Limited Offer - One Time Only
PLEASE remember only 6 available at this price, don't ask for this price once they're gone.
Call The Game Gallery 1-800-966-9873 ext 209
Games included: Arkanoid , Burger Time, Centipede , Crystal Castles, Dig Dug, Donkey Kong, Donkey Kong 3, Donkey Kong Jr., Frogger, Galaga, Ms PacMan, Pac Man, Pac Man Plus, Millipede, Moon Patrol, Mr. Do, Mr. Do's Castle, Pengo, Sinistar, Space Invaders, Burgertime, Phoenix, Missile Command, Super Breakout, Super Pac Man
Pinball Pre-Order Medieval Madness and Cactus Canyon
Posted by: James McGovern
Pinball.com forum members have started receiving invitations to pre-order remakes of Medieval Madness and Cactus Canyon to be made under the Bally name. Here's the note I found in the mail last night:
Pre Orders are now being taken for Medieval Madness from March 1stCactus canyon Pre Orders will Start October 1st.A FAQ page will be added soon.
According to the pre-order forms, reserving a machine will set you back $2500 and the total cost will be $5000 plus another $500 in shipping from Australia.
Details of this very intriguing offer from Pinball.com are still coming in and we are waiting for more clarification from the head honcho. More to come as it develops.
You can see the announcements and download the pre-order forms from the Pinball.com website.
The Social Arcade Table
Nick writes - "As part of a university final year games module we created a new kind of arcade table. We used our knowledge of existing hit arcade games, and added our own new technology to enable interfacing with Bluetooth enabled camera phones in order to enhance playability. Here's the step-by-step documentation of how we built our own retro style, socially orientated games table." Link.
Posted by Phillip Torrone 11:54 AM
Expo draws crowds over weekend
Monday, February 27, 2006
A giant game of electronic tic-tac-toe lit one wall of Eaton Hall’s computer commons, but the young visitors found their way to a smaller, darker lab instead.
Inside that room they found some youthful familiarity among the other engineering exhibits – the Ultimate Gaming Machine, designed over winter break by William Blake, Olathe graduate student.
“It’s hard to get them to leave,” he said. “A few of them come back twice.”
The Ultimate Gaming Machine featured a 27-inch television screen and real arcade replacement parts. Users could play more than 15,000 games, including original arcade games such as pinball and favorites from Nintendo, Sega and Nintendo 64. While Blake’s knowledge of electrical engineering made his creation possible, his motivation was the challenge and pride that came with such a design.
Blake’s machine was one of several exhibits engineering students presented at the annual Engineering Expo Friday, Feb. 24 and Saturday, Feb. 25 at Eaton and Learned Halls. This year’s event, named “Extreme Engineering,” featured exhibits engineering students and student professional organizations and drew more than 700 area elementary, middle and high school students.
Stuart Bell, dean of engineering, said the hands-on activities allowed younger students to learn what the field is about.
“It’s a chance where they can touch and feel projects in engineering,” he said.
Expo presents an opportunity for those students to relate to current engineering students in and out of the classroom, Bell said.
Although the event serves as a recruiting tool for the School of Engineering, Expo is student-designed and student-run.
“Students do a lot more than in the classroom,” Bell said.
The various engineering departments displayed past design projects and demonstrated flight and space shuttle simulators and a wind tunnel. Two radios ran on renewable energy sources, one inside and one outside on the Learned Hall lawn. One group gave away free T-shirts by launching them with a trebuchet, a “fancy catapult,” said Curtis Havercamp, Expo co-chair and Hoyt sophomore.
Havercamp said a group of mechanical engineering students purchased enough pancake mix to make 960 pancakes during their pancake feed. Next year, the KU chapter of the American Society of Mechanical Engineers hopes to introduce an automatic pancake maker, said Travis Sippel, Sutton, Neb., senior. Down the hall, chemical engineering students made home-brewed root beer.
In the courtyard area between Learned and Eaton halls, the Society of Automotive Engineers displayed their competitive race cars from previous years. Logan Johnson, SAE president and Lawrence senior, said the younger students loved getting into the race cars, but that they would back off and stare in awe when the engines revved up.
Expo allows engineering students to show off, Johnson said, and see other people get excited about a project they personally worked on.
— Edited by Hayley Travis
All play, no work
Randy Salas, Star Tribune
Last update: February 26, 2006 – 6:19 PM
When the idea came up to do a Web Search on sites where you can play online versions of classic video games, a colleague said, "You should run the package on a Monday and see if you can derail an entire workweek" in the Twin Cities. Let's give it a try.
This corporate website houses a virtual arcade containing 10 games made famous by Midway and Williams in the 1980s. The most popular were "Joust," in which your knight rides on a huge bird while parrying buzzard-riding enemies, and "Defender," the side-scrolling game in which you use your spaceship to obliterate alien attackers before they grab the humans walking a planet's surface. But my favorite is "Satan's Hollow," in which you must shoot down gargoyles while building a bridge toward a showdown with Satan, all to the synthesized strains of "Ride of the Valkyries." Also available are "Defender II," the giant-ape-stomping "Rampage," the sink-cleaning "Bubbles," the android-shooting "Robotron: 2084," the space-zapping "Sinistar," the car-chasing "Spy Hunter" and the soda-serving "Root Beer Tapper." These are perfect replications of the vintage arcade games. "Every roar and flash is identical to the original," Midway says. "The only difference -- the quarters are free!" Click on Play Classic Games at the top of the home page to get going.
Maneuver your frog across the road and river without getting squashed by a car or chomped by an alligator in "Frogger." The display is small, but otherwise this online version is just like the original quarter-eating classic.
CyberiaPC has two video-game sections, but the best translations of vintage games can be found in the Addictive Shockwave Flash Games section. Must-play titles include the 1980 sensation "Pac-Man" ("wocka wocka wocka"), the 1978 winner "Space Invaders" and the 1984 Nintendo target-shooting game "Duck Hunt."
Of the 40 titles in the Java-Based Games section at CyberiaPC, the real standout is a faithful version of "Asteroids." In the addictive vector-graphic game from the late '70s, you pilot a spacecraft -- OK, so it's just a triangle -- while busting up asteroids before they hit and destroy the ship. For those pining for the really old days of video gaming, the site has the original early-'70s ground-breaker "Pong" in both sections. Just hit the ball with the paddle -- or, rather, the dot with the line.
If you're struggling to recall any of the games mentioned today, check out the definitive Killer List of Video Games for descriptions, screen shots and even photos of the arcade kiosks. Then start spending your virtual quarters.
Note: You'll need common free Internet plug-ins such as Java, Shockwave and Flash to play these games. You probably already have the software installed on your computer, but if not, the sites offer instructions and links.
Video games 'helping kids learn'
By REUBEN SCHWARZTeachers and parents should embrace video games as vital educational tools instead of treating them as distractions, says a visiting American games designer and author.
Speaking at an Education Ministry-funded conference for teachers last week, Marc Prensky said games can help kids learn how to make decisions under pressure, deal with large amounts of data, think strategically, and manage goals and people.
Even strictly shoot-em-up multiplayer games such as Halo or Quake are useful, he says, to teach "co-operation and listening skills".
Kids are learning from games anyway, beyond what they're being taught in school, so educators should try to incorporate them into the curriculum where possible, he says.
"Games are an illustration of an engaging learning system," Mr Prensky says. "Games are probably the most engaging activity we've ever invented."
To date, however, developers have found it hard to put in educational content "without sucking the fun out".
"We're just at the very beginning."
Mr Prensky says much of the negativity toward games is because of violent games that make up less than 10 per cent of games sold.
Many teachers and parents also associate video games with the "mini games" they played as children, which lack the complexity of modern ones.
"It's hard to get something that's more complex than Civilization 4 or The Sims 2," he says.
He gleaned the title of his latest book, Don't Bother me Mom – I'm Learning, from the experiences of a New Zealand family.
His company Games2Train works with the US military to develop training games.
The latest, called Stability Operations: Winning the Peace, puts the player as an officer trying to stabilise a chaotic nation after a war.
"It's very hard to practice that stuff."
Mr Prensky also advocates using mobile phones in the classroom and adapting the school curriculum to fit them.
Instead of banning them, mobiles could be used for oral learning and, if they have a camera, for data collection in science projects.
The conference was organised by Core Education, a non-profit educational organisation based in Christchurch.