Between individual meetings about our work here at ICHEG, I grabbed an opportunity to wander the E3 conference floor in LA. After interacting with the various displays, I concluded that this year’s E3 encompassed three themes:
1) What’s Old is New Again—Given ICHEG’s mission, I happily noted old video game titles and characters finding new audiences in fresh games. Square Enix showed off Space Invaders Infinity Gene, a high-energy sequel to the classic game and a blast to play! Namco Bandai introduced Pac-Man Party for the Wii. Later, at the company’s evening celebration for Pac-Man’s 30th anniversary, I participated in a fun, four-player, cocktail-style arcade game, Pac-Man Battle Royale, due out in September. I also sampled a Bejeweled-like Pac-Man matching game for the iPad, which you can find in flash version here. And finally, Disney’s Tron Evolution proved exciting—as a middle school student, I geeked out over the original Tron. And since we have both the Tron and Discs of Tron arcade games in our ICHEG collections, I couldn’t help but snap this photo of the light cycle at the Disney booth.

2) Active Play—Given recent trends in video game news, it’s not surprising that highly-active systems and games dominated the show. Microsoft’s Kinect and Sony’s Move appeared often, and their capabilities look impressive. Here’s an iPhone photo I took of George Lopez showing off his moves at Harmonix’s Dance Central booth.

3) The 3-D Killer App—I must admit, I’ve been skeptical about 3-D. At first, I thought this was a result of my not being an early adapter of technology—perhaps that’s why I’m an historian, not a futurist! However, I’ve been wondering how many people will plunk down money for 3-D televisions, after they recently purchased new high-definition sets. More importantly, I’ve always been wary of any technology that requires special glasses. Sure, they’re okay to wear in a movie theater where everything is dark and we are essentially having an individual experience (even if we’re with others), but I believe the best games have a social component.
I first learned this many years ago when playing Nintendo’s Virtual Boy. With your face plastered to the viewing area of the Virtual Boy, you lose contact with the people around you. Although the 3-D glasses are less cumbersome than the headpiece for Virtual Boy, the frames still limit your ability to interact with the people next to you. Nintendo’s new 3DS, however, offers a 3-D experience without isolating you from others nearby. The competition from the iPhone and other smart phones caused me some reservations about the future of DS, but the 3DS assures me that there’s still plenty of life in the old system.
So of these three trends—revival of old characters, new movement-based controls, or 3-D systems—which do you think will have the most success in the coming years?
Last week, my husband and I took a road trip to Ann Arbor, Michigan. Our drive took us through parts of Pennsylvania and Ohio, and over the course of our six and a half hour drive, we visited many of the convenient highway stops along the way. While stretching our legs at these rest stops, I happily discovered that the vast majority contained small video game arcades!

Asteroids from ICHEG Collections
In general, I found all these arcade games easy to understand and quick to play. Nearly all these arcades contained simple shooting games, such as Big Buck Hunter and occasionally a retro-style multi-directional shooter like Asteroids. In addition, themed pinball machines populated the game floors, especially those based on movies like The Lord of the Rings and Indiana Jones. Some of these arcades focused heavily on children’s games. I saw compilations of carnival-style games in several different rest stops including a ring toss and shooting gallery. Other arcades tended more toward adult tastes and contained video poker and slot machines. All of these game genres made perfect sense to me, but there was one type I didn’t expect to see at all, and it appeared in almost every single arcade I visited: racing games.
Because these arcades are located in rest areas designed solely for the purpose of accommodating traveler’s needs, I was surprised when I noticed that the first arcade possessed a driving game. I assumed that everyone making a pit-stop would have had enough of cars—this must be a fluke! But then the next rest stop had a racing game. And then the next, and the next, and so on. I’m not talking about stand-up racing games like Pole Position, either. At least these provide the player with an opportunity to stretch his or her legs. No, these were all of the sit-down variety, and sometimes they even contained two seats so players could race against one another. Not only were these racing games the most prevalent style, they were also the ones most often being used. As we continued our trip, I expressed my incredulity to my husband. Why would anyone want to exit their car for a break, only to sit right back down again and keep driving? Here one might assume that children, perhaps eager to imitate their parental drivers, were playing these games; however, I can guarantee I saw more adults at the wheel.

Virtua Racing from ICHEG Collections
Now don’t get me wrong—I love racing games! Some of my earliest memories include playing “crash ‘em up cars,” which is the nickname my mother gave Pole Position because as a child I crashed during the course of the game more than I actually drove. Under normal circumstances, I’ll head for a racing game the minute I enter an arcade. But I still can’t understand why road travelers consciously choose to continue driving while on break. Perhaps the escapism provided by racing a fantasy car down a complex track provides a measure of relaxation for both passengers and drivers, or maybe everyone just had driving on their brains. Either way, my mind is still reeling.
Do you have any memories of gaming on the road? Or perhaps you were of an age when handheld gaming systems were all the rage, and you packed one of them to play in the car, instead of relying on road-side stops. Please share your stories of how gaming has eased your past traveling experiences. And if anyone has some insight on why driving games are so popular in arcades clearly meant for travelers, I’d love to be enlightened!
The CHEGheads are headed to E3 Expo 2010. Both a trade show and a celebration of gaming, the annual Electronic Entertainment Expo presented by the Entertainment Software Association (ESA) is one of the most talked about industry events of the year. With the opening only a few days away, the E3 excitement is building on the blogosphere as gamers anxiously await news on “what’s next” in the gaming world.

Los Angeles from OSU Fisher College
Alternate interfaces for gaming consoles will garner considerable attention. Microsoft’s world premiere for the motion-sensing, “controller-free” Project Natal is scheduled for the Expo, and 3-D technologies will have their place in the sun with Nintendo showing off the next iteration of the highly successful DS line—the 3DS handheld gaming system. There is also some speculation that Sony will debut the next version of the PSP. We’ll see. As always, a host of new jaw-dropping game titles will make initial appearances too.

E3 Expo 2009 from E3
Complementing the Expo, a number of other game-related events take place throughout the city. I’m excited about seeing Tommy Tallarico and Jack Wall’s Video Games Live and attending the EA Sports Strikeforce Live mixed martial arts event, both at the Nokia Theater.
We hope to bump into you at E3 and if you are interested in following the CHEGheads adventures, check out our E3 news on Twitter. Plus, we will share post-E3 reactions once we’re back home.
Meanwhile, what product releases are you excited about from E3 this year?
Ever been stuck in a game? You’re not alone. Back in the 1980s, when I was cutting my gaming teeth, I remember being stymied by Colossal Cave Adventure. I was playing the Osborne Computer version, written by Mike Goetz I believe, and to win the game you had to amass 580 points by solving a series of puzzles and challenges to acquire all the treasure. I had figured out almost all the problems in the game but couldn’t complete it. At last a friend told me I could teleport from room to room with the secret word, XYZZY. Rushing home, I entered the code, it worked, and I went on to finish the game.

From ICHEG Collection
Without my friend’s help, I never would have solved Colossal Cave Adventure. At the time, a few advice books on how to beat popular titles like Pac-Man existed, and some game publishers even provided hint books, but, in general, friends furnished the only reliable source of help. Game magazines, such as Nintendo Power, eventually began providing advice on playing selected titles, but the ultimate resource for players—detailed game guides—didn’t emerge until the 1990s.
Game guides have proved popular for many reasons. They whet readers’ appetites for the games with abundant screen shots, offer clear solutions to seemingly insoluble problems, and reveal secrets that players would never discover otherwise. In the process, the guides document both the games themselves and gamer culture in writing and visually. They also last longer than purely digital media. For all these reasons, it is vital to preserve them.

Prima Game Guides at ICHEG
That’s why we are so pleased that Prima Games, the largest publisher of game guides, donated more than 1,000 guides to the ICHEG collections. From Madden NFL to Might and Magic to Mortal Kombat to Myst, the guides in the Prima Games Collection are treasure stores of information on the contents and challenges of the games they cover. They will be as useful to researchers in the future as they have been to players in the past and present. It’s a fabulous gift for posterity.
Thank you, Prima Games!
How many times have you thrown a fit when you lost a game? And in turn, how many times did a friend or relative remind you that it’s not whether you win or lose, but how you play the game that matters? In today’s electronic gaming world, manufacturers are emphasizing this point in new ways. For many gamers, it’s no longer about winning or losing, it’s literally all about how you play.

Three controllers for use with Densha de GO!
Ever since Nintendo first marketed the trademark orange-and-gray Zapper gun with the game Duck Hunt, we have wanted more personal control over our games. It isn’t enough to push a button on a standard controller to send out a barrage of fire toward an enemy. We want to pull the trigger! In old arcade racing games like Pole Position, we used a steering wheel to swerve around other cars, and soon we demanded the same luxury for our home consoles. Today, modern console manufacturers produce Fight Sticks, which replicate entire arcade control panels, complete with joysticks and oversized buttons. These controllers, often as big as the entire console they support, are especially popular for fighting games, because winning moves generally require complex button combinations that are much easier to reproduce on an oversized game pad. Some controllers function only with individual games. For example, when playing the popular Japanese simulation game 電車でGO!, (Densha de GO! or Go by Train!), you can select from any of its three special controllers. My favorite of these replicates the handles and levers found on real electronic trains.

Wii Lightsaber
In any discussion about unique game play today, it’s impossible to avoid mentioning the Wii. The revolutionary Wiimote takes everyday gaming to a higher level with its motion-sensitive interface. What makes the Wiimote especially fun to use is its line of special game accessories. If you want to play tennis, you just slide the Wiimote into a plastic tennis racket and swing back and forth just like on the court. The same holds true for baseball bats, golf clubs, boxing mitts, and pistols. Are you playing a Jedi Knight from Star Wars? Insert your Wiimote into a special lightsaber and viola–you’re dueling like a real Jedi! Some modern video-game controllers are disguised so well you don’t even recognize them as controllers. When playing Guitar Hero, do you think of the guitar as a controller or even a video-game interface? I’m betting you simply call it a guitar. The same is true of games like Dance, Dance Revolution, where the dance pad serves as a glorified controller. When I see museum guests moving to the beat of the music on the DDR machine we have on display, I doubt they’re thinking of it as anything other than a dance floor.
This is an exciting time to be a gamer. As game designer Don Daglow discussed in a recent lecture here at ICHEG’s home, both Microsoft and Sony are poised to add their own motion-sensitive controllers to the market, with Project Natal for the Xbox 360 and the PlayStation Move for the PS3. These controllers will challenge the current supremacy of the Nintendo Wii in the gaming market, and who knows what the future will bring for additional accessories and add-ons.
As we move forward into the next generation of console controllers, remember, it’s not always winning or losing that counts, or even what games you choose to play. For many of us, it’s all about how we choose to play them.

Coco Chanel from The Guardian
Coco Chanel said, “fashion is not something that exists in dresses only. Fashion is in the sky, in the street. Fashion has to do with ideas, the way we live, what is happening.” I share Chanel’s sentiments. During the Roaring Twenties, women abandoned corsets and opted for bust-less, waist-less, knee-length dresses. Post-war culture of the 1940s embraced tiny waists, full skirts, and for that matter, full breasts. Punk culture in 1970s London responded to the economic crisis by filling the fashion scene with ripped t-shirts, Doc Martens, and chains. Lately, we have witnessed the return of 1950s polka-dots, 1980s spandex, and 1990s rocker-chic red lipstick and safety pins. However, one new trend remains unique—video-game inspired haute couture.
From cereal boxes to television, companies constantly seek innovative ways to market their products. The Italian design firm Diesel is one of the first companies to market their garments in video games. The protagonists of Capcom’s Devil May Cry, Dante and Lucia, both wear custom-made Diesel outfits.

Street Clothing From Second Life
In Second Life, cosmetic and apparel companies such as Reebok, Aveda, American Apparel, Union Bay, and Addias sell their goods in the games’ virtual stores. Second Life’s game preview shows a tall, curvaceous woman in a red leather jacket and boot-cut jeans entering a store. Her face lights up as she models a skimpy purple number, militia attire, and a velvet ball gown. The fundamental appeal of fashion is similar to video games—both are highly interactive and often provide instant gratification. After seeing the preview, I couldn’t resist some impulse shopping myself. Since my weekend wear typically includes leggings, scarves, and long sweaters, I opted to avoid dressing my avatar in the game’s “Street Clothing” and instead selected the gothic number described as “Haute Couture.” With untold numbers of creators—game players and professional designers—fabricating clothes on Second Life, we get to play dress-up with styles from around the globe directly from our home computers.

Giles Deacon Project from New York Magazine
Fashion designers recognize the aesthetic and emotional appeal established between clothing and video games. During the 2008 London Fashion Week, Giles Deacon (British fashion designer for clients such as Princess Beatrice, Drew Berrymore, Scarlett Johansson, and Gwen Stefani) presented a futuristic collection based on the 1980s arcade game Pac-Man. Runway models wore oversized helmets in the shape of the character.
Examples of fashion labels incorporating video game logos and designs are increasingly popping up. In 2001, designer Masaaki Enami persuaded Nintendo Ltd. to permit him to produce original Nintendo shirts under the label King of Games. His Kyoto-based design team, EDIT MODE, achieved much success—Shigeru Miyamato (designer of Mario Bros., Donkey Kong, and many other hits) himself has been spotted in K.O.G. shirts. Joystick Junkies is another fashion label inspired by video games and digital culture. At the label’s 2000 launch party, guests played 30 available arcade machines and attendees celebrated t-shirt titles such as “Chasing Ghosts,” “Atari Confetti,” and “Blue Invader.”

Beau Fornillos' Design from Los Angeles Times
Some companies take fashion and video games to an extremely interactive level. In 2008, EA hosted a project runway contest on TheSims2.com Exchange. Participants submitted original outfits created with the help of The Sims 2 Body Shop, and a panel of Swedish H&M designers selected the winner. Beau Fornillos uploaded a nautical-inspired creation to the online runway, and shortly after, H&M stores worldwide were selling his winning design. In an Electronic Arts press release, Steve Seabolt, VP of Global Brand Development said, “Marrying a fashion forward company with a game and community recognized around the world for their user-generated content will allow people to reflect their personalities and express their creativity.” Here at ICHEG, we have artifacts that illustrate this relationship, including collage-style poster boards created by teenage girls in conjunction with the Tech Savvy Girls program established by the University of Wisconsin at Madison. The board demonstrates how to “design cool clothes for the Sims 2”.
As long as Dolce & Gabbana continue to make Mario tees, and designers like Karl Lagerfeld make cameos in games like Grand Theft Auto, Chanel’s philosophy will continue to thrive. Next time you get ready for the day or play a video game, think about why you select a particular costume.
It’s only natural that ICHEG be located in Rochester, a city with universities and colleges that attract students and academics from across the globe. One evening, while reminiscing with a few of them about childhood memories, a student from Portugal recalled the numerous occasions when he skipped religious studies to go to the arcade with change his mother had given him for an after-school snack. He would slip the coins into the slot of the Contra arcade game like he was feeding it communion. He loved the way the mechanical, fast-paced sounds burst from the screen. His recollection inspired a Turkish student among us to hum Koji Kondo’s 1985 Super Mario Bros.’ musical score and smile. Despite our cultural differences, we shared a love of video-game music.

Koichi Sugiyama from GiantBomb
Before the mid to late 1980s, hardware and software limitations made it difficult to incorporate memorable music into video games. But by 1986, gamers could purchase Koichi Sugiyama’s Live CD of compositions performed by the London Philharmonic Orchestra for Square Enix’s game, Dragon Quest. Today, publishers of video games are releasing their most popular soundtracks in United Kingdom and America too. Takeharu Ishimoto’s soundtrack to The World Ends with You is an excellent example.
Takeharu Ishimoto combined rock, hip hop, electronic, and vocals to illustrate life in a Tokyo shopping district, and the album’s popularity earned the soundtrack a nomination for the Best Original Score for a Nintendo DS game. Nearly a year after a Japanese iTunes version of the album appeared in 2007, fans could buy it internationally—though it omitted four tracks unique to the original.
Today, video-game-music composers in one country are often influenced by the work of composers in others. Final Fantasy’s lead composer, Nobuo Uematsu, says he finds inspiration in the instruments used by Elton John. Radiohead and Franz Ferdinand— both bands from the United Kingdom—contributed music to the soundtrack for FIFA Football 2004. And gamers and non-gamers alike are humming Norway’s Datarock. The band is recognized world-wide for its song “Fa-Fa-Fa,” which is featured on the fourth-generation iPod Nano commercial, as well as on NHL 08, FIFA 08, NBA Live 08, and the iPhone/iPod Touch game Tap, Tap Revenge 3. Plus, The Sims’ video team has created an exclusive video for the hit song. In an interview with Popchix, the band said EA’s record label, Artwerk, “is unbelievably good to us, and they certainly made us available for vast numbers of listeners.” This unique relationship is yet another example of the international impact of video games—artists of various backgrounds collaborating through a common artistic medium.

Quake album cover
American rockers from Washington State to Tennessee are composing outstanding video game songs too. A personal favorite of mine is Trent Reznor’s adrenaline-pumping music produced for id Software’s 1996 first-person shooter, Quake. I also like the aggressive beats of FIFA Football 2004’s lead track, Kings of Leon’s “Red Morning Light.” The sci-fi nerds in my life were psyched to discover Bear McCready, the composer well-renowned for his work on Battlestar Galactica, composed the soundtrack for Capcom’s 2010 game Dark Void. And I suspect that many of you—like my CHEGhead friends Jon-Paul Dyson and Eric Wheeler—have enjoyed ICHEG advisor Tommy Tallarico’s Video Games Live concerts in Western New York and around the globe.
Next time “Smooth Criminal” is played at your local bar, try to find out if the person next to you is reminiscing about popping to the beats or remembering what it is like to flip off their hats and beat the suit-wearing Mobster’s of Sega’s 1990 game Moonwalker. I’m sure no matter who you end up talking with or where they are from, you will find a common video-game-music memory.
One of the most frequent questions I receive as a gamer is, “What kinds of games do you enjoy playing?” This question seems simplistic, but the answer is definitely not. I’ve given several different ones over the years, ranging from specific examples, such as Mario Bros., to broad genres, like puzzle games. As I get older, I realize my absolute favorite games are those that represent a connection to my personal life, especially games that take me back to a part of my past.

美少女戦士セーラームーンS: 場外乱闘? 主役争奪戦!(Pretty Soldier Sailor Moon: Outside Scuffle? The Competition for a Leader!)
When I was in high school, every day for over a year, I sat down in front of my television at 4 p.m., tuned into Cartoon Network, and heard a deep voice intone, “This one’s going out to all the ladies!” It signaled the beginning of Toonami, a two-hour segment of anime television, and the first show in line—Sailor Moon—is still a favorite. My love for it developed faster than I could ever have predicted. The characters’ steely resolve to protect the world from evil and joyful personalities endeared them to me. I set out to learn all I could about the show and immerse myself in all its forms. I soon found that the series spawned several video games, but I never got lucky enough to play any, as most of the titles were released only in Japan. But now, thanks to ICHEG, I’m lucky enough to play some of those Sailor Moon games for the first time.
One of our newest acquisitions is a basic fighting game released for the Super Famicom in 1994, entitled 美少女戦士セーラームーンS: 場外乱闘? 主役争奪戦!(Pretty Soldier Sailor Moon: Outside Scuffle? The Competition for a Leader!) In this game, various Sailor Soldiers engage in Street Fighter-style brawls and try to become the new leaders of the Sailor Team. The second game included in the acquisition is a blindingly pink dedicated handheld called 美少女戦士セーラームーンS: 決める! ハートアタック(Pretty Soldier Sailor Moon S: Decide! Heart Attack). Bandai released this game in 1994, and it pits Sailor Moon against enemies, such as Kaolinite and her fellow Dust Busters, from the anime’s third season.

美少女戦士セーラームーンS: 決める! ハートアタック(Pretty Soldier Sailor Moon S: Decide! Heart Attack).
Both of these games are extremely easy to play, even for a casual gamer like myself. And since they’re both fighting games, they don’t fit into my favorite game genres. But none of that matters to me when compared with the opportunity to immerse myself in a world filled with familiar characters. The ability of games like this to take me back to such a wonderful era of my childhood is much more important than the game mechanics or genre. It also thrills me to know the story of Sailor Moon itself proved popular enough to span so many mediums, including video games!
Do you have any games that take you back to your childhood or adolescence? Please share your stories! I promise I’ll be back to read them … after I finish dusting a group of Sailor Moon villains!

Lyman Abbott
A century ago, the journalist, pastor, and social reformer Lyman Abbott wrote: “I frequently play solitaire as a brain rest, and I recommend the game to the brain-weary. In playing I have to study the relation of each card on the table to the other cards and take time to determine what my play shall be.”
Anyone who enjoys casual electronic games can identify with Abbott. Casual games engage us without overtaxing us. We line up stones in Bejeweled, help Flo wait tables in Diner Dash, stack shapes in Tetris, or load up Solitaire on Microsoft Windows. We start casual games when we’re slightly stressed, bored, or perhaps just plain brain-weary. They stabilize our spirits and reinvigorate us to face the challenges of everyday life.
When I’m tired, I don’t want to learn a lot of complicated rules. I also don’t want to have to wait to begin playing. And I certainly don’t want to devote half my life to the effort. A good casual game is easy to learn, quick to start, and short in duration.

Windows 3.1 Solataire
As Abbott’s quote suggests, casual games, whether traditional or electronic, have entertained us for a long time. And yet, in recent years, casual games have become an increasingly important part of the video game market. Why is this? I think the key reason is ease of access. Consider what makes Solitaire—the type you play with a physical deck of cards—such an appealing game. The rules are simple, the game mixes chance with a modicum of skill, and, most importantly, you can carry the deck of cards around with you for instant play. When Microsoft bundled Solitaire with Windows 3.0 in 1990, millions of computer users gained instant access to a game right from their startup menus.

Plants Vs. Zombies
Today, the Internet and mobile technologies make it easy to launch a game almost instantaneously. Flash-based games on sites such as Pogo and PopCap take seconds to load, and a universe of iPhone games like Paper Toss and DodgeDot attracts thousands of players. As computing power grows exponentially and becomes ever more transportable, casual games will only gain in popularity.
I know I’ll keep playing them. Lately, I’ve favored Mr. AahH! on my iPhone. Online I tend to play whatever my kids are enjoying—recently it’s been Canyon Defense and Plants vs. Zombies. But my favorite casual game right now is Wii Sports Resort’s Table Tennis. I battle the computer for best out of five, and when I’ve won (or lost) three games, I’m done and ready for the next task at hand. For me, it’s the perfect remedy for a weary brain.
So what casual games are you playing?

Tactical Language & Culture Training System from Mike Elgan
Two American soldiers stand guard on a street corner in a remote village as a Black Hawk helicopter circles overhead. Onlookers, many of them armed, gather. Additional soldiers arrive, and the situation deteriorates rapidly. Something must be done—quickly. You hold your breath and step forward to address the man who appears in charge.
Now, you might be speculating that I’m describing a scene from the hit game Call of Duty: Modern Warfare 2. I’m not, however. This is a hyper-realistic scene from a high-tech military simulation (a war game) that enables soldiers to hone their decision-making skills prior to deployment to actual combat situations. The military began using video games for training long before Call of Duty appeared.

Battlezone Screenshot from Cornell Student Project
Atari released their 1980 cabinet arcade game Battlezone, a vector-based product viewed through a 3-D first-person perspective. Its highly realistic play became a smash hit and quickly caught the attention of both gamers and the US Army. Could a video game be used to train American tank crews during the height of the Cold War? Soon the army took an unprecedented step and commissioned Atari to design and build a combat simulator for gunners manning the Bradley Fighting Vehicle. Although Atari’s effort yielded only a few prototype systems, their work planted the seed for future use of electronic military training aids.
While virtual training does not replace actual field training, the military believes serious gaming is a useful educational tool. Over the past decade, the American armed forces have spent hundreds of millions of dollars on advanced gaming technologies that allow military trainers to embed soldiers, sailors, airmen, and marines in increasingly realistic environments. Computer-based simulations such as the Tactical Language & Culture Training System incorporate foreign language instruction and cross-cultural communication skills. Trainees practice both routine and atypical real-world mission situations in a multiplayer, networked convoy training simulator called DARWARS Ambush! As a former instructor on active duty in the US Army, I can attest to the fact that soldiers learn valuable skills through these highly interactive serious games.

The military relies heavily on the commercial gaming industry to produce these training aides. Professionals in many fields outside of the armed forces, including medicine and engineering, also use serious games to train and educate personnel. These uses, along with the 2010 Serious Games Summit and the dozen or more sessions on serious gaming at the concurrent Game Developers Conference, illustrate the importance of this game genre.
International Center for the History of Electronic Games® • Strong National Museum of Play • One Manhattan Square • Rochester, NY 14607 • USA

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