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Denver, 12:02 PM
Sun Dec 6
16 posts in the last 24 hours

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12/05/09
12/05/09
But not as much as Dragon's Lair. :)
11:53 AM
The arcade cabinets had an issue where the (Sony?) laserdisc player inside them would wear out/break, and so there was actually a non-video-based fighting game that you could get as a conversion kit from Sega to salvage the machines with a damaged laserdisc unit.
12/05/09
But for some unfathomable reason, I and many others like me still look back on it with fond memories!
12/05/09
12/05/09
12/05/09
12/05/09
You watch the screen, and once in a while one or more buttons/sides of the screen will flash. You press the button corresponding to your choice.
Doing nothing usually gets you killed. Doing the wrong thing usually gets you killed. A real quarter-gobbler.
12/05/09
12/05/09
You don't pick anything, it's a reaction/memory game, area of screen flashes, press direction/button that corresponds.
It was laserdisc games such as this that were pretty much the precursor to what we now tend to call quick-time events, although that term came much, much later with Shenmue.
12/05/09
12/05/09
Although Dragons Lair didn't have random elements, I believe it's follow-up, Space Ace, would play it's scenes in a random order... But once you knew them, it was the same deal.
12/05/09
As far as gameplay, I remember enjoying both games quite a bit when I was younger. But then again, I was always into animation, and really, that's what these were - animated short films presented in a game format. I bought Space Ace for the iPhone, and have enjoyed it a lot. If this comes in at $4.99, I'll buy it as well.
12/05/09
12/05/09
They probably appeared in Dragons Lair II though.
Saying that... I might be wrong. I'm certainly no expert in Dragons Lair.
Great games to watch, not so great to play, and when you're a kid in the mid-eighties, and you've got the choice of dying in seconds playing Dragons Lair, or playing the Enduro Racer cab next to it with the sit-on dirt bike controller that pops wheelies, I'm sure you can guess what I picked to spend my money on.
12/05/09
12/05/09
12/05/09
Does iPhone get Space Ace next?
12/05/09
According to the article it already seems to have been released for $4.99.
12/05/09
12/05/09
Quick and easy to learn, nearly impossible to master, and a joy.
Sit a child in front of Tetris and they'll figure out what to do pretty fast, same too with Canabalt.
12/05/09
The hardest part i find is jumping through the second window, i always jump into the wall :-(.
12/05/09
Thank you, Mike, for helping me find it again!
12/05/09
It's really the first game out on the iPhone that makes me regret owning a Pre instead. Just a little.
Here's hoping the Flash geeks get it cracking for 2010 to hook up all smartphone users with Flash.
12/04/09
Check out "Canabedge" and a couple of other similarly named games, at:
[www.atomicedgegames.com]
12/04/09
12/04/09
I've got dozens of reasons why cohesive experiences on your device are a bad bad BAD idea, but the point I want to make is... if you do have it... make it optional. As it is, being required to choose/make your avatar and input a ton of information before you can have an electronics experience is asinine. HCI Professors weep at the prospects of future adhesive experiences.
12/04/09
Of course, things change and evolve and I'm sure Apple will be clamoring to prove me wrong.
12/04/09
12/04/09
12/04/09
But proper buttons would be great, playing while covering up most the screen, a small screen at that, is not my idea of great control scheme. And emulating normal controls with onscreen buttons should be a big warning sign the iPhone needs proper buttons.
12/04/09
12/04/09
Oh wait, they do have buttons and hte PSP has no touchscreen.
So, errm, what parallel universe are you from?
12/05/09
12/05/09