Video Game Showdown: Old School vs. New School
Posted on September 14, 2012The folks at Rocket Jump made this. Spoiler: Asteroids kick ass.
Robotic Spaceship Departs Giant Asteroid (Real)
Posted on September 05, 2012It’s been just over a year since NASA’s Dawn spacecraft went into orbit around the giant asteroid Vesta, and today it leaves Vesta for the dwarf planet Ceres. The spacecraft took extensive photos to learn all about the asteroid, but didn’t blow it up. What gives, NASA?
Here’s an official “Farewell, Vesta” video: a fly-over compiled from images taken throughout the year. We asked JPL, and they said they’ll probably release the 3D data to the public once it’s all organized — which could be cool for 3D artists or designers. (Remember, kids, all NASA media is public domain). For more info about the mission, visit the official Dawn site.
Tobii Technology Builds Eye-Controlled Asteroids Cabinet!
Posted on November 06, 2011Tobii Technology has built a one-off Asteroids arcade cabinet, designed to showcase their eye-tracking technology. Â The game made its premiere at CeBIT in March, to demo eye-tracking on laptops. Â This is another step towards more natural human-machine interaction, and according to Tobii, much faster than hitting buttons or full-body motion sensors.
The full arcade version of Eye-Asteroids makes its debut on Tuesday, November 8, 2011, at the Dave and Buster’s in Times Square, New York, before heading off on a world tour. Â Known stops are London in late-November, and Las Vegas at CES next year.
The game is much closer to Missile Command than Asteroids, as you protect Earth from incoming ELEs (Extinction Level Events) by blasting them with lasers with your eyes. Â They could have used this technology to create Superman-Meets-Big-Buck-Hunter, but we approve of their choice.
The game’s debut corresponds with Tuesday’s near-Earth encounter with a real asteroid, that will pass by closer than the moon. Â Read about that here.
We’ll stop by Dave and Busters for a full review. Â Check back for that!
Engadget’s coverage of Tobii at CeBIT (includes video):
http://www.engadget.com/2011/03/01/tobii-and-lenovo-show-off-prototype-eye-controlled-laptop-we-go/
Pocket-lint’s report of Eye Asteroids:
http://www.pocket-lint.com/news/42895/tobii-eyeasteroids-arcade-machine-eye-controls
Tobii’s Site:
http://www.tobii.com/
Classic Games Adapted For Stage In “Theater Of The Arcade”
Posted on August 10, 2011For decades, Atari Asteroids has been calling out for dramatic adaptation, and Jeff Lewonczyk has responded with his play, “Theater of the Arcade.” The work is five scenes inspired by classic video games, each written in the style of a different well-known playwright.
The official synopsis reads: “A violent brute holds an innocent young woman captive and attacks anyone who dares approach. A glutton eats everything in sight while running away from the ghosts that haunt him. A lone survivor forges a peril-ridden path towards a lush refuge he can never reach. Are these the plots of classic video games, or are they searing narratives of modernist drama?”
The Asteroids scene is entitled “Magdalene Magellan Mars,” and channels the voice of David Mamet. “Theater of the Arcade” was originally part of the 2010 Game Play festival, and is about to have its second staging in the 2011 New York International Fringe Festival, with 5 performances from August 13-27.
We spoke with Jeff Lewonczyk to find out more.
Atari Asteroids: What was your inspiration for Theater of the Arcade?
Jeff Lewonczyk: The Brick has been doing this video-game theater festival called Game Play for the past few years. Early last year, when we were discussing programming for the second (2010) edition, I casually blurted out that I thought it would be fun to do a play that actually treated the narratives of old-school video games as if they were the stuff of serious theater. Gyda Arber, the festival’s producer and curator and a good friend, immediately volunteered to direct it if I were ever to write it. So I kind of did it on a dare to myself.
As I worked more on each of the pieces, I grew more and more intrigued by what went into developing something essentially non-narrative into a story format. In order to make it work to the fullest extent, I realized that each of the plays needed to have an analogue in the theater world, and so I ended up using each game to parody a specific playwright with a highly recognizable style. The result ended up being a weird hybrid, which satisfied both gamers and theater fans, but in very different (though often highly overlapping) ways.
AA: What drew you to the games that you ended up adapting?
JL: Mostly, they were the games I grew up with. I was never a skilled gamer per se, but I had a friend who had an Atari 2600, and going over there and playing it – or, more likely, watching him play it – was like a window onto another realm. Also, these games were just in the air at that time, pop-culture wise – cartoons, cereal, novelty music, you name it. I was always attracted to the iconography of those early games, and they retain a high nostalgia value for me. However, I think a reason I found myself drawn to adapting those, as opposed to later-generation games, is that they’re wide open to interpretation. Like, what kind of story is Pac-Man, really? Who the hell is this yellow guy, and why is he consigned to a haunted maze where all he can do is run around and eat? Or take Asteroids – who exactly is flying this ship, and why is he (or she?) trying to blow up all these space rocks? There were a lot of possibilities.
AA: What can you tell us about the Asteroids play, “Magdalene Magellan Mars?”
JL: Well, I don’t want to give TOO much away, since we’re about to open in a remount of Theater of the Arcade at the New York International Fringe Festival on August 13, but I will say that it’s about the question I asked above: who’s flying these ships, and why? It’s essentially a power struggle between two pilots, an old pro and a younger hotshot, who are both called in for questioning to find out which one of them is shirking his duties and not blowing the asteroids into small enough pieces. There’s also a sexual element, since the interrogator is female, and there hasn’t been a woman on their base in years. Excitement!
AA: And what’s the connection between Asteroids and David Mamet?
JL: The truth is, it took me a while to fall into that combination. I had known from the beginning that I wanted one of the pieces in the show to be one of the outer-space games, but I couldn’t decide between Asteroids, Missile Command or Space Invaders. When I started thinking about playwrights, I realized that Mamet would be a great choice, since blowing things up is an inherently masculine activity that brought to mind the testosterone-fueled real-estate world of Glengarry Glenn Ross. The clincher for Asteroids, though, was nearly abstract – Mamet’s intentionally choppy and fragmented language reminded me of the ever-smaller pieces of detritus that result from blowing up asteroids. The combination of fragmented space rocks, fragmented language, and the fragmenting of human beings when they’re isolated on a remote base on another planet destroying things for a living all came together into a single storyline.
AA: Brilliant. Now beyond your background knowledge, growing up around the Atari 2600 and reading plays, what sort of new research did you do in creating this piece?
JL: I played the game online quite a bit, and I read up on its history via Wikipedia and a few other gaming history sites. The truth is, though the piece is riddled with references to the game play, there were some things I wasn’t able to incorporate without being awkward or contrived. The UFO, for instance, doesn’t make an appearance, nor does the hyperspace function. I definitely had some purists grouse about that to me after the show, but what can you do? It’s a work of fiction – sometimes you need to sacrifice details for the big picture.
AA: Have you done anything else like this play?
JL: Not exactly. Everything I’ve ever worked on has had elements of pastiche, but not to the extent of doing direct parodies of existing playwrights or adapting existing entities into a new form like this. Still, I’m in love with the idea of reinventing the things we see in our culture and the world into new terms and seeing where the transformation leads, and this show definitely falls into that. I’ve had people suggest that I could just keep churning out short plays based on games, but I feel like I’d run out of truly archetypal games rather quickly, and that it would lose its luster fast. That being said, I do still kind of want to do Space Invaders as a big musical dance number, or a Shakespearean Joust, or – and this is the one that I actually spent a while trying to accomplish for the original run – a Chekhovian take on Tetris. So maybe I’ll return to the idea at some point – only time will tell.
iCade, Vectrex Got There First
Posted on July 27, 2011There’s been a flurry of geekblog talk about the iCade cabinet for the iPad, which will turn your Apple device into a bluetooth-controlled mini arcade. But almost 30 years ago, a group of folks near Boston built the Mini-Cade to house a Vectrex.
Only seven exist.  The Vectrex Museum has the full story here.
Robot Spaceship Arrives at Giant Asteroid! (Real)
Posted on July 16, 2011Almost four years ago, NASA launched the robotic spaceship Dawn toward the asteroid belt. In the early hours of Saturday morning (July 16, 2011), it reached its first destination: the GIANT ASTEROID / protoplanet, Vesta.
Dawn will use its photon canon to blast Vesta into small pieces, and then smaller pieces, until it is completely vaporized.
Kidding.
Dawn will actually spend one year in orbit, checking out the asteroid with a visible camera (taking 3D pictures), a visible and infrared mapping spectrometer, and a gamma ray and neutron spectrometer. Then it heads off to the icy dwarf planet Ceres, where it will hang out doing the same thing from February to July, 2015.
The robotic spaceship uses an ion thruster propulsion system burning Xenon fuel, like the one NASA used on the Deep Space 1 mission. We are not making these words up, people! Read that sentence again. This is the future!
Vesta was the 4th asteroid ever discovered, back in 1807. It’s 330 miles across, the size of Arizona, and chunks of it have broken off (presumably as the result of photon canon blasts) and actually reached Earth as meteors. The mission’s goal is to learn more about how the solar system formed, and already, the images sent back a few days ago are looking pretty sharp. Â We’ll check in throughout the year to see how things are going.
For more information and pictures, visit NASA’s website: the Dawn mission page (“Journey to the Asteroid Belt”) and the NASA Jet Propulsion Lab’s Dawn website.
Video Game Theater Festival in Brooklyn
Posted on June 30, 2011On July 7 – 31, 2011, the Game Play festival is back, bringing the ideas, themes and technology of video games into a live theatrical setting. It’s being held at The Brick Theater in Williamsburg, Brooklyn, which just wrapped up its Comic Book Theater Festival in June.
There are plenty of exciting performances on this year’s lineup, ranging from monologues to avant-garde video projections. Plus, there’s an opening night party, chiptune dance party, installation, karaoke, and geek burlesque, all right around the corner from Barcade. Visit their website for full details and schedule.
We spoke with Chris Chappell, associate producer of Game Play, to find out more.
Atari Asteroids: The Game Play festival is now in its third year. How did it first come about, and what was the idea behind bringing video games and live theater together today?
Chris Chappell: The festival originated in the summer of 2009 with the happy confluence of three shows that happened to be going up around the same time and had developed independently: Sneaky Snake Productions was premiering a play entitled Adventure Quest based on old Sierra/LucasArts adventure games; The Fifth Wall was mounting Suspicious Package:Rx, in which the audience were effectively the performers and moved from location to location, guided by iPod-style devices; and Eddie Kim wanted to showcase some of the work he was doing with his theater students in Connecticut, which entailed “performances” in gaming environments such as Halo and Grand Theft Auto. All three used elements of gaming in radically different ways, and once we realized that, the idea of yoking them together in a festival setting was a no-brainer.
AA: Hollywood has adapted video games into blockbuster movies. They’re very good at making things blow up and look really cool. But what advantages do you have in dealing with video games in an independent theater?
CC: Hollywood’s approach to porting games to movies is basically to appropriate the plot elements and characters of a given game and structure a fairly conventional action film around them. This process necessarily drains away most of what made the game a game in the first place–it’s just an extension of a franchise, without regard to the actual experience and unique aspects of the game. Theater, and particularly indie theater (a game-derived project on the scale of Broadway’s Spider-Man would probably take a more movie-like approach) works in a totally different way–it can actually draw on gaming to play with theatrical and narrative forms, coming up with new ways of storytelling. This in part because of the intimacy afforded by live theater; in part because of indie theater’s openness to experimentation; and in part the fact that the scale and nonprofit model of these projects means they don’t have to aim at a broad swath of the 18-35 male demographic.
AA: How have people responded to the festival, both in terms of the audience and the work you’ve seen?
CC: The response has been really gratifying. The gaming aspect is obviously a hook of sorts, and we haven’t been shy about using that to get the attention of folks outside the usual independent theater circles in New York. In fact, gamers in some ways seem a lot more open to what we’re doing; the theater press in NYC sometimes doesn’t seem to quite know what to do with these shows, while we’ve gotten a lot of coverage from gaming media. (In fact, our coverage in the New York Times last year came from the gaming editor, not any of the theater staff.) Of course, in some quarters there’s been some understandable skepticism from folks who suspect this all just a bunch of hipsters who see this as trendy and don’t really get videogames. When they come out and see what we’re doing, though, I think most of them get that these are sincere and credible efforts in fusing the two forms that can yield some really innovative results. When we get people in the door who aren’t part of the usual theater scene, we know we must be doing something right–and naturally, we hope that Game Play can serve as a kind of gateway drug for the other theatrical experiments we’re undertaking.
Portable Vector Arcade: The Vectrex
Posted on June 27, 2011Much of arcade Asteroids’s allure is the glowing, minimalist vector screen. Instead of a standard TV monitor, which scans from top to bottom over and over again, the vector display draws straight lines from one point to the next where needed, like an oscilloscope. It can only be a simple polygon outline of one color, but it also means that the image is sharp and bright (Asteroids’s photon torpedoes leave a brilliant trace along the slowly-decaying phosphor of the screen), and simple to program (the video and sound data in the arcade version of Asteroids is just 2 KB of ROM code, and the game program is another 6 KB). It’s why we have the Asteroids locator on this site: to this day, no home version or variation of Asteroids really does the same thing.
Except one.
Enter the Vectrex. In 1982, Western Technologies/Smith Engineering developed a home video game device with an actual vector display — the only one of its kind, ever. The Vectrex was released by General Consumer Electric (GCE), then bought by Milton Bradley, at the end of 1982. Its big selling point was that unlike the Atari 2600, it was a stand-alone system that didn’t tie up the television. Timing was bad, though with a glut of home video game systems hitting the market at the same time, leading to the North American Video Game Crash of 1983. One year after it hit the shelves, production for the Vectrex was discontinued, and in another year, the commercial life of the Vectrex was over.
The Vectrex came with one game built in: Mine Storm, which is like Asteroids, but with mines. The official story is this:
Tread lightly! The transport lanes of intergalactic space have been seeded with mines from an alien vessel. Use your mine destroying blaster to blow up the mines before they annihilate you! You may survive the floating mines, but beware of the fireball, magnetic, and treacherous fireball- magnetic mines… 13 fields, each one more difficult, await you!
A few years ago, Indie 3D filmmaker and DIY stereoscopic expert Eric Kurland invited me to his Secret Underground Lair in Echo Park, LA, which is filled with all sorts of 3D goodies, including a pristene Vectrex. Yes, not only does the Vectrex have a true vector screen — several of the games are in 3D! Its giant (optional) headset operates much like a lot of home 3D glasses today, alternately blocking the left and right eyes very rapidly, in sync with the display showing the left then right image. Among these games is a 3D version of Mine Storm.
It was pretty cool.
The game action wasn’t actually in 3D, but some of the mines looked closer to you than other ones.
Being such a unique and awesome device, the Vectrex has a following to this day. The Vectrex Museum website is a great resource for all things Vectrex, and is a site after our own heart. Be sure to check out their intro video, which includes an introduction from the excellent video How to Beat Home Video Games (1982), as well as clips of modern users like chiptune musician little-scale.
AtariAsteroids.net will be posting more about Vectrex down the road, in our continuing coverage of Things That Are Awesome Like Asteroids. Stay tuned.
Devo’s Mark Mothersbaugh + Asteroids
Posted on June 08, 2011Mark Mothersbaugh, co-founder of Devo and frequent composer for Wes Anderson, cartoons, TV shows, and lots of video games, is pictured here with the Atari Asteroids machine at E3 Expo 2011.
He’s also a Raymond Scott Archive Board Member, and owns a rare version of Scott’s Electronium (1950s) — one of the most beautiful and awesome music sequencers you’ll ever see. Â If you don’t know who Raymond Scott is, look him up! Â It makes sense that Mothersbaugh was found hanging out by the Asteroids machine.
Holding up his new Atari shirt, Mothersbaugh said, “Atari is the best logo ever, better than the Playboy Bunny!”
Photo is from Atari’s Facebook page.
[Update] – we just came across this picture of Mothersbaugh sitting at the Electronium in 1993 (read the full writeup at Synthtopia).
Arcade Cabinet for iPad
Posted on April 04, 2011It’s been a year since ThinkGeek announced the iPad Arcade Cabinet — the iCADE — on April Fool’s Day. Â Since then, they’ve partnered with ION, and the product has become real. It’s a bluetooth controller and iPad stand in one, with arcade-style buttons and joystick. It’s expected to be available in early June, 2011.
Pocket-lint.com has a list of other April Fool’s pranks that came true.