Episode 396: Getting Targeted

This week’s episode is very long to make up for the crappiness of last week’s episode, and the crew have fun with the trolling of Target critics this past week.

The news this week includes:

  • Guillermo del Toro quits videogame development
  • There is no suspend feature for Steam Machines
  • Gamescom sets attendance record
  • Chinese console crowdfunding project manages to rip off PS4 and Xbox One

This and Listener Feedback.

0 thoughts on “Episode 396: Getting Targeted”

  1. Hi Guys, Good Episode. I’m sorry I haven’t posted in a while as I have been busy with my newborn son William. I like that you have now expanded to include other game types other thank video games. To Paul’s infamous comment Story is Game Play’s Bitch… I HATE THIS… I really only like games that have stories or enable me to make a story… I hate games that are pointless grinding. I need progression otherwise I stop paying attention and generally stop playing. I still play game from the 90s because back then they had good stories. As for the Steam Machine’s suspend feature, I like the fact they recognize the risk and disable the feature, nothing would piss me off more than suspending the game and expecting it to start back up and finding that the session had expired/become corrupt. It would be great if they can fix it but I don’t think that would change my buying decision. As for the steam machine, I don’t mind the idea if the boxes are cheaper and outperform my gaming PC… otherwise they don’t really make much sense. If I want to play my PC games on my TV I would connect my PC to the TV. Otherwise… keep recording and I’ll keep listening.

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Now here is another interesting video game for the Atari 2600, the game Dragon Fire consisted of two game screens, one which you ran across a bridge while fireballs were shot at you, you had to duck or jump over the fireball. This screen was a side-scroller style screen (although it doesn’t actually scroll), at the other end of the bridge was a castle door which you’d enter to get to the next screen.

The second screen was more classic “overhead but not really” screen where you ran around this black screen picking up treasures while a dragon at the bottom shot fire at you from below.

As the game increased in level jumping fireballs became more challenging (on the first screen) as you ran because they would come quicker, more often. The second screen would get very difficult very quickly as the dragon would increase in speed and fireball spitting. You could tell how hard the dragon would be as it would change colors from lighter to darker black as you progress stages.

When you finished collecting all the treasure an exit would pop up in the corner and you had to run to it without being burned by the fireballs, that dragon would turn from left to right nearly instantly too! Then, you’d jump into the exit and be back on the bridge again, but this time it was harder. You could die up to 7 times before the game was over (just to show you how hard it is, they gave you a bunch of lives).

The game was tough, frustrating, hard to replay because you were just so nervous and jittery from the last attempt. Graphics were “okay,” nothing to rave at but it was, after all, the 2600.

You can hear all we had to say about DragonFire for the Atari 2600 on Episode 79 of the TD Gaming Podcast!