A recent post on miki800.com caught my eye, of what I believe to be some kind of a give away that took place during a recent chiptune show.
And the one prize that piqued my interest the most, more so than the Kage (from Virtua Fighter) doll and box of Street Fighter 2 curry (it’s supposed as hot as a yoga flame) was the shirt you see above. By an outfit I had never heard of before, called studio80-80.
Their Facebook page is chock full of rad designs, reminiscent of what you’d commonly find at Japanese hardcore/punk shows. But they feel even grungier/low-fi than what Hardcore Chocolate dishes up (which admittedly is not a fair comparison, at least these days).
Here’s a few others that I dig…
Today’s the day in which everyone does their holiday shopping online. And if you’re still looking for something special for that special someone, may I suggest stopping by the Attract Mode Shop?
Because that’s where you’ll (finally) find artwork from Fangamer ♥ Attract Mode! Please note that certain prints are made to order, so they may take a few weeks for something to arrive. Whereas others are one of a kind, so when they’re gone, they’re gone.
Sorry if I’m late to the party, but did you know that the “original alternate” in chiptune creation software (even if it did predate LSDJ by one year) is back in physical form? But instead of looking like a regular ol’ Game Boy cart, the Nanoloop One is simply an exposed circuit board, and a gorgeous looking one at that.
Here’s how it appears while in use…
Again, pretty as all heck, though given how I often see chiptuners swap carts in the midst of their set, I have to wonder if the new form comes at the cost of functionality. Anyhow, it’s available right this second, for just 29 Euros! Given how long the original stuck around, which wasn’t long, and how much they go for on eBay nowadays, which is a lot, serious parties should waste no time.
As for those who prefer making tunes via the Game Bay Advance (hey, different strokes for different folks), there’s the forthcoming Nanoloop Two…
And it sounds amazing as well! Even when you yank it out of a GBA while in mid-use…
Your ship is gone.
Your crew is scattered.
One option remains.
Gather your crew…
and jump into the sun.
Hey Attract Mode! Diego here. I’m super excited to announce the release of my new studio’s debut game, Sunburn!. It’s a space-based action-puzzler with a dash of existential dread, out for iPhone and iPad today. In the face of inevitable death, at least we can take comfort in hangin’ out in space with our friends!
I’m really proud of this game, the first release with my new indie studio here in NYC, Secret Crush. I hope you’ll check it out and let us know what you think! Hopefully this release means I can start catching up with the Portable Weekend Mix…!
Remember that book on game culture I mentioned last year, the one on Kickstarter that sounded super promising and also looked mighty sexy to boot? Well, Every Day Is Play recently showed up in the mailboxes of all its contributors and backers, and I’m delighted to report that it manages to live up to expectations, plus then some.
Though if you missed out the chance to snag a copy the first time around, you’re in luck. Cuz it so happens that a few extras were forwarded to our mutual pals at Fangamer, since they’re basically the experts when it comes to distributing game related goodies with TLC. Which is also why Attract Mode is proud to offer Every Day Is Play in our own shop as well!
It’s November 12, 2014, aka the day Christmas came early this year. How so? Well, because it’s also the day in which Classics Of Game finally posted an update after an 18+ month hiatus. Was getting kinda worried for a little while there!
Classics Of Game is yet another obsession that can be traced all the way back to my days at GameSetWatch; to recap, each video presents a few precious seconds of gameplay from something that’s either impossible to identify (which is no easy feat, given that virtually every artifact of gaming obscurity has been given the pat down by YouTube personalities at this point) or can be pinpointed, but is played in an equally odd fashion.
If anyone knows what the game above is, which looks to be an OutRun clone, but with some Scottish fellow on a bike, please let me know. Anyhow, here are a few other favorites of mine…
Two weeks ago today a legitimate turning point for both the medium of film and the future of virtual reality was released to the public at large: Zero Point by Condition One. Sadly, hardly anyone noticed. Though it’s also not surprising, given the only means in which one can absorb the movie, that being the Oculus Rift. Sure it’s the future of VR’s greatest hope, but at this stage of the game, it’s hardly a household staple.
Some may recall me discussing the film a short while ago, back when the trailer made its debut (which, alas, was met with a similarly lukewarm response as well). To recap: Zero Point is the brainchild of Danfung Dennis, who aside from being the its producer/director, as well as an Oscar nominated documentarian for his look at the war in Afghanistan, is also the Founder/CEO of Condition One. Simply put, Dennis and company first shot a number of scenes with a custom camera rig, one that can capture of a full 360 degrees’ worth of sound and visuals. Afterwards, again using custom editing tools, all the different angles are stitched together, to allow a true 360 experience via the Rift.
The film’s length is around 15 minutes, and is largely an extension of the aforementioned teaser. As I’ll explain in a bit, there’s not so much a story being told as it is a series of vignettes designed to flex Condition One’s muscles. Which is its ability to transport the viewer to another world… much like movies have done so already since its inception. But with a full 360 perspective, the effect is so much more. Again, it’s that “Holy sh*t, THIS is the future of everything” reaction you had when first trying the Rift with whatever demo, yet magnified tenfold. Because instead of computer generated people, places, and animals, it’s all real.
Granted, one can’t move around; you’re essentially stuck in a neutral position (aside from the one part in which the camera moves, and it’s out of your hands). But it’s closest thing we have to Star Trek’s holodeck, by far. One intriguing aspect is how everything old is new again, which again I’ll elaborate upon, but here’s a quick example: how many times have you watched a movie in which a character is addressing the camera, addressing you the viewer? No matter how alluring or titillating the person might be, no matter how up close and personal said individual is, there ultimately remains a level of detachment. Because you’re still looking through a viewfinder; you’re not really there.
Please excuse the spoiler, but at the end of the film, that’s exactly what happens: an attractive women walks up close, to share a friendly hello, and the sensation is absolutely unlike anything I’ve encountered before. It really did feel like she was talking to me. Yes, me. I had a genuine emotional response. Once more, it was the stuff of sci-fi novels and movies.
I got to chat with Dennis a second time, a week before Zero Point‘s release. In my first conversation. I mostly concentrated on the technical aspects, as well as what the reaction was among traditional filmmakers. As for round two…