on Miami Vice and the 1983 film Scarface. The first thing I noticed about GTA Vice City was the unmistakably 80's theme going on, which I liked quite a bit. From the 80's fashion trends to the soundtrack that was filled with unforgettable top 10 hits from that era, everything screamed 1980's. Everything that the 1980's offered is present and, just like the 1980's, filled to the brim with excess!
More so than GTA 3, Vice City felt like a living, breathing city environment, rife with beachgoers and partygoers alike. It also offered a lot more than GTA 3, while doing so in what felt like a much smaller space. Vice City offered a very well themed variety of vehicles, this time including helicopters, motorcycles and, even though you still couldn't swim, boats. There were also more things to keep you busy, such as the events you could take part in at the stadium, or you just out exploring the new city landscape and many hidden areas.
The unrefined insanity of cops trying to murder you over slight infractions, as well as pedestrians having a deer in the headlights moment just before you plowed into them, carried over from GTA 3. Some cars carried over as well, but the handling was upgraded to be more manageable. Even though cars were fun to drive, I felt that helicopters were where it was truly at. Helicopters gave me the ability to climb high above the city and see the city from a completely new vantage point than ever before.
Vice City sucked me in (no pun intended) and kept me busy far longer than GTA 3. After all the missions were done, there was still so much left to be done in the islands of Vice City. So many little places to explore, vehicles to drive, little areas to see and different events to accomplish. Vice City also had a plethora of assets for Tommy to purchase such as a used car dealership, an ice cream company, among others, which helped fill his bank account.
Once everything was seen, found, tested and the money was rolling in hand over fist, there wasn't much left to do other than find the little hidden Easter eggs that Rockstar had left within the game. After achieving 100% I still loved to find myself a Voodoo and play around with the hydraulics, run people over in the tiger striped Taxi cab and continue on with the various events at the stadium. But even with all the fun I had in Vice City, after everything was said and done it felt empty, and I knew it was time to move on. Moving on to the early 1990s in a new place called San Andreas.
Vice City was undoubtedly based on Miami Vice and the 1983 film Scarface. The first thing I noticed about GTA Vice City was the unmistakably 80's theme going on, which I liked quite a bit. From the 80's fashion trends to the soundtrack that was filled with unforgettable top 10 hits from that era, everything screamed 1980's. Everything that the 1980's offered is present and, just like the 1980's, filled to the brim with excess!
More so than GTA 3, Vice City felt like a living, breathing city environment, rife with beachgoers and partygoers alike. It also offered a lot more than GTA 3, while doing so in what felt like a much smaller space. Vice City offered a very well themed variety of vehicles, this time including helicopters, motorcycles and, even though you still couldn't swim, boats. There were also more things to keep you busy, such as the events you could take part in at the stadium, or you just out exploring the new city landscape and many hidden areas.
The unrefined insanity of cops trying to murder you over slight infractions, as well as pedestrians having a deer in the headlights moment just before you plowed into them, carried over from GTA 3. Some cars carried over as well, but the handling was upgraded to be more manageable. Even though cars were fun to drive, I felt that helicopters were where it was truly at. Helicopters gave me the ability to climb high above the city and see the city from a completely new vantage point than ever before.
Vice City sucked me in (no pun intended) and kept me busy far longer than GTA 3. After all the missions were done, there was still so much left to be done in the islands of Vice City. So many little places to explore, vehicles to drive, little areas to see and different events to accomplish. Vice City also had a plethora of assets for Tommy to purchase such as a used car dealership, an ice cream company, among others, which helped fill his bank account.
Once everything was seen, found, tested and the money was rolling in hand over fist, there wasn't much left to do other than find the little hidden Easter eggs that Rockstar had left within the game. After achieving 100% I still loved to find myself a Voodoo and play around with the hydraulics, run people over in the tiger striped Taxi cab and continue on with the various events at the stadium. But even with all the fun I had in Vice City, after everything was said and done it felt empty, and I knew it was time to move on. Moving on to the early 1990s in a new place called San Andreas.
Thursday, August 7, 2014
Venturing into s-video
A little over 2 years ago I happened across a dirty Sony PSOne sitting atop the bric-a-brac shelves at one of my favorite Salvation Army stores. From what I remember it was only $3, so I decided it would be worth picking up for the power and video cables it had attached to it. Shortly after I made my purchase and got back to the vehicle to leave, I noticed the cables weren't standard multi-console cables at all, they were S-video!
Now, I'm honestly not one to give a shit about the quality of video output from a video game console. I still have a CRT television, I still use RF and even my Xbox 360 and Wii are run through an RF modulator because my TV only has coax input. People who go ape shit over RF vs Composite vs Component vs HDMI simply have too much time on their hands worrying about how sharp every single pixel is on screen. And that is coming from a man who has OCD.
As soon as I got home I tested the cables and noticed the video kept cutting out. My excitement was quelled, but I did the standard bend the cables around and see if the video game back, to no avail. I then noticed there were plastic junctions for the cable to split for each system as well as to split for the S-Video and audio ends to plug into the TV.
I carefully used a guitar pick and some brute force to pop open the little plastic box revealing that one of the wires had come loose, in reality it looked like they had never actually soldered the damn thing in the first place. Since I had (literally) a handful of multi-console RF adapters, as well as my TV only being able to accept S-Video through the RF modulator, I decided to just pack the cables away and not worry about them for a while.
About 6 months ago I was quickly becoming fed up with the way the OEM Xbox 360 cables were so stiff and always got in my way. The AV into RF modulator gave me a pretty good signal as where the MadCatz RF adapter I used pulled in far too much interference. Then I remembered that I had the S-Video cables, so I decided to solder it together. A quick glob of solder firmly attached to the board and a little tinning to the wire, put them together and voila!
I tested everything out and this time everything was perfect, but I did notice something strange. Even though this was going through the RF modulator everything seemed sharper than the AV cables I used for each system. Same TV, same RF modulator, exact same layout as before, except this time I was using the MadCatz multi-console S-video cables.
As time went on that difference has faded away, not sure whether that is because I've become accustom to it or what. I do, however, find these cables to be far more convenient to use, less stiff and cumbersome, as well as allowing me to use a lot more consoles than a single set of AV cables or RF adapter.
To me video output is video output. Only for the past 4 years have I ran any of my systems in anything other than RF, because it was just easier to have the old NES RF adapter plugged in and use it for Nintendo and Sega consoles alike. Even though I did notice a difference when I first used the s-video cables, that difference has since faded and I honestly can't tell much of a different between the RF and s-video cables. Sure it could be that I'm using an RF modulator, but if that were the case why and how did I notice the difference in the first place?
To me video output is video output. Only for the past 4 years have I ran any of my systems in anything other than RF, because it was just easier to have the old NES RF adapter plugged in and use it for Nintendo and Sega consoles alike. Even though I did notice a difference when I first used the s-video cables, that difference has since faded and I honestly can't tell much of a different between the RF and s-video cables. Sure it could be that I'm using an RF modulator, but if that were the case why and how did I notice the difference in the first place?
Tuesday, August 5, 2014
Power LED? WTF man?
What do the NES-101, SNS-101 and the Sega Genesis model 3 all have in common? The sheer lack of a power LED. Does this fact bother me? Not in the slightest, but for some reason a lot of people can't live without a power light on their console.
If you want a power light on your console just because you like to have one, that's fine. What really sets off my bullshit alarm is when almost every person I've seen doing a tutorial on how to install a power light gives the excuse "Without a power light I don't know if the console is even on.". This excuse was also used by someone giving a review on the NES-101, where their main complaint about the console was just that.
Let's be honest here, if you're playing a video game there is absolutely no doubt that your console is on. Once you've finished playing that game, or any series of games you wish to play, the console is shut off. This is a fairly common practice and doesn't require any console to have a power light for you to know whether or not the console is powered on or off.
What if you need to step away for a few minutes and have a snack, eat a meal or perhaps you need to leave the house for a few hours and run some errands? Then maybe, in the name of safety, you should shut the console off anyway. But you're playing a game with no passwords, no save points and it has taken you a long time to get where you're at? If you're that committed to beating the game how could you forget the console is on in the first place? Wouldn't you be excited to accomplish this feat, therefore causing you to get your chores and tasks done so that you could finish the game? You shouldn't need a power light to tell you the game is still running and needs to be finished.
The only time I've wished a console had a power light was when I tested consoles that I wasn't sure were functional or not. A power light would give me a better idea whether or not the console is getting power. But the reality is that since I was merely testing the console to see if it worked or not a power light isn't even needed. If you're testing consoles that may or may not work, you are most likely going to try to repair them, in which case it is solid advise to go find a decent multimeter and check that way.
Regardless of your personal need for a power light, the whole "I can't tell if the console is on" is a totally bogus excuse for adding one to a console. I'm not opposed to modding consoles for your own personal tastes, needs or desires, far from it. But to join a bandwagon of people using the same lame excuse is in and of itself pretty stupid.
If you want a power light on your console just because you like to have one, that's fine. What really sets off my bullshit alarm is when almost every person I've seen doing a tutorial on how to install a power light gives the excuse "Without a power light I don't know if the console is even on.". This excuse was also used by someone giving a review on the NES-101, where their main complaint about the console was just that.
Let's be honest here, if you're playing a video game there is absolutely no doubt that your console is on. Once you've finished playing that game, or any series of games you wish to play, the console is shut off. This is a fairly common practice and doesn't require any console to have a power light for you to know whether or not the console is powered on or off.
What if you need to step away for a few minutes and have a snack, eat a meal or perhaps you need to leave the house for a few hours and run some errands? Then maybe, in the name of safety, you should shut the console off anyway. But you're playing a game with no passwords, no save points and it has taken you a long time to get where you're at? If you're that committed to beating the game how could you forget the console is on in the first place? Wouldn't you be excited to accomplish this feat, therefore causing you to get your chores and tasks done so that you could finish the game? You shouldn't need a power light to tell you the game is still running and needs to be finished.
The only time I've wished a console had a power light was when I tested consoles that I wasn't sure were functional or not. A power light would give me a better idea whether or not the console is getting power. But the reality is that since I was merely testing the console to see if it worked or not a power light isn't even needed. If you're testing consoles that may or may not work, you are most likely going to try to repair them, in which case it is solid advise to go find a decent multimeter and check that way.
Regardless of your personal need for a power light, the whole "I can't tell if the console is on" is a totally bogus excuse for adding one to a console. I'm not opposed to modding consoles for your own personal tastes, needs or desires, far from it. But to join a bandwagon of people using the same lame excuse is in and of itself pretty stupid.
Wednesday, July 2, 2014
Gameboy Color Switch Repair
Last year I spent the better part of an hour digging through a bin at the local Goodwill Outlet store searching for every last bit and piece of a shattered Nintendo Game Boy Color. I even wrote an article about it (here). For over a year the parts that I found sat inside a spare green GBC shell that I had. Everything needed to rebuild a functioning Game Boy Color was present, with the exception of the IR cover on the top and the fact that the tip of the power switch had snapped off.
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| The beige part within the little cut out area is what was left of the switch. |
My main issue was that the system could never be a working Game Boy Color without figuring out a way to fix the power switch. The switch Nintendo used was a very thin slider switch, that obviously connected the correct points to turn the power off or on. The weird fact being it had to connect points C and 3 (referencing pic below) for the unit to turn on. A simple on/off mechanism would have worked, Nintendo! In fact, that's exactly how I repaired it.
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| Normal GBC switch outlined in Red. What an unnecessary mess. |
After attempting to carefully remove the original switch, I end up just using a small pair of end snips and removed the switch in haste, which worked out better than I thought. After the switch was removed I tinned two small wires and soldered them to the correct points on the board. Lucky for my poor soldering skills, the other side of the neighboring chip didn't have any pins on the same side as the power switch.
After the wires were soldered to the correct points, I tinned the other ends, added a little solder to pins on the switch and made the needed connections. A quick test showed that everything was a success, the Game Boy Color came to life and was now completely functional again.
Soldering up the switch was probably the easiest part of the whole project, what really took the most planning was figuring out where the new switch would go. I originally attempted to sandwich the shell together with the new switch where the old one used to be, but that didn't work. Then I remembered that I didn't have the IR cover for the very top of the shell, which gave me an idea.
The Infrared connection ports, from what I understand, was meant to be a wireless connection between 2 Game Boy Colors, much the same as the wired connector on the old DMG. The fact is, Nintendo also integrated an option to connect a wire, thus I don't need to keep the IR connection. So I desoldered the IR diodes and went to work clearing out space in the shell to make the new switch fit.
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| What the IR port looks like normally. |
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| Switch in it's new home |
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| Gives it a bit of an old DMG power switch feel. |
I wish I could have tracked down an original GBC power switch, but that would require me to cannibalize another GBC. This project sat far too long in my closet, so I'm pretty happy to have finally just taken control and thrown in a switch I had laying around. It's not perfect, the screen is scratched, the IR connection no longer functions and it has a weird switch, but otherwise it works perfectly and is a Game Boy Color I won't mind accidentally taking a tumble or getting scratched up.
Wednesday, June 11, 2014
My History with the GTA series. Part 2: Welcome to Liberty City!
On the back of one of my instruction booklets for either GTA or GTA 2 is an advertisement for GTA 3. At that time I didn't own a PS2 or Xbox to see what GTA 3 was all about. So when I saw the protagonist standing with a gun in the middle of a 3D environment, I simply assumed it was an amazing cutscene from yet another installment of the Grand Theft Auto series.
Later I witnessed the insanity of GTA 3 firsthand (watching a friend play) and I wasn't prepared for what I saw. Full-on 3D environments with living and breathing city atmosphere. Cars, weapons and so many other ways to cause mayhem in a completely new way, in a new setting, from a new point of view! It was simply amazing.
After acquiring an Xbox a few years later, some of the first games I set out to purchase were the GTA series. I remember sitting down and telling myself that I had to play through the missions and finish the game, because I had never finished any of the previous GTA games. The GTA series is essentially an RPG, and in GTA 3 that really drew me into the game and helped me stick it out and play through almost all of the missions. But sadly the last few missions caused me such frustration that the lust for mayhem took control and the final missions went unfinished for quite a few years.
GTA 3 really brought a lot to the table, in terms of game value. I remember stunt jumps from the original 2D games, but in the 3D world they were much more interesting, as were many of the other things such as finding the hidden "packages" and having safe houses, the ability to save your favorite type of car, etc.
GTA 3 packed in three different islands, each with it's own style and flair, meaning I could switch between each island and never get bored. From racing around the city and mowing people over in my car to blowing people up and learning that, for some stupid reason, I couldn't swim, I always found something to keep me busy, outside of the extensive list of things the game had given us to reach 100% completion.
Rife with secrets such as the hidden intro city, that required you to learn how to fly the almost inoperable Dodo, and many different styles of neighborhoods in which to cause chaos, I found GTA 3 to be worth far more than I paid for the game, used of course. Even so there came a time when the desire to find a new place and time overcame me, which is when I decided it was time to pack my bags and head to a new place. Somewhere warm, pastel, loaded with hot women, fast cars and tons of crazy people... Vice City!
GTA 3 packed in three different islands, each with it's own style and flair, meaning I could switch between each island and never get bored. From racing around the city and mowing people over in my car to blowing people up and learning that, for some stupid reason, I couldn't swim, I always found something to keep me busy, outside of the extensive list of things the game had given us to reach 100% completion.
Rife with secrets such as the hidden intro city, that required you to learn how to fly the almost inoperable Dodo, and many different styles of neighborhoods in which to cause chaos, I found GTA 3 to be worth far more than I paid for the game, used of course. Even so there came a time when the desire to find a new place and time overcame me, which is when I decided it was time to pack my bags and head to a new place. Somewhere warm, pastel, loaded with hot women, fast cars and tons of crazy people... Vice City!
Sunday, May 25, 2014
Saints Row the Third
I've finally made my way to Steelport, but sadly I'm more underwhelmed than I thought I would be. The city is beautiful, the atmosphere is alive, but the the city of Steelport just doesn't have as much character and diversity as Stilwater, either version. Stilwater drew me in and made me want to visit, drive around and just generally spend time within it's city limits, as where Steelport feels too much like the places I've already been to and avoid in my real life.
Saints Row the Third doesn't stray too far away from the feel of the previous two installments, but it does give the player an almost completely new experience, overall. My personal feelings are a bit of a mixed bag, in terms of how I feel playing the three games I've played so far. My absolute favorite change, however, is how the ranking system now feelings more like an RPG leveling system and you're not left out of missions simply because you don't have enough respect, forcing you to do some of the side missions to advance through the main story.
But then comes a short list of things that I didn't quite like about Saints Row the Third, such as, but not limited to: latency between when I push the button and the car horn actually sounds, often changing frame rate, the engine sounds for the Hammerhead and a few other vehicles are almost non-existent, most of my favorite cars were removed and replaces by cars I couldn't care less about (sick to death of seeing the fucking Sovereign EVERYWHERE), car upgrades aren't as good or interesting as they were in the previous two games, Angel's Gym garage is completely broken and worthless (Did anyone test this!?) and finally I do not like being asked to access crib the whole time I'm inside the crib!
Saints Row the Third also offers a few things that felt unfinished, but would have been great, had they taken the time to fully flesh them out. When you set down a way point on the GPS, there will sometimes be a working turn signal on the vehicle you're driving. The sad part is that it never seems to work for too long, maybe once or twice during the whole trip. Another half-assed idea was the drift button, which is good, and sometimes quite useful, but I'm more familiar with a handbrake that helps me come to a complete stop, not one that allows me to defy the laws of physics.
The activities are very well managed in Saints Row the Third, the story is very well done and I liked how a lot of activities were placed into story missions to get you acclimated on how to work them all. I found the activities to be less challenging, yet more fun; even if I failed, I felt like I had learned what I did wrong so I could correct it the next time around. Also, there are quite a few less activities to be done, although more variety, which is absolutely a great part of this game.
Something I'm indifferent to was the system of unlocking and then paying for upgrades. I didn't find this to be a hassle nor a great addition to the game, I just felt it is what it is and it worked, simple as that. Money is fairly easy to come by, once you start to acquire parts of the city and earning an income, so once you've gained enough respect and level up, it's fairly easy to purchase the upgrades you've unlocked, which at the end of the game become very useful.
Compared to the first two, Saints Row the Third felt bland and unfinished. Instead of finding myself losing track of hours at a time, I found myself shutting down my Xbox and occupying my time with something else as it just didn't draw me in as much as the first two did. I don't fully know what the disconnect was, but I have a feeling it's due, in large part, to the lack of interesting vehicles and the sub-par car modification system. But even through all the ups and even more downs I've felt with Saints Row the Third, I enjoyed it, just not nearly as much as I did the first two, which I feel I've made the point abundantly obvious.
Saints Row the Third doesn't stray too far away from the feel of the previous two installments, but it does give the player an almost completely new experience, overall. My personal feelings are a bit of a mixed bag, in terms of how I feel playing the three games I've played so far. My absolute favorite change, however, is how the ranking system now feelings more like an RPG leveling system and you're not left out of missions simply because you don't have enough respect, forcing you to do some of the side missions to advance through the main story.
But then comes a short list of things that I didn't quite like about Saints Row the Third, such as, but not limited to: latency between when I push the button and the car horn actually sounds, often changing frame rate, the engine sounds for the Hammerhead and a few other vehicles are almost non-existent, most of my favorite cars were removed and replaces by cars I couldn't care less about (sick to death of seeing the fucking Sovereign EVERYWHERE), car upgrades aren't as good or interesting as they were in the previous two games, Angel's Gym garage is completely broken and worthless (Did anyone test this!?) and finally I do not like being asked to access crib the whole time I'm inside the crib!
Saints Row the Third also offers a few things that felt unfinished, but would have been great, had they taken the time to fully flesh them out. When you set down a way point on the GPS, there will sometimes be a working turn signal on the vehicle you're driving. The sad part is that it never seems to work for too long, maybe once or twice during the whole trip. Another half-assed idea was the drift button, which is good, and sometimes quite useful, but I'm more familiar with a handbrake that helps me come to a complete stop, not one that allows me to defy the laws of physics.
The activities are very well managed in Saints Row the Third, the story is very well done and I liked how a lot of activities were placed into story missions to get you acclimated on how to work them all. I found the activities to be less challenging, yet more fun; even if I failed, I felt like I had learned what I did wrong so I could correct it the next time around. Also, there are quite a few less activities to be done, although more variety, which is absolutely a great part of this game.
Something I'm indifferent to was the system of unlocking and then paying for upgrades. I didn't find this to be a hassle nor a great addition to the game, I just felt it is what it is and it worked, simple as that. Money is fairly easy to come by, once you start to acquire parts of the city and earning an income, so once you've gained enough respect and level up, it's fairly easy to purchase the upgrades you've unlocked, which at the end of the game become very useful.
Compared to the first two, Saints Row the Third felt bland and unfinished. Instead of finding myself losing track of hours at a time, I found myself shutting down my Xbox and occupying my time with something else as it just didn't draw me in as much as the first two did. I don't fully know what the disconnect was, but I have a feeling it's due, in large part, to the lack of interesting vehicles and the sub-par car modification system. But even through all the ups and even more downs I've felt with Saints Row the Third, I enjoyed it, just not nearly as much as I did the first two, which I feel I've made the point abundantly obvious.
Saturday, May 17, 2014
My History with the GTA series. Part 1: The Playstation Years
When Grand Theft Auto hit the Playstation, I was about 14. At that time I had a Playstation, but I didn't have enough money, or the ability, to purchase many games for the console. At that age the rumors of such a game were hanging heavily in the air around school, and just in general.
I believe my first introduction to the game was at a friend's house, where I would often spend weekends at a time going on benders of soda fueled video game bingeing. I remember walking through the door and hearing "Hey, check THIS out!". When I looked at the screen I remember my first reactions were mixed as to how lame the 2D graphics were, as I was more familiar with the full-on 3D things the Playstation seemed to be geared more toward doing, at the time. But after sitting down and watching someone play the game for about 30 minutes I realized this game wasn't your average video game; this video game was going to push a lot of buttons and become a classic.
It wasn't until the Playstation was actually dying out, and I was 18, that I acquired my own copy of Grand Theft Auto and Grand Theft Auto 2. Playstation games were becoming so cheap that I decided it was finally time for me to buy whatever games I had always wanted but never purchased. Sure, they're the Greatest Hits versions, but they're the exact same thing! I never really cared much about the whole Greatest Hits versus original black label anyway, like I said, the games are the exact same.
Countless hours, days, and possibly weeks were spent driving around and testing out all the different cars in all the different cities, selling them for more money, obtaining more weapons, using cheat codes to obtain the tank and just generally causing as much mayhem as I possibly could. To this day I've never actually taken the time to play through all of the missions, but I have played through quite a few missions. The strange thing being that when I finally decided to play GTA 2, I purposely tried to play it as a game, instead of playing it as a free-for-all mayhem simulator.
It wasn't until even later that I bought a collector's edition of Grand Theft Auto, allowing me to finally play the London, 1969 expansion pack. I hate to say that by this time I had moved into the 3D games and had become less and less impressed with the original games, but it's true. I haven't played any of the original 2D GTA games in a handful of years, simply because I don't find them as appealing as I once did. The 3D worlds offer far more variety on how to create mayhem, rendering the original games to being merely shelf decorations.
Regardless of my lack of desire to play them today, they still hold a treasured place within my past. I still recall many nights whizzing pass as I sat in bed playing GTA. Hours of my life just draining away as I tossed molotovs in GTA 2. Hours, days and weeks I'll never get back, but I don't want back, simply because GTA made them so much fun to waste.
I believe my first introduction to the game was at a friend's house, where I would often spend weekends at a time going on benders of soda fueled video game bingeing. I remember walking through the door and hearing "Hey, check THIS out!". When I looked at the screen I remember my first reactions were mixed as to how lame the 2D graphics were, as I was more familiar with the full-on 3D things the Playstation seemed to be geared more toward doing, at the time. But after sitting down and watching someone play the game for about 30 minutes I realized this game wasn't your average video game; this video game was going to push a lot of buttons and become a classic.
It wasn't until the Playstation was actually dying out, and I was 18, that I acquired my own copy of Grand Theft Auto and Grand Theft Auto 2. Playstation games were becoming so cheap that I decided it was finally time for me to buy whatever games I had always wanted but never purchased. Sure, they're the Greatest Hits versions, but they're the exact same thing! I never really cared much about the whole Greatest Hits versus original black label anyway, like I said, the games are the exact same.
Countless hours, days, and possibly weeks were spent driving around and testing out all the different cars in all the different cities, selling them for more money, obtaining more weapons, using cheat codes to obtain the tank and just generally causing as much mayhem as I possibly could. To this day I've never actually taken the time to play through all of the missions, but I have played through quite a few missions. The strange thing being that when I finally decided to play GTA 2, I purposely tried to play it as a game, instead of playing it as a free-for-all mayhem simulator.
It wasn't until even later that I bought a collector's edition of Grand Theft Auto, allowing me to finally play the London, 1969 expansion pack. I hate to say that by this time I had moved into the 3D games and had become less and less impressed with the original games, but it's true. I haven't played any of the original 2D GTA games in a handful of years, simply because I don't find them as appealing as I once did. The 3D worlds offer far more variety on how to create mayhem, rendering the original games to being merely shelf decorations.
Regardless of my lack of desire to play them today, they still hold a treasured place within my past. I still recall many nights whizzing pass as I sat in bed playing GTA. Hours of my life just draining away as I tossed molotovs in GTA 2. Hours, days and weeks I'll never get back, but I don't want back, simply because GTA made them so much fun to waste.
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