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22 Nov 08:20

Analyzing the Nintendo Switch's Tegra Processor

by Jimmy Thang

After months of rumors, Nintendo has finally unveiled that its new Switch console (formerly known as the NX) will be a hybrid console/portable gaming device that will use a variant of Nvidia’s Tegra chip. But what does this mean in terms of the Switch’s power, performance, and capabilities? We’re here to analyze that.

No Caption Provided

About Nvidia Tegra

Nvidia’s Tegra system-on-a-chip (SOC) is based on the ARM instruction set, which is what is used to power modern smartphones and tablets. By contrast, most modern consoles are built on the PC’s x86-based instruction set. The Switch marks the first time a major console is being built on ARM.

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One concern here is that this could potentially make it more cumbersome to port games from Sony and Microsoft’s consoles, but the Switch isn’t likely to be as powerful as either the PlayStation 4 or Xbox One, since it will be based on an SOC that’s designed around mobile-use and low-power consumption.

While Nintendo will use a heavily-customized Tegra processor, Nvidia has generally showcased its Tegra SOCs in its Shield gaming devices; the original of which debuted in 2013 with the company’s Shield Portable handheld system.

There’s still a lot we don’t know about the Switch’s Tegra chip, but Nvidia also says that it’s based on the same GPU architecture as its “top-performing GeForce gaming graphics cards.” This could potentially mean that the Switch’s SOC will be based on Nvidia’s Pascal architecture, which is used to power the company’s current crop of GeForce 10-series GPUs.

The first Shield device to use the Tegra SOC was Nvidia's Shield Portable handheld gaming device.
The first Shield device to use the Tegra SOC was Nvidia's Shield Portable handheld gaming device.

Performance

As the Switch is based off of a low-power instruction set that’s typically designed for mobile devices, you probably shouldn’t expect it to outperform the PS4 or Xbox One. Given the information that we have, the closest comparable device in terms of performance may be Nvidia’s 2015 Shield console, which used the company’s quad-core Tegra X1 64-bit SOC. Built on the 20nm production process and the company’s older Maxwell GPU architecture, the Shield console is in the ballpark performance of the PS3 and Xbox 360. It’s possible the Switch’s Tegra chip could be notably faster than the Shield console, especially if it uses the company’s newer Pascal architecture and is based on a denser production process.

The Nvidia Shield console.
The Nvidia Shield console.

As the Switch is a hybrid gaming device, there is a chance that the system could perform faster when it’s docked. For instance, gaming laptops generally perform better when they’re plugged into a wall socket. In contrast, they typically throttle in performance when they’re running off their batteries to conserve power. As a result, one possibility that we could see from the Switch is that it may offer either faster frame rates or a higher resolution when it’s docked.

Resolution

All we know about the Switch’s resolution is that it will support HD graphics. This likely means it will either support 720p or 1080p visuals, which both fit the bill.

Perhaps the Switch could run at 1080p when it’s docked and 720p when it’s mobile. Running in a lower resolution could also bolster battery life.

Battery Life

Nintendo hasn’t announced anything in regards to the Switch’s battery life, but Nvidia did say that it, “optimized the full suite of hardware and software for gaming and mobile use cases. This includes custom operating system integration with the GPU to increase both performance and efficiency.”

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Perhaps the closest surrogate for battery life that we have is Nvidia’s 2014-released Shield tablet. In our experience, the Shield tablet could game up to five hours. Its relatively big 19.7Wh battery does play a significant factor here, however, and we don’t know how big the Switch’s battery will be. Nintendo’s Tegra chip will likely use a more efficient GPU architecture than the Shield tablet’s Kepler-based equivalent, which is now relatively old; this coupled with a smaller, more efficient nanometer production process could equate to increased battery life.

Other Speculation

If Nvidia’s Shield tablet is any indication, we suspect the Nintendo Switch to be passively cooled. This means that it will rely on internal heat sinks as opposed to fans.

Nvidia’s Shield devices also use Wi-Fi Direct, as opposed to Bluetooth, for its wireless controllers. Nvidia claims that Wi-Fi Direct offers faster response times and more bandwidth. It wouldn’t be too farfetched to suspect the Switch will follow suit with its controllers.

27 Oct 06:54

Imagining The Nintendo Switch In Different Colors [Update: And Themes]

by Luke Plunkett

The Nintendo Switch shown in the console’s debut trailer is grey. This being Nintendo, though, you can be sure that other shades and variations will be coming.

Read more...

27 Oct 06:53

Sunday Comics: You're Fired

by Ethan Gach

Welcome to Kotaku’s Sunday Comics, your weekly roundup of the best webcomics. The images enlarge if you click on the magnifying glass icon.

Read more...

27 Oct 06:53

Sean Bean Is Magnificent In Civilization VI

by Luke Plunkett

Sean Bean is not the star of Civilization VI. But he is easily one of the highlights.

Read more...

27 Oct 06:52

Cities Skylines Player Spends Hundreds Of Hours Building A Near-Perfect San Francisco

by Nathan Grayson on Steamed, shared by Nathan Grayson to Kotaku

A Cities Skylines player just debuted his crowning achievement: a spot-on 1:1 recreation of San Francisco. It’s just like the real thing, all the way down to individual neighborhood and building placements. There’s just one teensy little problem: massive death tolls.

Read more...

27 Oct 06:44

Mario Kart 8 Sales Surpass 8M Units, Wii U at 13.36M Units Sold, 3DS at 61.57M Units Sold

by William D'Angelo

Nintendo has released its earnings report for the six month period ending September 30, 2016. Revenue decreased by 33 percent to 136.8 billion yen ($1.31 billion) compared to 204.1 billion yen ($1.95 billion) a year ago. Operating income dropped from 8.9 billion yen ($85.2 million) a year ago to a loss of 5.9 billion yen ($56.5 million). That is a drop of 14.8 billion yen ($141.7 million). 

Nintendo sold 19 percent more hardware thanks to increased sales of the Nintendo 3DS due to the success of Pokémon Go. Lifetime sales of the Nintendo 3DS are up to 61.57 million units with 293.40 million games sold.


The Wii U sold 560,000 units during the six month period to bring lifetime sales up to 13.36 million units. The weak sales was due to the lack of hit titles according to Nintendo. There have also been 92.35 million games sold lifetime on the Wii U.

Nintendo also revealed that Mario Kart 8 has sold eight million units on the Wii U. That is a 60 percent attach ratio. 

Here is a list of sales of other Nintendo titles:

  • New Super Mario Bros. U - 5.45 million
  • Super Mario 3D World - 5.19 million
  • Nintendo Land - 5.13 million
  • Super Smash Bros. for Wii U - 4.99 million
  • Splatoon - 4.57 million
  • Super Mario Maker - 3.73 million
  • New Super Luigi U - 2.74 million
  • The Legend of Zelda: The Wind Waker HD - 1.98 million
  • Mario Party 10 - 1.94 million
  • Pokémon X/Pokémon Y - 15.64 million
  • Mario Kart 7 - 13.94 million
  • Pokémon Omega Ruby/Pokémon Alpha Sapphire - 13.18 million
  • SUPER MARIO 3D LAND - 10.98 million
  • New Super Mario Bros. 2 - 10.60 million
  • Animal Crossing: New Leaf - 10.34 million
  • Super Smash Bros. for Nintendo 3DS - 8.35 million
  • Tomodachi Life - 5.30 million
  • Luigi's Mansion: Dark Moon - 5.03 million
  • The Legend of Zelda: Ocarina of Time 3D - 4.52 millio
  • Pokemon OR/AS - 1.3 million pcs (this figure is for Q2 only)
  • Kirby: Planet Robobot - 1.08 million pcs. (this figure is for Q2 only)

Thanks GoNintendo.

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.

Full Article - http://www.vgchartz.com/article/266312/mario-kart-8-sales-surpass-8m-units-wii-u-at-1336m-units-sold-3ds-at-6157m-units-sold/

27 Oct 06:43

Civilization 6: Testvergleich deutscher Spielemagazine [8/8]

by Benjamin Braun

Mit dem letzten Update dieses Notenvergleichs kamen die Wertungen von Gamona und GIGA hinzu. Der Testvergleich ist damit vollständig.

Weiterlesen

26 Oct 12:43

Wieder da: ALF – Die komplette Serie als DVD-Box für 16,99€ (bei Abholung) [Thalia]

Wer eine Thalia-Filiale in der Nähe hat, kann sich nun die Alf-Komplettbox zum sehr guten Preis von 16,99 € sichern.

Alternativ kommt man mit Füllartikel auf 17,99 € minus 3% Shoop = 17,45 € inkl. Versand. Shoop gilt leider nicht bei Filiallieferung.

PVG: 19,97 € inkl. bei Amazon

853930-g6O47.jpg
Produkttyp: DVD Box
Titel: ALF - Die komplette Serie
Genre: Comedy
Laufzeit: 2394 Minuten
Altersfreigabe (FSK): 0
Sprache/Tonformat: Dolby Digital 2.0 Deutsch, Dolby Digital 2.0 Englisch
Untertitel: Deutsch, Englisch, Französisch, Spanisch, Niederländisch
Bildformat: 4:3 / 1.33:1
Lieferumfang: Serie ALF - Die komplette Serie, 16 Discs

Inhalt: Generationen von Menschen blickten gen Himmel, auf der Suche nach intelligentem Leben. Und, was finden sie? ALF – die "Außerirdische Lebensform" - kracht mit seinem Raumschiff in eine Garage und wird Teil einer glücklichen, wenn auch schrägen Familie. Max Wright, Anne Schedeen, Andrea Elson und Benji Gregory sind die Tanners, eine nette Vorstadtfamilie, die versucht den durchgeknallten Außerirdischen zu verstecken, der auch glatt zur Familie gehören könnte, wäre er nicht so haarig. Dieser 229 Jahre alte Typ vom Planeten Melmac reißt einen Witz nach dem anderen, schläft in einem Korb neben der Waschmaschine und stellt der Familienkatze mit unverhohlenem Appetit nach (es geht doch nichts über eine große Portion Katze mit Pommes!).
26 Oct 07:55

Rayman’s Creator Michel Ancel Reveals Original Super Nintendo Prototype Cartridge & Gameplay

by no-reply@retrocollect.com (Cauterize)

Rayman-SNES-PrototypeRayman is without doubt one of the greatest franchises to be born from the nineties, and one that proudly lives on even today. While many of us will remember Rayman from his early outings on the Sony PlayStation and Sega Saturn, the creator of the series has just unveiled an early Super Nintendo prototype of the game.

26 Oct 06:45

Atari I/O Interviews Art of Atari Author Tim Lapetino

by Rob Wanenchak

HomeBlog ▸ Atari I/O Interviews Art of Atari Author Tim Lapetino

Atari I/O Interviews Art of Atari
Author Tim Lapetino
By Rob Wanenchak  |  Twitter  |  Flickr

Rob Wanenchak Atari Ballblaɀer

With every new generation of video game consoles have come games that are more complex, polished, and photorealistic than those before. Modern games feature increasingly advanced graphics and carefully-crafted narratives, and gameplay is no longer necessarily complemented by active imagination in the same way or to the same degree as during video gaming’s earliest days, when graphics were primitive and game stories were elementary (if they existed at all). A game publisher’s marketing and design departments were often tasked to try to fill some of the imaginative gaps left by limitations of the early technology.

In this primordial era of video gaming, Atari relied on things like fantastic artistry, bright color schemes, and other stylistic intrigues to catch consumers’ eyes. It can be easy to forget that video game sales pre-date things like dedicated game review magazines, blogs, and YouTube reviews; making a sale in the earliest days often hinged on quick first impressions in a toy store aisle or a department store catalog. Of course, as the prevalence of digital game distribution grows and the desire for owning physical media wanes, consumers have seen the game publishing industry’s focus shift away from things like packaging and design aesthetics.

Nostalgia is a driving force behind many classic video game retrospectives, and the upcoming Art of Atari (Dynamite Entertainment) is no exception. Gamers who grew up with Atari will fondly remember the striking box, instruction manual, and label artwork as artifacts of a bygone time, when dressing up a game in proverbial fancy clothing wasn’t seen as an act of deception or otherwise underhanded. Instead, things like artwork and packaging design were generally viewed as enhancements to the gaming experience, inviting and inspiring game players to see something more in abstract game graphics.

Art of Atari promises to be much more than a simple compendium of artistic sentimentality, however. Tim Lapetino, graphic design director and author of Art of Atari, has gone to great lengths to chronicle memories and stories from the artists and designers themselves. Since Atari artists’ handiwork comes from a time when even game programmers weren’t given credit for their work (let alone artists), Art of Atari will be a long-deserved recognition of their important contributions to video gaming history and lore.

On behalf of Atari.IO, I spoke with the author earlier this year about his project-turned-book labor of love:

Art of Atari book Tim Lapetino

Atari.IO: In January 2014, you wrote that the Art of Atari project had already been underway for a few years. How was this idea first born? Did your initial idea evolve, or is the book more or less what you envisioned from the start?

Tim Lapetino: This project grew out of my love for the original Atari 2600 box artwork. Ever since I was a kid, the Atari 2600 artwork captivated me, and that continued on into my adult career as a graphic designer and creative director. I had always wondered who were the unsung creative folks behind the art and design I loved, and eventually started paying attention to clues and names floating around the Internet. In my own nerdy kind of digital Indiana Jones way, I began hunting for names and keeping a kind of spreadsheet of info I tracked down. I didn’t have a clear thought on what I’d do with that info, but I was capturing it nonetheless.

Then, in the space of one week in early 2012, I was able to buy a large cache of negatives, slides, and transparencies of Atari artwork from another collector, and also was serendipitously connected with Cliff Spohn, the artist chiefly responsible for defining the original 2600 illustration style. It was then I realized that maybe there was a book in all of this. As I began contacting and interviewing some of the Atari illustrators, I kept unearthing these great stories (and wonderful people) that I wanted to share with the world. And as I uncovered more artwork in high resolution formats – mostly 4×5 transparencies and slides, with some original art – I realized that a lot of this great work was soon going to be lost to time. Much of it has been destroyed, tossed out, or is in the hands of private collectors where few people will ever see it. I wanted to write and curate a book that would capture those stories and preserve the art in an accessible format for future generations. I wanted to give these creative people their due credit. I wanted to show that this “commercial art” created to sell game cartridges has transcended its original purpose to become iconic, fantastic art that stands on its own.

It was an exhaustive (and exhausting!) process, but also really fun and energizing. There was a lot of unsexy work involved at times, from tracking down people to cold calling names out of the phone book, to removing dust and scratches from old negatives – but it was all worth it, and I think it shows in the final product.

– Did you run into any difficulties tracking down Atari’s artists and designers, or has the internet made that kind of task straightforward?

TL: Yes, this was always a challenge, even right up to the very end. Atari wasn’t big on crediting artists and designers for a variety of reasons, so I had my work cut out for me. Some signatures were easily readable even on the small box reproductions of the art, and I started there. The Internet was a big help, but it was still a significant amount of detective work. When I finally started connecting to Atari artists, they would point me to other people, and I continued to grow a network of former Atari employees who graciously helped my search. And some artwork still was difficult to identify, even by those folks! After all, we’re talking about decades ago! A couple of great art collectors were also a huge help to me, since they had original pieces that sometimes had more info attached to them. Some of it was just old school pounding the pavement. In trying to contact one of Atari’s industrial designers, I must have called 15 people with his name in California, hoping to land on the right one. I eventually did!

 

  • Art of Atari book Tim Lapetino
  • Art of Atari book Tim Lapetino Atari Box Artwork
  • Art of Atari book Tim Lapetino Asteroids Box Artwork Atari 5200 2600

 

– Were all the artists and designers you spoke with eager to discuss their contributions to Atari?

TL: I’m glad to say that nearly everyone who I contacted was interested in talking about their time at Atari. All of them were as helpful as they could be, with more than 30 years passing since their time. Almost everyone was surprised at my interest and the prospect of a book, but they were more than willing to share some great stories that were never heard outside of the halls of Atari. In all, I think it has been satisfying for many of them to see that the work they did – whether it was art, graphic design, or industrial design – living on through dedicated fans and renewed interest. I hope this book helps cement their place in design history.

– Does Art of Atari discuss Atari’s decision to use detailed, fine-art painting-style artwork instead of more abstract but game-representative artwork like Activision used on their game boxes?

TL: I don’t talk about that explicitly in the book, but I can say that Atari’s approach really was a product of its time. In the late 70s and early 80s, illustration was still widely used in advertising, design, and commercially. Photography was just starting to supplant hand-rendered illustration, but it was sort of natural that the folks at Atari would draw from existing, parallel industries to drawn inspiration for their package design and art. There were no video game standards, so they borrowed from paperback novel covers, LP album art, and movie posters – and expanded upon it. Cliff Spohn’s art really served as a working template of how to approach the art, and they grew from there.

– How did Atari discover and hire their artists? Were any brought on staff, or was all the artwork commissioned by Atari game-by-game?

TL: Early on, Cliff Spohn and people like Susan Jaekel and Rick Guidice were all freelance artists, and their work set the stage for others to join. But as Atari exploded and the need for greater volume increased along with the amount of games, they found it more affordable to bring in some full-time staff artists like Hiro Kimura, Terry Hoff, Warren Chang, and others. A lot of other illustrators contributed work – like Ralph McQuarrie of Star Wars fame! It eventually became a mix of full-time artists and contract illustrators, until the market crash in 1983.

– Given that some artwork was shared between Atari and Sears for their respectively branded games and products, does the book go into any detail about the licensing/branding agreement made between the two?

TL: I would have liked to dig more into the Sears connection and how that particular relationship functioned on a creative level, but two things kept us from doing so: 1) There really weren’t many people left I could find who had those insights and 2) Sears artwork really was more of a footnote in the larger story of Atari art and design, and even with 352 pages, we had to make some choices to focus our efforts.

 

  • Art of Atari book Tim Lapetino Atari Box Artwork
  • Art of Atari book Tim Lapetino Yars' Revenge Howard Scott Warshaw
  • Art of Atari book Tim Lapetino Centipede

 

– Does Art of Atari discuss how Atari handled procuring artwork for games based on various movie and other intellectual properties (as a few examples: Raiders of the Lost Ark, E.T., Gremlins, the Sesame Street titles)?

TL: Absolutely. Those pieces are some of my favorite in the book. Licensing practices and the handling of artwork have changed dramatically since Atari’s heyday. In 2016, if you license a character for your game, pajamas, or whatever you will get access to master key art pieces from the licensor, and that’s all you’d be allowed to use. It keeps things consistent, allowing the brand to be represented uniformly, building on existing brand awareness. But at that time, Atari had incredible latitude to create totally original art based on the properties they licensed, so you will see unique versions of Pac-Man, Space Invaders, Indiana Jones, Gremlins and others done by Atari artists – art that would not appear anywhere else. And in some cases, the versions of these characters are wonderfully different than what you’d see previously. I’m thinking of one specific Pac-Man piece that I think people will be blown away by. We have a version of Pac-Man for the 2600 cover that has never been shown in public anywhere! It’s a treat to see and a personal favorite of mine.

– Were artists given specific instructions for what their finished product should look like? Or would they be given a blank slate and allowed to create based on their own interpretations of game concepts and gameplay? Were they ever (literally) sent back to the drawing board?

TL: It really depended on the game and the time period, but in general, Atari was a very creatively open place. They gave game designers and artists quite a lot of latitude to be creative and help drive concepts forward. Sometimes artists would just be given the verbal description of a game, and had to work from that. We have a lot of anecdotes throughout the book about artists’ specific inspiration and creative thought processes, which I’m very proud of.

– Will readers get to see any rejected artwork, first-draft sketches, or other unpublished art?

TL: While a lot of that stuff has been lost to time, I was able to include quite a few pieces of unpublished art, some sketch concepts, and some pieces that were changed for whatever reason. This is just part of the creative process, and I think that’s a fascinating and illuminating part of understanding what went on behind the scenes at Atari.

page_paragraph_seperator

Tim Lapetino Art of Atari

“I can say that Atari’s approach really was a product of its time. In the late 70s and early 80s, illustration was still widely used in advertising, design, and commercially. Photography was just starting to supplant hand-rendered illustration, but it was sort of natural that the folks at Atari would draw from existing, parallel industries to drawn inspiration for their package design and art. There were no video game standards, so they borrowed from paperback novel covers, LP album art, and movie posters – and expanded upon it. Cliff Spohn’s art really served as a working template of how to approach the art, and they grew from there.”
 
– Tim Lapetino, “Art of Atari”

page_paragraph_seperator

– The aesthetic of Atari’s game boxes and labels changed many times over the years, and the artwork that went along with them became decidedly more arcade-like when Atari Corporation took the reins. Can we look forward to Art of Atari also discussing more sweeping graphic design changes like these?

TL: We dig into the graphic design part of Atari somewhat, with specific sections on design and peppered throughout. But things were moving so quickly and changing daily at Atari, that I have heard many different stories about what drove design changes. Sometimes it was practical – like the move to silver packaging. It was an attempt to update the packaging while simultaneously extending the product line to include multiple consoles, and the need to differentiate those. So we do have insights into the design, including some design concepts that didn’t go anywhere. Atari designer Evelyn Seto was instrumental in helping me understand some of those changes, and showing me much of the work the design teams were doing. She did a lot of it as well.

– Observant game collectors often notice the smallest of details and differences in designs and artwork across Atari’s products. Will Art of Atari help to explain any of the more unusual design quirks and oddities?

TL: As a collector myself, I’d love to get answers to some of those questions, but honestly a lot of those questions on why things were changed or altered on the run are just not there. The other factor is that I tried to strike a balance with this book of satisfying the most serious Atari fans while still being very accessible to the people who haven’t picked up a joystick since they were kids. And in service to that, some of the deepest nitty-gritty issues were not included. But I am sure there will be more than enough deep details to satisfy the Atari-obsessed like myself.

– What’s in your own Atari collection?

TL: I have a solid collection of boxed games, though it’s not totally complete. I have a love for oddball 2600 controllers and peripherals, so I’m drawn to things like the Track & Field controller, the Amiga Joyboard, the Quickjoy Foot Pedal, and those goofy Milton Bradley “arcade style” controllers like the Cosmic Commander. A lot of that is beyond the scope of the book, but those oddities are some of the things that I appreciate about the 2600 itself. Some of that interest shows up in the big section on prototypes I put together for the book.

– What are some of your favorite pieces of Atari artwork, and are there any in particular that you feel are especially underappreciated?

TL: For me, there are far too many to name, but the desert island short list would have to include Super Breakout, Surround, and Codebreaker. They are all Cliff Spohn pieces, and they all showcase his amazing design sense in addition to incredible illustration style. In Super Breakout, the image of the rainbow colored Breakout wall reflected in the curved visor of the astronaut is an image that has captivated me since I was five. Codebreaker just captures this moody, gloomy espionage ethos, and the montage design of all the different visual pieces is a kind of genius. I also adore Hiro Kimura’s original take on Pac-Man for the 2600. It manages to be original and still iconic all at the same time.

 

  • Art of Atari book Tim Lapetino Atari Box Artwork Breakout
  • Art of Atari book Tim Lapetino Atari Box Artwork Hiro Kimura
  • Art of Atari book Tim Lapetino Atari Ads Advertising

 

Also, on a different note, one of my favorite parts of the book is the section on industrial design. It might not be as sexy as the illustration work, but I was so thrilled to hear about the creative process of these designers – how they approached the work, how they considered surfaces and materials, and where their inspiration came from — that it ended up being a very significant part of the book. Also, I was really excited to learn the origins of things like the 2600 console design itself, the iconic one-button joystick, and things like that. Unearthing prototype and mockup photos of these was one of the highlights of the project for me!

I also am in love with the Atari 2700 console – the wireless controller one. That is a thing of beauty, and we were fortunate enough to get great photos of a production unit from a friend on the east coast. But I’m jealous that he owns it – I really want to hold one in my hands some day!

– Are there any big surprises in store in The Art of Atari for the hardcore Atari enthusiast? Artwork for unreleased or prototype games that haven’t ever been heard of before, for example? Perhaps some additional Swordquest: Airworld artwork, or something along those lines?

TL: Ha! I wish I could share those things, but I think I’m going to just have to tell you to wait for the book in your hands. That reveal will hopefully be more satisfying than anything I could say at the moment. But I think hardcore Atari fans will be jazzed to see some of the things we’ve managed to uncover.

 

Atari 2600 Joystick

 

– Was there anything that you’d really hoped to include in the book but couldn’t, for some reason (licensing, etc)? Or were there any questions you’d hoped to get answered but didn’t?

TL: Not really. We really were able to include as much as we could, given the timeframe we were working with. Dynamite, my publisher, was amazing in that they gave us 352 pages to work with. That’s a huge canvas to tell this story – and while we don’t cover everything that Atari ever did, I think the best work is totally represented in Art of Atari. There is less work that focuses on later consoles like the 7800, Jaguar, XE, etc, but I think that’s a function of the overall quality of the time. My curation within the book was driven by representing the best work, and also by what we were able to acquire. In the end, that left tons of amazing work to grace those pages. I think any Atari fans will feel the same way.

 

 

Discuss ART OF ATARI in the Forums

 

 


 

Art of Atari (hardcover, 352 pages) is due for release on October 25. Also available will be a Deluxe Edition of the book, which will include a unique leather-bound “Game Cartridge” cover and slipcase, a Steam key for Atari Vault, and a frameable Limited Edition Print featuring new artwork by original Atari artist Cliff Spohn. Additional book details are available at artofatari.com and dynamite.com.

Rob Wanenchak is an Atari player, collector, researcher, and occasional armchair historian. You can find him on the Atari I/O Forums under the name Ballblaɀer, often documenting his growing game collection with photos and fun facts. You can also follow him on Twitter and over on Flickr.

The post Atari I/O Interviews Art of Atari Author Tim Lapetino appeared first on Atari I/O.

25 Oct 08:10

Video: Civilization 6 im Test: Wie ein schönes Strategiespiel von seiner KI torpediert wird

by Jörg Langer
24 Oct 14:58

Xbox Live Games With Gold For November 2016

by Larry Hryb, Xbox Live's Major Nelson

For the month of November, Xbox Live Gold members will receive four new free games – two on Xbox One and two on Xbox 360 – as part of the Games with Gold program. You can play both Xbox 360 titles on your Xbox One with Backward Compatibility.

On Xbox One, Xbox Live Gold members can download Super Dungeon Bros ($19.99 ERP) for free during the month of November. Murdered: Soul Suspect ($19.99 ERP) will be available as a free download from November 16th to December 15th.

super-dungeon-bros  murdered-soul-suspect

On Xbox 360, starting Tuesday, November 1st, Monkey Island: SE ($9.99 ERP) will be free for Xbox Live Gold members through November 15th. Then on November 16th, Xbox Live Gold Members can download Far Cry 3 Blood Dragon ($14.99 ERP) for free through November 30th.

monkey-island-se  far-cry-3-blood-dragon

Read more about November Games with Gold titles over at Xbox Wire.

See last’s month’s Games With Gold here.

*Titles are available as free downloads for qualifying Xbox Live Gold members in all markets where Xbox Live is available. Some regions may offer different titles depending on market availability.

 

24 Oct 14:58

Xbox Live Games With Gold for November announced

Microsoft's announced November's Games with Gold titles.

On Xbox One, Xbox Live Gold members can download Super Dungeon Bros for free throughout November.

Murdered: Soul Suspect is free to download from 16th November to 15th December.

Read more…

24 Oct 08:13

Nintendo Switch Fans Are Already Dreaming Up Amazing Controller Add-ons

by Jon Gordon

It hasn’t taken long for Nintendo fans, hyped by the announcement of Nintendo Switch, to come up with some fun ways to customise the new console for their favourite classic titles.

The idea of a screen that can have controller attachment slotted in at the sides certainly gets the imagination racing and these designs, posted by RedIsSafe on Twitter, are just a few ways the right hand controller could be altered to fit game properties.

We like this idea a lot. We’ll see if this is something Nintendo also has on its mind.

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24 Oct 07:26

Spieleveteranen-Podcast #84

by Benjamin Braun
Und erneut ist es soweit: Die Spieleveteranen haben sich zusammengefunden, um einen weiteren Podcast aufzunehmen, über Aktuelles und Vergangenes in der Welt der Computer- und Videospiele zu sprechen.

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24 Oct 07:25

Nintendo Switch: Keine offiziellen Infos zu Hardware, Spielen oder dem Region-Lock in diesem Jahr

by Denis Michel

Nach der Ankündigung von Nintendo Switch gibt es noch viele ungeklärte Fragen. Bisher ist weder bekannt, welche Hardware genau in dem Gerät steckt, noch welche Spiele zum Launch der Konsole erhältlich sein werden. Die Antwort darauf werden wir nicht mehr in diesem Jahr bekommen, wie der Wall-Street-Journal-Redakteur Takashi Mochizuki kürzlich auf seinem Twitter-Account verriet.

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24 Oct 07:24

Günstige Spiele bei Saturn - z.B. Fallout 4 (XBO) für 15€, Uefa Euro 2016 (PS4) für 5€, The Witcher: Blood and Wine (PS4) für 15€ [Sammeldeal]

Moin.

Saturn hat gerade die Preise für einige Spiele reduziert. Alle Spiele sind auch über den Ebay-Shop von Saturn verfügbar.

Die Preise gelten bei Abholung.

Uncharted 4 für 20€ wurde ja bereits gemeldet.


Darunter sind:

Madden NFL 15 (XBO) für 5€ - PVG: 14,01€

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Uefa Euro 2016 (PS4) für 5€ - PVG: 16€

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Assassin's Creed: Unity (PS4) für 10€ - PVG: 22,22€

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Fallout 4 (XBO) für 15€ - PVG: 26,90€

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CoD: Advanced Warfare (PS4 / XBO) für 10€ - PVG: 20€

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The Witcher Wild Hunt: Blood and Wine (PS4) für 15€ - PVG: ~30€
The Witcher Wild Hunt: Blood and Wine (PC) für 10€ - PVG: 32,88€

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Devil's Third (Wii U) für 10€ - PVG: 19,89€

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The Technomancer (PS4 / XBO) für 29€ - PVG: 38,69€

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No Man's Sky (PS4) für 29€ - PVG: 38,85€

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Hyrule Warriors: Legends (3DS) für 15€ - PVG: 30,94€

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24 Oct 07:23

Civilization 6 (PC) bei Amazon mit Prime

Man bekommt im Moment Civilization 6 für den Pc beim Amazon für 39,99. Zudem werden noch zwei Euro Rabatt abgezogen, wenn ihr Prime habt. Dadurch ergibt sich ein absoluter Spitzenpreis! Der Versand ist kostenlos.


PVG : 48,90!
http://www.idealo.de/preisvergleich/OffersOfProduct/5049057_-sid-meier-s-civilization-vi-pc.html

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21 Oct 14:07

Video: Nintendo Switch: Analyse von Jörg Langer und Christoph Vent

by Jörg Langer
Raider heißt jetzt Twix
Lange war um Nintendos zukünftige Konsole gerätselt worden, die auf den Arbeitstitel "NX" hörte, also in etwa "next". Spätestens aber nach der Ankündigung von Xbox Scorpio und Playstation 4 Pro hätte "Nintendo Last" besser gepasst... und so heißt die Konsole eben Switch.

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21 Oct 13:41

Head of Xbox Responds to Nintendo Switch Announcement

by William D'Angelo

Head of Xbox Phil Spencer was asked on Twitter what he thought about the recently announced Nintendo Switch. He is impressed with how Nintendo is able to take such a bold vision and turn it into a product.

"I'm always impressed with their ability to state a bold vision and build a product that delivers on that vision," said Spencer.

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He added that true innovation is critical for the long term success for gaming as a whole. 

"Innovation, for all of us, is the best long term differentiator," he added. "it's not ads/promotions, true innovation is critical."

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Spencer in the past has stated that he finds the console war debates "distateful" and has even praised the competition.

The Nintendo Switch launches in March 2017.

Thanks GameSpot.

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.

Full Article - http://www.vgchartz.com/article/266254/head-of-xbox-responds-to-nintendo-switch-announcement/

21 Oct 12:59

Nintendo’s Website Calls NX Their “Next Home Gaming System”

A majority of the community has accepted credible reports painting Nintendo NX to be a home and handheld console—a hybrid, if you will. While this may be the case, some are pointing to Nintendo's official website, which calls NX their "next home gaming system." Fans are assuming this rules out the hybrid rumor, but that's one interpretation. We'll know for sure tomorrow.

Laura Kate Dale, who we've sourced in the past, claims the purpose of Nintendo's home console "branding" is so...

21 Oct 07:41

How The Nintendo Switch Works

by Matthew Kato

Today Nintendo revealed the Nintendo Switch, via a preview video that showed how the system combines at-home and on-the-go functionality.

The switch consists of a home cradle unit, a screen, and a Joy-Con controller. When you're playing at home on your TV, it works like a normal system.

When you want to take it out of the house (initiating portable mode), you slide out two components of the controller (which can be unified with a grip accessory) and attach them to either side of the screen. Each part of the controller has a bank of four buttons and an analog stick. It appears that each section has its own shoulder button. There is also an optional Nintendo Switch Pro Controller.

The Joy-Con controller sliding out of the grip accessory

Games can be started at home and continued in another location with the screen. It appears by the video that a memory card is needed, and it's unknown if there is any internal storage.

When you're playing the Switch remotely with the screen, the two controller sections can remain attached to the screen or removed (with each section being held in either hand). A kickstand props up the screen, which also has a headphone jack.

Multiplayer – both local splitscreen and local involving multiple Switch screens – is allowed with each player using a section of the Joy-Con controller, holding it sideways.

Of course, as much as we know about how the system works, there are still a lot of questions regarding the system, not the least of which is price and release date. The battery life for the Joy-Con controllers and the screen, the online multiplayer network configuration (which hasn't been a strong point for the company), and the size and functionality of the memory card for portable play are just a few of the questions remaining.

Note: The original story used the word touchscreen to describe the Switch unit. This is unknown at this time. We apologize for the mischaracterization.

21 Oct 07:41

GI Show – Breaking Down The Nintendo Switch Reveal

by Ben Hanson

Who would have thought that a random Thursday in October would be one of the biggest days of the year for game news? This is not the full episode of The Game Informer Show podcast, which is still going live at 6pm Central on Thursday, but is instead an emergency special edition podcast to break down the big reveal of Nintendo's next system. Ditching the codename "NX", the Nintendo Switch combines the company's handheld and home console gaming efforts into a bizarre, new form-factor. There's a lot of news to break down from Thursday's video, so check out our discussion about the name, tech, and potential new Mario game.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to this episode on SoundCloud. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show and win a prize by becoming Email of the Week!

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21 Oct 07:40

Nintendo Switch: "Nintendo NX" wird Hybrid-Konsole mit Modulen

by Christoph Vent
Update 21.10.: Wir haben ein Video für euch, in dem wir Switch analysieren & diskutieren.

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21 Oct 07:40

Print-Auflagenzahlen Q3/2016 mit Quartals- und Jahresvergleich

by ChrisL

Seit kurzem stehen in der Datenbank der IVW (Informationsgemeinschaft zur Feststellung der Verbreitung von Werbeträgern e.V.) die Quartalszahlen der Druckerzeugnisse für das dritte Quartal dieses Jahres zum Abruf bereit.

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21 Oct 07:40

Red Dead Redemption 2: Playstation und Rockstar kündigen Partnerschaft an // Erster Teil bald via PS Now spielbar

by Denis Michel

John Koller, Vice-President und Marketing Manager für Playstation bei Sony Interactive Entertainment, gab heute auf dem deutschen Playstation Blog eine Partnerschaft mit dem Entwickler Rockstar Games bekannt.

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21 Oct 07:40

Nintendo Switch: Was wird aus 3DS und WiiU?

by Denis Michel

Nach der jüngsten Vorstellung von Nintendo Switch (siehe unsere News hier: Nintendo Switch: "Nintendo NX" wird Hybrid-Konsole mit Modulen) fragt sich der eine oder andere Spieler sicher, wie die Zukunft von Nintendo 3DS und der WiiU aussehen wird.

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21 Oct 07:39

Steam-Weekend-Deals mit Stellaris, Fallout-Franchise & Publisher-Sale von Degica Games

by Denis Michel

An diesem Wochenende gibt es bei Steam wieder einige interessante Deals für die Schnäppchenjäger. Neben dem Weltraum-Strategiespiel Stellaris (Testnote: 6.5) von Paradox Interactive könnt ihr die komplette Fallout-Serie von Bethesda günstiger erwerben.

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21 Oct 07:38

Neue Konsole von Nintendo vorgestellt!

by info@10do.de
Aus Nintendo NX wird Nintendo Switch Soeben hat Nintendo die neue Konsole vorgestellt, die bisher unter dem Codenamen NX bekannt war. In einem dreieinhalb Minuten langen Video haben sie sich darauf ko...
21 Oct 07:36

Be prepared! Deals zur Zombie-Apokalypse

Zum Auftakt der siebten Staffel von »The Walking Dead« am Sonntag will ich euch einen dealgestützten Survival-Guide an die Hand geben… nur für den Fall der Fälle.


Zuallererst greife ich der Bundesregierung und ihrer Checkliste unter die Arme und empfehle für den Bunker zusätzlich die bewährten Energy-Cakes, sowie Branches (Migros liefert am heutigen 20.10. noch VSKfrei) und natürlich Nutella (1,77 €/500g bei real) als hochkalorische Lebensspender.


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Zurück zu den Urinstinkten: Liest man sich den entsprechenden Absatz bei survicamp.de durch, dann scheint die Umwandlung von Urin in Trinkwasser denkbar einfach. Was ihr zum Destillieren braucht? Zwei Plastikflaschen, einen feuerfesten Behälter und einen Schlauch… Die erste Wahl sollte aber in unseren Regionen wohl doch die Filtrierung von Regenwasser sein – bspw. mit einem handlichen Mini-Wasserfilter für 27,85 €.

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(Über-)leben ohne Strom und Smartphone? Never! Das sehr gut bewertete faltbare 60W Solar-Ladegerät stellt sicher, dass genug Saft da ist – beispielsweise für die Selfies mit den erlegten Trophäen. Statt den dafür aufzuwendenden 120 € könnt ihr aus Budgetgründen auch erstmal zur 28W-Variante von EasyAcc (s. Foto) greifen, die ist gerade auf 49,99 € reduziert worden.


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Zu Fuß ist für Verlierer: Das vollausgestattete Motoped Survival Bike fährt bis zu 24mph/39kmh schnell und hat eine Reichweite von bis zu 300 Meilen/482 km. Danach geht es über die Wadenkraft als Fahrrad weiter. Für die Badasses unter euch auch als Black-Ops Edition mit Armbrust. Gut investierte $ 3.799 (shock)

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Auch das Outfit muss stimmen: Ein erweiterbarer Militärrucksack in Armeequalität (ab 39,99 € bei Amazon) und eine Nachtfahrbrille (4,49 € bei eBay) dürfen neben den Kampfhandschuhen (16,99 €) nicht fehlen. Um den grauen Zombiealltag ein wenig aufzulockern und auch Lacher auf beiden Seiten zu produzieren lege ich euch den faltbaren Regen- und Sonnenschirmhut ans Herz (2,98 €).


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Auf ins Gefecht! Dabei muss es nicht immer die Uzi oder Bazooka sein:

  • Ein oder zwei Stanley FatMax Fubar II als handliche Nahkampf-Verteidigung (kompakt und nur ca. 1100g) für 36,55 € bei svh24 (Newsletter-Gutschein einsetzen)
  • Ein Brecheisen als ultimative Kombination aus Werkzeug und Waffe zugleich (zumal hier nichts "stecken bleiben" kann). Die 76 cm lassen euch außerdem genügend Ausweichradius vor den Biestern (für 22,85 € ebenfalls bei svh24). Alternativ: die bekannte Fiskars Spaltaxt in XL für 45,30 € bei SMDV (per Sofortüberweisung kein Versand)
  • Mit ein wenig Übung und den richtigen Kugeln/Murmeln oder Steinen wird euch auch die ultrakompakte Pocket-Shot Schleuder als Notlösung den Arsch retten können. Das Original ist relativ preisstabil bei 27,95 € (Amazon); diverse (fragwürdige) Nachbauten aus dem asiatischen Raum gibt es bei eBay ab 3,67 €.

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Und natürlich die Alltagstools:



Sollte es wider erwartend noch dauern, bis es im Real-Life zum Ausbruch kommt, dann lege ich euch Max Brooks' Zombie Survival Guide als Fachliteratur ans Herz (Kindleversion 7,99 €). Auch das als Freebie erhältliche Survival-Buch führt euch sanft in die Thematik ein. Der gratis Zombie-Roman "Mit Zähnen und Klauen" dient als Unterhaltung zwischendurch.



Digitale Übung gefällig?: Zombies à la "Shaun of the Dead" mit Vinyl bearbeiten und EMP-Rabatt abstauben.



»The Walking Dead« läuft ab 23.10., 21 Uhr (ET) in den USA auf AMC und ab 24.10. im deutschen Pay TV (FOX) an. Die ersten beiden Folgen sind ab 6.11. in ausgewählten CinemaxX-Kinos zu sehen. Die sechste Staffel ist mittlerweile in Prime inbegriffen.



Etwas Essenzielles vergessen? Helft uns allen in den Kommentaren.

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In diesem Sinne: Viel Glück da draußen! (ninja)