We’ve all heard of some of the videogames that had a dramatic impact on everything that followed after.Tetrislaunched a puzzle-game craze that never slowed down;Super Mario 64laid down the ground rules for 3-D action games.
Now here’s 7 games you’ve never heard of that changed ERRYTHANG.
Judging by this photo of Sony’s event last night, things are really heating up in L.A. at E3 (they’re working on a game with J.K. Rowling, you guys!).
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When Tim Sweeney is out in the world discussing pedestrian things—the sweet tea at a particular barbecue restaurant, say, or the irony of having a hockey team in North Carolina, a place without much naturally occurring ice—part of him seems to be missing. It’s as if some roped-off area of his parietal lobe is back in the office, mulling over whatever conundrum is plaguing his graphics guys: how best to digitally re-create the diffusion of light through skin maybe, or how to show the world reflected in a character’s eye.
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It started as a gimmick. Rock musician Jon Black was looking for a creative way to get people — mostly press — to listen to his new album. After reading a story about a musician who sent out his album inside floppy disk covers, he thought he’d try packaging his new release on Nintendo Entertainment System cartridges.
Photo: Keith Axline/Wired
Every so often, a person comes along who combines an insatiable pop culture appetite and a totally baseless sense of his own importance. Not only has that happened, but for some reason Wired saw fit to give him his own weekly podcast. Allow us to introduce The Monitor, a new video series in which senior editor Peter Rubin sits in front of a giant fake bookshelf and talks about his favorite releases of the week.
LOS ANGELES — Jordan Mechner saved everything.
He saved all the videotape he took in October 1985 of his brother running and jumping around their old neighborhood, footage that he rotoscoped into the animations for his Apple II game Prince of Persia. He saved all of the meticulous journals he kept of the production process, documenting each tiny step of the creation of the landmark hit game.
When he was working on Prince of Persia: The Sands of Time in 2002, the new game’s programmers wanted to add Mechner’s classic to their PlayStation 2 update as an Easter Egg, and asked if he had the source code.
No problem, Mechner thought. I saved everything.
… but then he realized, maybe he didn’t.
[Photo by Dan Krauss/Wired]