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	<title>Comments on: Benheck.com Podcast Episode 53</title>
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	<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53</link>
	<description>The Official Site of Benjamin J Heckendorn</description>
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		<title>By: Phos</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8150</link>
		<dc:creator>Phos</dc:creator>
		<pubDate>Sun, 14 Dec 2008 23:57:13 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8150</guid>
		<description>You guys should check out &quot;Sky Captain and the World of Tomorrow&quot;.  It&#039;s a great adventure movie.</description>
		<content:encoded><![CDATA[<p>You guys should check out &#8220;Sky Captain and the World of Tomorrow&#8221;.  It&#8217;s a great adventure movie.</p>
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		<title>By: Tone-C</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8121</link>
		<dc:creator>Tone-C</dc:creator>
		<pubDate>Fri, 12 Dec 2008 23:20:23 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8121</guid>
		<description>Anyone remember &quot;Out Of This World&quot; a.k.a. &quot;Another World&quot; in Europe where it originated (I think). I remember running that on my first PC back in 1991-92. I think it was on 1 (maybe 2) 3.5&quot; floppies. It had amazing sound and althrough the graphics were flat &amp; polygonal, it seemed to have a 3-D aspect to it the way the programmers gave it depth &amp; fluidity in the movement of the hero &amp; baddies using rotoscoping. Everything moved as if it had real weight with the laws of physics applied. All of the deaths were great.  There is a Windows XP (high resolution version) playable demo available for free on on the author&#039;s website http://www.anotherworld.fr/anotherworld_uk/index.htm
    If you&#039;re lucky enough to have played this game and want more, try to get your hands on the sequel &quot;Heart Of The Alien&quot; on Sega CD (the only console it was released on). Play that and also a game called Flashback: Quest for Identity which many people mistake as the sequel to Another World. They are all done in similar style.</description>
		<content:encoded><![CDATA[<p>Anyone remember &#8220;Out Of This World&#8221; a.k.a. &#8220;Another World&#8221; in Europe where it originated (I think). I remember running that on my first PC back in 1991-92. I think it was on 1 (maybe 2) 3.5&#8243; floppies. It had amazing sound and althrough the graphics were flat &amp; polygonal, it seemed to have a 3-D aspect to it the way the programmers gave it depth &amp; fluidity in the movement of the hero &amp; baddies using rotoscoping. Everything moved as if it had real weight with the laws of physics applied. All of the deaths were great.  There is a Windows XP (high resolution version) playable demo available for free on on the author&#8217;s website <a href="http://www.anotherworld.fr/anotherworld_uk/index.htm" rel="nofollow">http://www.anotherworld.fr/anotherworld_uk/index.htm</a><br />
    If you&#8217;re lucky enough to have played this game and want more, try to get your hands on the sequel &#8220;Heart Of The Alien&#8221; on Sega CD (the only console it was released on). Play that and also a game called Flashback: Quest for Identity which many people mistake as the sequel to Another World. They are all done in similar style.</p>
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	<item>
		<title>By: Veovis Muad'dib</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8120</link>
		<dc:creator>Veovis Muad'dib</dc:creator>
		<pubDate>Fri, 12 Dec 2008 22:02:04 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8120</guid>
		<description>Splinter Cell Chaos Theory had amazing Co-Op, the description of Resistance 2 reminded me of the great times I had playing that game.  It was also a separate story line for the Co-Op, and in fact, the single player and co-op players have a conversation at one point, that was just a wow moment...</description>
		<content:encoded><![CDATA[<p>Splinter Cell Chaos Theory had amazing Co-Op, the description of Resistance 2 reminded me of the great times I had playing that game.  It was also a separate story line for the Co-Op, and in fact, the single player and co-op players have a conversation at one point, that was just a wow moment&#8230;</p>
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	<item>
		<title>By: Splodge</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8118</link>
		<dc:creator>Splodge</dc:creator>
		<pubDate>Fri, 12 Dec 2008 18:41:21 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8118</guid>
		<description>&#039;Metroid&#039; on the NES was fairly ahead of it&#039;s time. Back then most Side-Scrollers were level-based. &#039;Metroid&#039; gave you one big world to explore. Ideas from that game (and Super Metroid) were still being used two generations later in Castlevania: SOTN and even today on the DS Castlevania games. Hell, Metroid was so revolutionary that it spawned a new genre - Metroidvania (yes I consider it a real genre).

Also, not a game, but the Dreamcast online service was way ahead of it&#039;s time (for consoles). It&#039;s only this generation that everyone else is catching up to those ideas and so far only Microsoft are doing it right.

As for &#039;Gilligan&#039;s Island&#039;, the problem could be that it&#039;s not really that international. I live in Europe. I know &#039;The Adam&#039;s Family&#039;, &#039;The Flinstones&#039; and &#039;Lost in Space&#039; but &#039;Gilligan&#039;s Island&#039; was never shown here. That could be why they made movies out of those other shows and not &#039;Gilligan&#039;s Island&#039;. I doubt that&#039;s the real reason but it is a possible explanation.</description>
		<content:encoded><![CDATA[<p>&#8216;Metroid&#8217; on the NES was fairly ahead of it&#8217;s time. Back then most Side-Scrollers were level-based. &#8216;Metroid&#8217; gave you one big world to explore. Ideas from that game (and Super Metroid) were still being used two generations later in Castlevania: SOTN and even today on the DS Castlevania games. Hell, Metroid was so revolutionary that it spawned a new genre &#8211; Metroidvania (yes I consider it a real genre).</p>
<p>Also, not a game, but the Dreamcast online service was way ahead of it&#8217;s time (for consoles). It&#8217;s only this generation that everyone else is catching up to those ideas and so far only Microsoft are doing it right.</p>
<p>As for &#8216;Gilligan&#8217;s Island&#8217;, the problem could be that it&#8217;s not really that international. I live in Europe. I know &#8216;The Adam&#8217;s Family&#8217;, &#8216;The Flinstones&#8217; and &#8216;Lost in Space&#8217; but &#8216;Gilligan&#8217;s Island&#8217; was never shown here. That could be why they made movies out of those other shows and not &#8216;Gilligan&#8217;s Island&#8217;. I doubt that&#8217;s the real reason but it is a possible explanation.</p>
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		<title>By: GojiraGamer</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8112</link>
		<dc:creator>GojiraGamer</dc:creator>
		<pubDate>Fri, 12 Dec 2008 09:52:02 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8112</guid>
		<description>What &quot;Big Trouble In Little China&quot;  or even the &quot;Karate Kid&quot; and an old TV show called &quot;Side Kicks&quot;,  what about a &quot;Super Troopers&quot; sequel.</description>
		<content:encoded><![CDATA[<p>What &#8220;Big Trouble In Little China&#8221;  or even the &#8220;Karate Kid&#8221; and an old TV show called &#8220;Side Kicks&#8221;,  what about a &#8220;Super Troopers&#8221; sequel.</p>
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		<title>By: Shinto</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8108</link>
		<dc:creator>Shinto</dc:creator>
		<pubDate>Fri, 12 Dec 2008 03:32:49 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8108</guid>
		<description>Ballblazer!  Yes!  I loved that game.  It&#039;s truly remarkable for the hardware on which it ran (Atari 8-bit computers and 7800), with its split-screen two-player action and fast, smooth (antialiased?) 3-D.  Cool soundtrack, too.

For games that you missed, maybe Shenmue (Dreamcast) would be a good candidate with its large, interactive, open-ended world.  I might suggest MIDI Maze (Atari ST), too, since it&#039;s usually regarded as the first networked deathmatch game.</description>
		<content:encoded><![CDATA[<p>Ballblazer!  Yes!  I loved that game.  It&#8217;s truly remarkable for the hardware on which it ran (Atari 8-bit computers and 7800), with its split-screen two-player action and fast, smooth (antialiased?) 3-D.  Cool soundtrack, too.</p>
<p>For games that you missed, maybe Shenmue (Dreamcast) would be a good candidate with its large, interactive, open-ended world.  I might suggest MIDI Maze (Atari ST), too, since it&#8217;s usually regarded as the first networked deathmatch game.</p>
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	<item>
		<title>By: Christian</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8106</link>
		<dc:creator>Christian</dc:creator>
		<pubDate>Fri, 12 Dec 2008 03:21:18 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8106</guid>
		<description>WAIT A TICK!  The echo is back!  Did you all change programs again?</description>
		<content:encoded><![CDATA[<p>WAIT A TICK!  The echo is back!  Did you all change programs again?</p>
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	<item>
		<title>By: hossrex</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8083</link>
		<dc:creator>hossrex</dc:creator>
		<pubDate>Thu, 11 Dec 2008 09:27:22 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8083</guid>
		<description>&quot;Yesterday&quot; by the Beatles (written by Paul McCartney) is the most covered song of all time.

I&#039;ve been collecting different versions of it.  My favorite so far is John Denver/Pavarotti (yeah...  together as a duet).</description>
		<content:encoded><![CDATA[<p>&#8220;Yesterday&#8221; by the Beatles (written by Paul McCartney) is the most covered song of all time.</p>
<p>I&#8217;ve been collecting different versions of it.  My favorite so far is John Denver/Pavarotti (yeah&#8230;  together as a duet).</p>
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		<title>By: Christian</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8077</link>
		<dc:creator>Christian</dc:creator>
		<pubDate>Thu, 11 Dec 2008 04:02:49 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8077</guid>
		<description>Oh god, Jumping Flash for the PSOne....I still have that game, complete with its awesome cardboard &quot;LongBox&quot; style case.  One of my favorite bad games I must say, and one of the rare-er LongBox style games.</description>
		<content:encoded><![CDATA[<p>Oh god, Jumping Flash for the PSOne&#8230;.I still have that game, complete with its awesome cardboard &#8220;LongBox&#8221; style case.  One of my favorite bad games I must say, and one of the rare-er LongBox style games.</p>
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		<title>By: Steve M.</title>
		<link>http://benheck.com/12-10-2008/benheckcom-podcast-episode-53/comment-page-1#comment-8075</link>
		<dc:creator>Steve M.</dc:creator>
		<pubDate>Thu, 11 Dec 2008 02:06:47 +0000</pubDate>
		<guid isPermaLink="false">http://benheck.com/?p=460#comment-8075</guid>
		<description>Trespasser (1998)- No HUD.  All world interactions follow rules of physics system, even weapons ballistics.  First game to use ragdoll physics.  Bump-mapping for textures.  Specular highlighting.  Open world design, with sprite-based billboards swapped out in place of 3D items when rendered at a distance, to increase draw distance.  Height map terrain rendering.  Dynamic sound mixing feature (still unique in the gaming world).  Advanced AI with creatures having their own independent goals and needs (Usually called &quot;ambient AI&quot; these days).  Inverse Kinematics for creature animation, no scripted animations.  Trespasser was the first game to do most of this stuff.  You never said the game had to be good...</description>
		<content:encoded><![CDATA[<p>Trespasser (1998)- No HUD.  All world interactions follow rules of physics system, even weapons ballistics.  First game to use ragdoll physics.  Bump-mapping for textures.  Specular highlighting.  Open world design, with sprite-based billboards swapped out in place of 3D items when rendered at a distance, to increase draw distance.  Height map terrain rendering.  Dynamic sound mixing feature (still unique in the gaming world).  Advanced AI with creatures having their own independent goals and needs (Usually called &#8220;ambient AI&#8221; these days).  Inverse Kinematics for creature animation, no scripted animations.  Trespasser was the first game to do most of this stuff.  You never said the game had to be good&#8230;</p>
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