PlayStation


Two PlayStations and a Microphone

By Shaun Hatton - May 9th, 2009

Two PlayStations and a Microphone

With the news of the revelation of the DJ Hero and Scratch the Ultimate DJ peripherals, I was reminded of my own videogame DJ exploits. No, I haven’t played previous DJ games. I’ve actually used videogame equipment to DJ some shows in Toronto under the name DJ FINISH HIM.

In 2006 I volunteered to spin tunes between bands at a videogame tribute night. At the time I had a fairly extensive collection of videogame soundtracks and figured it would fit with the theme of the night. In the weeks leading up to it, I decided I would dress up as Scorpion from Mortal Kombat and with the help of my friend Kat, decided on the stage name.

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A Few Facts About
The Origin of WipEout

By Jamie Love - April 26th, 2009

WipEout

Have you ever heard a story that’s far too good to be true, but is also so good that you want to believe it anyway? With the Internet serving as such an integral role in detailing the history of the gaming industry, there are plenty of creation myths for nearly every console and game ever brought to market – as well as several that never made it that far. Although there have been many excellent and detailed accounts written, there are simply so many titles and so many people responsible for contributing to the history of the industry that there remains plenty of space for speculation.

WipEout is a series I’ve always followed closely, particularly because of its role as a launch title for Sony’s first major console endeavor. Before becoming Studio Liverpool, Psygnosis was a significant and early investment toward the success of the PlayStation. As a series, WipEout represents the key marketing Sony sought to exploit for the launch, from its futuristic designs to the excessive speeds at which the PlayStation promised to offer toward reaching that future. There are also many elements involved in the creation of the series, and recently I’d heard an interesting story regarding its origin. It was a story of mythical proportions, so I wanted to hear what Psygnosis co-founder Ian Hetherington had to say about it. And though it turned out not to be true, he lent a few insights into the landmark series his company created.

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Super Happy Happy Mega-Fun Monday!
Rhapsody: A Musical Adventure

By Jamie Love - December 15th, 2008

Rhapsody: A Musical Adventure

Good morning, fellow Thumbs! Do you know what day it is? It’s Super Happy Happy Mega-Fun Monday!

We here at Toronto Thumbs know that there are so many ways you’d prefer to spend today rather than going to (or being at) work. Perhaps mixing a drink together from all those chemicals beneath the sink? But before you get sippin’ and slippin’ on that toxic Tom Collins, why not let us distract you with the lighthearted remembrance of games past…

Whenever I moan about not really having a childhood, it’s generally understood that I don’t deny having been a child. As with everyone else, I started on the first page of life. The idea is that at an early age I began perceiving my surroundings and situation with an air of egotism that made them far more serious and thus less fun. Maturity is often gauged in absence, in the denial of that pure, whimsical and imaginative freedom that childhood represents to those wanting a second helping of it. And one of the more serious pursuits in video games during my childhood was the RPG. They had an air of maturity, doing away with all that fast-paced action and requiring a real effort on my part to play. I’d need to devote weeks of my time to the quest, any down-time spent mapping out strategies and making detailed lists regarding magic, supplies, and enemy HP.

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Super Happy Happy Mega-Fun Monday!
Sheep Raider

By Jamie Love - December 1st, 2008

Sheep Raider

Good morning, fellow Thumbs! Do you know what day it is? It’s Super Happy Happy Mega-Fun Monday!

We here at Toronto Thumbs know that there are so many ways you’d prefer to spend today rather than going to (or being at) work. Perhaps taking a bath with that new toaster you bought! Two bagels at once, what an age we live in! But before you start experimenting with the conductive attributes of Mr. Bubbles, why not let us distract you with the lighthearted remembrance of games past…

This week we again visit the PSOne era, that golden age when expanding game sales and the advent of cheap CD technology resulted in titles being produced faster than game designers could be bred – which I’m told led to strange experiments with farms, DNA samples, tubes and the like. It was a time in gaming history that shared attributes with the Atari age, primarily because demand and opportunity led to some truly awful games being created by the storm of small and growing studios that suddenly appeared. On the other hand, there were games that presented solid ideas and design concepts that might never have seen the light of day if not for that environment

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