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Game Changing GS Computer/Video Games

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TLEberle:
Instead of giving plaudits to someone who wrecked more computers than a live reenactment of Office Space, I would rather give my backing to Travis Griffin and his game controls. Yes you have to have someone write materials, but you can hook up buzzers at a convention or sleepover weekend, or have somebody running everything behind the curtain and play via voice chat.

I think that is the paradigm shift. No poorly designed NPCs and no million bucks but it is the closest thing to being on stage under the lights.

Jeremy Nelson:

--- Quote from: aaron sica on August 18, 2025, 09:49:14 AM ---Additionally, I'm honestly surprised, back in the '90s, that the longest-running daytime game show never got little more than a piss-poor GameTek version (that couldn't even get the pricing game names right). In the mid to late '90s, I always envisioned a version with the real pricing games and computer graphics superimposed over certain spots in the game when needed.

--- End quote ---
I always thought this was more due to licensing than anything else. Easiest thing to do would have been to sign deals with Unilever or some other big conglomerate so you wouldn't have to do a ton of legwork, but that still would've required a handful of those deals to span all the different prize types.


--- Quote ---Arguably the best version was the unofficial one that BugJon made.
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--- Quote from: TLEberle on August 18, 2025, 12:17:53 PM ---Instead of giving plaudits to someone who wrecked more computers than a live reenactment of Office Space, I would rather give my backing to Travis Griffin and his game controls. Yes you have to have someone write materials, but you can hook up buzzers at a convention or sleepover weekend, or have somebody running everything behind the curtain and play via voice chat.

I think that is the paradigm shift. No poorly designed NPCs and no million bucks but it is the closest thing to being on stage under the lights.

--- End quote ---
Por que no las dos?

There was a pretty dry spell between 2003 ish and 2008, when Ludia came on the scene. We got (semi)annual Wheel and Jeopardy, and not much else. Jon's home versions weren't perfect, but I give him a TON of credit for his releases, especially as a one man operation. I would have rather he spent more time smoothing out the top quartile of his offerings than creating shovelware that didn't make it past v1.02, but I can't fault him for trying, and some of his higher end stuff still holds up to this day. Travis's software is par excellence from a presentation and usability standpoint, but requires someone to write, stack, program, and run the games; sometimes you just want to play.

Both are great in their own right.

Joe Mello:

--- Quote from: Jeremy Nelson on August 18, 2025, 03:16:30 PM ---I would have rather he spent more time smoothing out the top quartile of his offerings than creating shovelware that didn't make it past v1.02, but I can't fault him for trying, and some of his higher end stuff still holds up to this day.
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When Flash was sunset I was part of a group of GS nerds that started learning Unity Engine together. This would've started during the end of either 2020 or 2021. (My brain says the latter but it's probably the former.) For fun I wanted to check my project folder to see how many different programming projects I started since I began working with the software. Assuming I counted correctly, I have forty-seven.

Not that there aren't people who have a singular focus, but I feel like most of "us" are simply compelled to make.

DoorNumberFour:
Curt King, pyl201.zip

changed my life

SuperMatch93:

--- Quote from: DoorNumberFour on August 28, 2025, 01:52:59 AM ---Curt King, pyl201.zip

changed my life

--- End quote ---

This is the correct answer.

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