PROJECT SEN UPDATE 15: CLAIRE - THE CHAMPION OF PANTHEON CITY
Please reblog! We’ve got a long way to go, we can do it!
Video Games Sept 83, Issue #12 - An awesome look at the Consumer Electronics Show from 1983!
Follow oldgamemags on Tumblr for more awesome scans from yesteryear!
Konami looks like a fun place to work.
I’ve always had a huge love of game art—not necessarily artwork in games (although I’m a big fan of bitmap art as well); to me, the old-fashioned, handcrafted art used for games during the first two decades of the industry is almost as much a part of classic gaming as low resolutions, limited color palettes and synthesized sound. Nowadays, it’s common for high-profile games to use computer-rendered images (often ultra-high resolution 3D assets from the game itself) for covers and promotional art. In the olden days, however, when a publisher wanted to make an impact with the game, artists would be commissioned to create art—usually front covers, but sometimes back and even interior designs—for games. In a day before the Internet, social media and easy word of mouth, a striking poster or cover was key to getting your game noticed amongst the others on the shelf.
Take a look at the big-name titles coming out for the current and next generation of systems—Call of Duty: Ghosts, Ryse: Son of Rome, Forza Motorsport 5, Assassin’s Creed IV, Battlefield 4, Killzone and so on. How many of these games’ covers have a human hand’s touch? In the drive to make games look as technically stunning as possible, the artistry in the game’s packaging has lost its vibrant, organic nature and taken on an almost sterile feel, disquieting and isolating you from the game’s atmosphere before you even pick it up.
I’ve spent a lot of time (even more before I discovered Tumblr) working with the artwork of older games, tracking down the highest resolution images possible and spending hours (sometimes weeks) editing them in Photoshop to remove store labels, age artifacts, or game text. For me it’s relaxing and helps to preserve a part of gaming history that could otherwise be lost forever. I’ve mentioned it before and I’ll probably do so again before I’m done, but if you’ve never visited my Video Game Art Gallery, I recommend doing so for some fond and illustrious trips down memory lane.
"JAPAN" - Final Fight (Capcom - arcade - 1989)
Relics of a bygone era. These are tokens from my last trip to a Namco Amusement Center, which was some years ago. Somewhere around here I have tokens from an Aladdin’s Castle, which was the first arcade I ever visited, sometime around 1984-85 in Florida. My brother was seeing the orthodontist, and my father took me to the Castle in the meantime. I honestly can’t remember what I played; my father almost certainly hit up Ms. Pac-Man and Mappy, his arcade favorites.
Tokens were the secret weapon of arcades. By minting their own coinage, arcades could distribute tokens at rates of their own choosing, allowing them to cut a bargain if customers spent $5, $10, or even $20 at a time. The actual value of tokens was thus obfuscated, and could be spent more freely than if you had a handful of quarters. Most clever, though, was that tokens could only be spent at the arcade. If you finished your day with leftover tokens, you had no choice but to return later (thus setting foot back on the premises for more potential sales) or not spend them, giving the arcade free money.
It’s amazing that arcades were once so prosperous that even moderately successful ones could purchase or mint their own tokens, and depressing that they are all but extinct today. I remain ever grateful for the folks at Ground Kontrol here in Portland for still showing off at least a taste of what the old days offered.
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Why I don’t really like it when people remove my text