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Bill Loguidice

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Bill Loguidice last won the day on May 17 2023

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About Bill Loguidice

  • Birthday 10/11/1972

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    Armchair Arcade Managing Director
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    Male
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    Burlington, New Jersey, USA
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    Writing, classic and modern video and computer gaming and collecting, bodybuilding, creative pursuits, etc.

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  1. I think you bring up an interesting point about "expanding fans." I honestly don't know if it's possible for games like that to really break out in any significant way. I can't really think of the last time a "low tech" game with a generic name and setting became a cultural, breakout hit. I mean, there's always exceptions, like Minecraft and Dwarf Fortress (though the latter is still definitely not mainstream, despite big sales, so perhaps that's not a good example) and what-have-you, but in general, no matter how good an "indie-style" game is, it rarely breaks through (and certainly those examples are incredibly deep sandbox-style experiences). There are of course "Five Nights at Freddy's" and various mobile hits like "Roblox" that transcend their origins in a huge way, but I just don't see how an Atari is positioned for any of their releases to follow suit. Their designs are often too constrained. It feels like the company and its IP always falls within a certain mass market, but narrow range, of nostalgia and interest, but never anything beyond that. That probably has to do with the origin of these games and IP more as much as anything else. These were never deep or involved experiences. Even a game like "Adventure," as significant as it was and is, is nothing more than a multi-screen maze rush. The Atari stuff just doesn't seem to be amenable to something deeper lore-wise, real or imagined. In other words, Atari would have to focus on original IP to break free from those legacy constraints, and at that point they're in the same crapshoot as thousands of other devs/publishers to try and look for the next breakout cultural success.
  2. Yeah, I don't think a dock, even if it were technically feasible, makes much sense. They're streamlininng their product offerings, so it would make no sense to further complicate things. I suspect they have the most success hardware-wise with limited edition or specialized runs of hardware, e.g., Duke Nukem VS, so I think it would make sense to have another (practical) form factor on offer rather than "just" another add-on type thing (the TATE grip excepted because it serves a real need).
  3. You're probably right. I'm thinking of the fun I had with PAIN on the PS3: This could be a variation of that as well. Lots of possibilities.
  4. Now see, I think a "Sky Diver" expansion would actually be a lot of fun. I do love the original, as simple as it is, as well as the variations on the theme like Ripcord. With that said, I suppose Atari doesn't necessarily have the resources to do a proper 3D treatment of it, but I could certainly see it as a mission-based expandable type of thing that could very well be a franchise (sort of like a parachuting version of the Sniper Elite series).
  5. I'm going to go out on a limb right now and say that I consider anything bigger than a tabletop like this: is just not going to be in their plans. The logistics with packing and shipping even an Arcade1Up-sized arcade unit, and even something like a countercade, are just impractical for a company of their size and their distributors. They need something that's relatively easy to ship and has fewer things that can go wrong. There's just way too much variability with anything beyond the TAITO Egret II size.
  6. I don't think any of that makes sense except for a tabletop mini with a rotatable screen like the TAITO unit (with probably a simpler, manual rotation). It wouldn't need TV out (redundant with the VS), but I think it should have downloadable games support and full multiplayer support. If they can hit a $129 - $149 USD price point, I think it would do well.
  7. Absolutely, but I'd say that a Thrust-style game is rather more mobile. I consider Lunar Lander more about precision, whereas Thrust-style games favor mobility with a lower emphasis on precision.
  8. I haven't tried it, but it seems more like a Thrust-style game from what I've seen. I don't think that's a bad thing personally as I tend to like those types of games, but I suppose it would have been nice to have a modern reimagined Lunar Lander game if they could figure out how to update it sufficiently while keeping the core mechanic.
  9. I'm sorry, but I agree with him and don't think it's trolling. I'm glad you and some others like the VCS 800, but it's not something good for casual usage. You have to want to tinker and be a particular type of Atari fan to get the most out of the system for the price. For 99%+ of consumers, they're better off with standard consoles and/or PCs that have far more content and are far easier to work with. As for the game, I'm definitely interested (not for my VCS 800, of course), but will wait for an eventual sale. I don't personally consider it a $30 value, but I'll definitely get it when it comes more into line with what I would like to pay.
  10. I no longer have one. I could potentially buy one and send it in, but it would be easier to minimize the back and forth. (And I did send a message on your site)
  11. Not me. I'm looking for someone who's offering it. My hands are never good with small, fiddly things.
  12. Anyone interested in offering a turnkey service where they sell pre-upgraded Microvisions?
  13. Yeah, there's no way. These are their standard SKUs that are no longer tied to IP. It's probably some type of limited edition bundles, if anything.
  14. I guess I'm interested in the TATE grip. That's certainly needed.
  15. Well, I was way off. I guess they did just introduce a new console and handheld. No clue what's different yet, though. I read that they may go on sale on Funstock with a limited edition 2,000 units a bit later today. If they're the same hardware, just cheaper, that's a hard pass.
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