#attract mode
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ultraviolencegaming · 10 months ago
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Street Fighter EX3
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panamabarcade · 2 years ago
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99th LEVEL SWEEPSTAKES
Chance to Win a Gauntlet Dark Legacy Arcade Game.
Contest ends December 31, 2000.
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boredtechnologist · 10 months ago
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Bally Midway's "Spy Hunter" arcade - Attract mode
Analyzing Bally Midway's "Spy Hunter" from a philosophical perspective involves delving into its thematic elements, gameplay mechanics, and narrative, to uncover the deeper existential, ethical, and sociopolitical implications it may present.
1. The Duality of Identity and the Spy Persona: "Spy Hunter" places the player in the role of a secret agent, a character inherently associated with dual identities and deception. This duality raises philosophical questions about the nature of identity and self. The spy, living a life of constant masquerade, embodies the existential inquiry into what constitutes one's true self. Is identity a fixed essence, or is it an ever-changing construct shaped by circumstances and roles?
2. Surveillance and Paranoia in Modern Society: The game's spy theme also taps into the broader philosophical and ethical discussions around surveillance, privacy, and paranoia in modern society. The player, both the hunter and the hunted, navigates a world of constant surveillance, reflecting real-world concerns about the balance between security and privacy, and the ethical implications of living in a surveillance state.
3. The Morality of Violence and Justice: "Spy Hunter" involves a significant amount of violence as the player combats enemy agents. This aspect of the game brings to the fore philosophical questions about the morality of violence and the concept of justice. Is violence ever justified in the pursuit of a greater good? The game’s setting in the world of espionage, where moral ambiguity is commonplace, encourages players to ponder the ethical complexities of such actions.
4. The Illusion of Control and Determinism: The game's driving and combat mechanics, where players must continually adapt to changing environments and threats, can be seen as a metaphor for the human desire for control in an unpredictable world. This reflects philosophical debates around free will and determinism. How much control do we truly have over our lives and decisions, and how much is dictated by external forces?
5. The Role of Technology in Human Conflict: "Spy Hunter" heavily features advanced vehicles and weaponry, highlighting the role of technology in modern conflict. This aspect raises philosophical questions about the relationship between humans and technology, particularly the ethical implications of relying on technological means in matters of security and warfare. It prompts reflection on the extent to which technology should be integrated into human conflict and the potential consequences of such integration.
6. Escapism and the Fantasy of Power: Lastly, the game offers players an escape into a world of intrigue and power, where they play a dominant role as a spy with advanced capabilities. This escapism can be viewed philosophically as a reflection on the human desire for empowerment and agency, especially in a world where individuals often feel powerless or constrained by societal structures.
In summary, "Spy Hunter," though primarily an entertainment medium, serves as a platform for exploring deeper philosophical themes. It touches on the duality of identity, surveillance and paranoia, the morality of violence, the illusion of control, the role of technology in conflict, and the human desire for escapism and power. These themes resonate with broader philosophical inquiries, demonstrating the capacity of video games to provoke thought and discussion on complex, real-world issues.
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castleinthemist · 9 days ago
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Attract Mode Issue 4 (November 2024)
Welcome to this issue of Attract Mode! We’re here to highlight some old, new and upcoming lesser known, mostly indie, “solo” developer and hobbyist games that I’ve come across. This month’s selection is three games doing very different things from each other – I hope you find something of interest in this entry!
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A Next Level Adventure (Free) Extremely silly and charming, A Next Level Adventure makes use of really simple bump combat and an ever ironclad rule that you can only defeat things if you are a higher level that them to create a really fun idea (and joke) that extends all throughout the game. Become the strongest in all of Numbland!
Attraction: Takes its core idea and runs with it all the way up until its conclusion. Excellently short and I had a great time with it, complete with a big ol’ smile on my face throughout the post-game.
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Rainchaser (Demo) In a muted world of decaying machines and perpetual rain, seven witches have stolen the Crimson Star. Sent on a mission to recover this powerful magic artifact, take flight as Alice with your ancient ship through the city while your wonderfully snarky operator guides you to your goal. Quite a solid shoot ‘em up conveyed through its promising demo. Fun stage design and great music to accompany, an intriguing world & characters!
Attraction: Initially found this through ZeroRanger and while the game sports similarities through its attractive stage design and limited palette, Rainchaser has its own thing going on that draws out a different, if just as fun, kind of enjoyment.
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Man I Just Wanna Go Home Stranded in an unfamiliar part of the city, with a rumoured murderer on the loose, you play as a delivery person trying to find his way back home during torrential rain. Man I Just Wanna Go Home is a self-described “MS Paint-noir” visual novel featuring all the beats you expect from it: multiple unique endings, gripping characters, killer music, and many choices to make as you puzzle your way through the narrative to get home!
Attraction: I mean...just look at it! Its immediately arresting and eye catching visually (especially in motion) and I do very much enjoy noir visual novels/adventure games.
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saltyash-draws · 12 days ago
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posthumanwanderings · 11 months ago
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Trap Gunner (Racjin / Atlus - PS1 - 1998)
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bobauthorman · 2 years ago
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cabinet-kisser · 1 year ago
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hey did anyone else’s objectum realization come from novazone/attract mode ??? i vaguely remember it, but i’d love to hear if anyone else knows what i’m talking about lol
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fm-synthesizer · 7 months ago
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ridgeracerpictures · 6 months ago
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Daily Ridge Racer picture #54
Rave Racer
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devileaterjaek · 2 years ago
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Soul Calibur
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sputnikfucker · 4 months ago
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God, I want to play Attract Mode again so bad. I miss that game so much </3
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systemst91 · 2 years ago
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https://twitter.com/NegativeCrepe/status/1401558117222162446
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boredtechnologist · 10 months ago
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Williams "Robotron 2084" arcade - attract mode
Reviewing Williams' "Robotron: 2084" from a deep philosophical perspective invites a fascinating exploration of the game's underlying themes, aesthetics, and the existential questions it raises, both intentionally and inadvertently.
1. Man vs. Machine - A Reflection on Technological Progress: "Robotron: 2084" centers around the classic theme of humanity's struggle against its own creations - the robots. Philosophically, this can be viewed as a commentary on the anxieties and paradoxes of technological advancement. As players fight against a relentless horde of machines, the game echoes fears of technology becoming uncontrollable or turning against its creators. This mirrors existential concerns about the role of technology in human life and its potential to both enhance and undermine the human experience.
2. The Individual vs. The Collective: The game's premise, where a single protagonist battles against an overwhelming collective force, touches on philosophical debates about individualism versus collectivism. The player's lone character, constantly battling overwhelming odds, can be seen as a metaphor for the individual's struggle to maintain identity and autonomy in the face of societal or technological collectives that threaten to subsume individuality.
3. The Sisyphean Struggle and Absurdism: "Robotron: 2084" offers no end, only an ongoing battle against an endless stream of enemies. This can be philosophically interpreted through the lens of Albert Camus' concept of the absurd hero, akin to Sisyphus' eternal struggle. The game's never-ending nature and the player's inevitable defeat reflect the absurdity of life and the idea that meaning and value come from struggle itself, rather than any final victory or conclusion.
4. Ethical Implications of Artificial Intelligence: On a more contemporary note, "Robotron: 2084" raises ethical questions about artificial intelligence and its implications for humanity. The robots, originally designed to serve humans but now their adversaries, symbolize the ethical dilemmas and potential dangers associated with AI. This aspect of the game prompts philosophical inquiry into the responsibilities of creators towards their creations and the ethical limits of artificial intelligence.
5. Nostalgia and the Human Psyche: From a more psychological perspective, the game's retro style and enduring popularity can be seen as an embodiment of nostalgia and a longing for simpler times. This raises questions about the human tendency to idealize the past and whether such nostalgia is a comforting escape or a barrier to confronting current realities.
6. Aesthetics and the Nature of Video Games as Art: "Robotron: 2084," with its distinctive 1980s arcade graphics and sound, contributes to the philosophical discussion about video games as a form of art. The game's style, gameplay, and enduring appeal challenge traditional notions of what constitutes artistic merit and invite players to consider the artistic value inherent in game design and the interactive experience.
In conclusion, "Robotron: 2084," while ostensibly a simple arcade game, offers rich material for philosophical exploration. Themes of man versus machine, individual versus collective, the absurdity of endless struggle, ethical considerations of AI, the role of nostalgia, and the nature of video games as art all converge in this classic game, demonstrating the profound potential for video games to engage with deep philosophical concepts and questions.
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castleinthemist · 2 months ago
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Attract Mode Issue 4 (September 2024)
Welcome to this month’s issue of Attract Mode! If you’ll all allow me to indulge, I want to focus this issue on RPG Maker games I’ve been pecking at lately:
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Helen’s Mysterious Castle A 1-on-1 RPG that focuses on rapid, volley-like combat that feels wonderfully fast and rhythmic. It achieves this by making all of its stats available to the player - weapon, shields and spells all share the three stats: Eff, Def and Wait. All of these inform the pace of battle and add to that rhythmic feeling. Real fun and a decently sized, short RPG. Attraction: Saw some praise for the game and its combat system, and while that very much in the draw, I find that there is a snes-era charm to its default assets graphics.
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Labyrinth.os (Demo) “The rabbits are always watching you” left with that warning, or premonition, you are newly reawakened and welcomed by the Patron Spirit of the Labyrinth, who provides you with a form to inhabit and a party to form (comprised of some off-kilter classes such as Gun Witch, Bondage Paladin, Technomancer and Assassin Nurse to name a few). This can affect how smoothly battles can go, or what tools you have at your disposal when you form the party but you are free to rearrange it at a shortly later time in the demo. Furthermore, the demo conveys a wonderfully serene mood to the dungeon crawling levels, and befitting to the game’s name, are labyrinthine without feeling too long or tedious. Features many mysterious characters that fit the tone of the demo really well. Attraction: While it’s not 100% my cup of tea aesthetically, I think there is an air of mystery about it, and a cool looking, almost mixed media effect to it’s artstyle.
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Aozora – Ancient Abyss Another 1-on-1 focused game where you’ll be balancing your resources (health, the limited items you acquire and turn order!) to succeed in these tense battles. Wonderfully short and engaging. Paints an enticing world with it’s limited story and brief glimpses into its characters. I hope to see more adventures with them in the future. Attraction: There’s a charming scrappy-ness to it – I always enjoy seeing what folks focus on in smaller works like this.
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Cataphract OI Engaging in a playful and inventive feeling manner with standard RPG systems, notably the command based menu and the usage of battle formations – Cataphract OI manages to be a creatively fresh feeling game, that no matter how frustrating at time it can feel, due to its difficulty, the whole is so thoroughly engaging and inventive that you can’t help but want to keep playing it. Attraction: I saw there was a time limit mechanic and blacked out to later find it installed onto my PC. Jokes aside, my growing fondness for specific restrictions in games did pique my curiosity with this one.
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And that’s a wrap! I really enjoyed this issue and I hope you found something that tickles your fancy in here too! Next month, we’ll start pulling away from some RPGs and get going on some other types of eye-catching games. Please look forward to it and take care!
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posthumanwanderings · 5 months ago
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Sega Bass Fishing (AM1 / Sims - Dreamcast - 1998)
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