Thursday, March 19, 2020

A Little Touch Of Leipzig (In The Night)


Apologies for the obscure 70s music reference ! Some of you may recall that we started to delve back into the wonderful world of 15mm Napoleonic gaming recently after I finally put together my Quarrie / GdeB mash up rules. A rerun of Albuera ensued recently and that went quite well so it was time for a second go with the "new" rules. We decided to move away from the Peninsula and try some Central European action to see how those armies performed. I will put a link to the rule amendments at the end of the post.

Italian Light Infantry masquerading as Young Guard
I picked the 1813 Dolitz & Probstheyda Scenario from the Napoleonic Scenarios 2 book from Partizan Press, avaliable below,

https://www.caliverbooks.com/Partizan Press/partizan_NS.shtml

An excellent set of scenario books perfect for any rule set. Even with over 6,000 15mm figures for the period I had to make some compromises as I have no Austrians and no French Guard, so my Italian Guard and Russians had a run out instead.

Historical Background 

We will all be familiar with the background of the Battle of Nations and this game represents a small section of that battle, the centre of Napoleons positions in the South of the battlefield to be precise. The game represents the Allied attack of the 18th October and is a simple attack and defend scenario.

Russian Cuirass
Set Up 

12 x 6 table with the Allies marching on the table on move 1 from the left, as viewed in the photos below,

Allies March On
From the French Lines
A fairly straightforward battlefield, there is a line of two villages and a farm along the centre of the table, Dolitz, furthest from the camera, Dosen in the centre and then the Meusdorf Farm. The Farm and Dolitz each had a small wood adjacent to their left flank. On the far side of the table there is another wood and the edge of a steam.

The rear of the French Line is dominated by a ridge line on which the village of Probstheyda is located (green copper spire church) with a fifth and final village, Lossing, which is level with Probstheyda and behind Dolitz.

French Infantry in Dosen
French Orbat

For general stats see the Quarrie / GdeB mash up rules post below, any variations on the standard charts to reflect the lower standard of some of the French units is noted below.

C in C - Murat

Augereau - IX Corps
Brigade Sierawski - 3 x Polish Line Battalions (2 x 36 figs and 1 x 32 figs) and 1 6pdr Polish Foot Battery. Set up between Dolitz and the stream.
Brigade Lagarde - 2 x Legere Battalions (36 , 30) and 2 x Ligne Battalions, both 36, both -1 on standard French Morale. 1 x 8pdr Foot Artillery. Set up in and around Dolitz.
Brigade Semele - 1 x 36 Fig Legere Battalion, 2 x Ligne Battalions 1 x 36 and 1 x 30, the 30 man unit is a- 2 on Morale. 1 x 8pdr Foot Artillery.
Brigade Sulkowski - 1 x 18 man Polish Uhlan Regt and 1 x 6pdr Polish Horse Art.

Probstheyda
Victor - II Corps
Brigade Dubreton - 1 x 36 Legere Battalion, 3 x Ligne Battalions 2 x 36 and 1 x 30 (also -1 morale). 1 x 6pdr Foot Artillery. Set up in and around Dosen.
Brigade Dufour - 1 x 36 Ligne, 1 x 30 Ligne, 1 x 30 Legere and 1 x 24 Ligne (-1 Morale). Set up around the Farm.
Brigade Corbineau - 1 x 18 Hussars, 1 x 6pdr Horse Art. Set up between Dosen and the Farm.

French Cuirass
Oudinot  - Guard Corps (all in Reserve behind ridge, activated the turn after one of the front villages is either assaulted or fired on by musketry.
Brigade Pacthod - 4 x 32 Young Guard, 8pdr Foot Artillery
Brigade Curial - Italian Guard Grenadiers, Italian Guard Fusiliers both 30 figs, Italian Guard Velites 32 Figs, Italian Guard Foot Artillery 12pdr.
Brigade Bouresoulle - 3 x 24 Fig Cuirassier, 1 x 24 Dragoon (inferior mounts)

On a roll of 12 on initiative - Napoleon arrives anywhere on the French baseline escorted by 1 x 24 Guard Lancer and 1 x 24 Guard Chasseur.

Italian Guard on the ridge
Allied Army

C in C Schwarzenberg (remember Russian troops have been substituted in for Austrians)

Hesse Homburg - move on table opposite Dolitz
Brigade Roth - 3 x 48 Fig Russian Infantry Battalions one with -1 morale. 3 x 36 Fig Russian Infantry Battalions one with -1 morale. 1 x 6pdr Prussian Foot Artillery.
Brigade Mezentzov- 1 x 48 Fig Russian Infantry Battalion, 2 x 36 Fig Russian Infantry Battalions both with -1 morale. 1 x 30 figure Prussian Landwher, 1 x 6pdr Prussian Foot Artillery.
Brigade Vassov - 1 x 36 Fig Russian Grenadier Battalion, -1 morale. 2 x 16 Fig Prussian Hussar one with + 1 morale and 1 x 6pdr Prussian Horse Art.

Cossacks in a wood, what a surprise 
Gorchakov - move on table opposite Dosen
Brigade Grenadier - 4 x 32 Grenadier Battalions, 2 Prussian, 2 Russian. 1 x 6pdr Prussian Foot Artillery
Brigade Laelin - 1 x 24 Russian Guard Cuirass, 1 x 24 Russian Cuirass
Brigade Larkov - 2 x 24 Russian Cuirass

Russian Infantry Battalions attack
Barclay move on table opposite the Farm
Brigade Pirch  - 1 x 32 Prussian Fusilier (+1 morale), 1 x 32 Prussian Musketeer, 2 x 24 Reserve Prussian Infantry, 2 x 24 Prussian Landwher.
Brigade Von Kluse - 1 x 32 Prussian Fusilier (+1 morale), 1 x 32 Prussian Musketeer, 2 x 24 Prussian Reserve Infantry, 2 x 24 Prussian Landwher, 1 x Prussian Foot Artillery, 1 x 16 Landwher Cavalry.
Brigade Oldenkop - 5 x 32 Fig Russian Infantry Battalions (2 are -1 morale) and 1 Russian Position Battery
Brigade Zilowski  - 1 x 24 Russian Uhlan, 1 x 18 Russian Hussar, 1 x Russian Horse Artillery.

Prussian Reserve Infantry on the move
How did we get on 

We actually played through the scenario twice and it was quite an interesting experience having a go at a Central European battle after the Albuera Peninsula game. National Characteristics definitely give each army a personality and once you become aware of its strengths you start to alter your tactics to those of that nation, something I have been after in a game for a long time.

1st shot 6 gun battery, low ammo !
Normally I let the photos follow the story of the game but on this occasion they are a bit random, one because we played through twice and secondly because I was too busy taking notes about the rules rather than what was happening in the games.

Prussian Infantry attacking the Farm
In game 1 the match was over pretty quickly, the attack on Dolitz was a bloody affair with the Russians failing to gain any headway against the village and the Polish Infantry who had formed a line behind the stream. It wasn't long before the attacking Russians were streaming back to the baseline.

Another view of the Prussian attack on the Farm
In the centre the Allies sat there and got shot ! The Russian Guard Cuirass ended up retiring off the table without moving forward at all. That woke the rest of the troops up and there was a glorious charge against a gun line (see top photo) at the end of that game.

Waiting to go again in game 2
The Farm side of the table ground to a stalemate fairly quickly, the attack started on the Farm but all the French Heavy Cavalry came out to play, putting the Prussian Infantry in square ending any movement. With all the Russians running away at the end of our first session we decided just to reset and go again. I made a couple of changes to the orbat (the French started with the Guard Cavalry in game 1). Overall an easy Victory for the French in our first run through.

French Infantry in Dosen
Another aspect of game 1 was the atrocious dice rolling of the Allies (including myself) the double one for the Russian Artillery in the photo above was just the start, we have all had it, those days where you can't roll over 5 on 2 d6 until you need to roll low when you roll a double 6 !

French in the Farm
Game 2 went on for a lot longer (3 sessions) and was a much closer affair. We realised that we had been allowing too many people to shoot out of built up areas which made the approach to the villages a bit easier and the removal of the Guard Cavalry made the French player a little bit more cautious.

Attack on Dolitz in Game 2
The Russian attack on Dolitz was more sustained and they had a good deal of success against the French in the wood near the village, however the downfall this time was the Polish on the flank who pushed home their own attack in support of the village, there were some further shocking die rolls by the Russians but all in all a much closer battle.

French Cavalry mass behind the lines
In the centre the Allies wisely stayed out of range of the French Artillery, this time the French Cavalry massed behind the lines in the centre of the table but it all ended up with a lot of posturing. The Allies never got a clear run at a target whilst the French kept failing command rolls and remained on Hold orders behind the central village.

Cossacks skirmishing against Young Guard
The area around the Farm got a bit more fruity this time, this time the Russian Infantry led the attack, one thing we have quickly learnt is there is no point messing about firing Russian Infantry, get them stuck in as soon as you can. A battle raged over the woods adjacent to the Farm and the French sent two units of Young Guard to hold the line.

Prussian Infantry supporting the Russian attack
The Russians attacking the Farm failed to charge but those in the wood unceremoniously dumped the Young Guard out of the cover and into the path of a waiting Russian Hussar unit.

End of the Young Guard
The French committed the Italian Guard to hold the line in that area, the Allies had turned the flank but the new line at a right angle anchored on Probstheyda was pretty strong but was lacking Cavalry support.

We finished the game at this point entering a period of stalemate, the Allies had made more progress than before but had failed to get into the villages, with a bit more luck on dice rolls we could have got into the front line of built up areas but I don't think there is enough to get into the rear towns, it also felt that the French had a lot of artillery and with the ridge line they could often get multiple batteries on one unit when needed.

Italian Guard coming to the rescue
Rules Development 

The original Quarrie / GdeB mash up rules post can be accessed below,

https://yarkshiregamer.blogspot.com/2018/10/quarrie-to-general-de-brigade.html

There is still some work to do to get them perfect but I am happy with the progress and it's given me a renewed interest in Napoleonic gaming (which was my first gaming period) after years of inactivity so that in itself is a huge positive.

General de Brigade makes it harder to get into contact than other rules but when you do melee is over quickly, usually in a single round and there is none of the enormous black holes pulling in multiple units into massive combats which last 3 plus turns like say Gilders which needs a change of mind set from players of those sets.

The magic floaty tree
We found getting into contact a real problem in this game which is interesting as that wasn't an issue in the Peninsula bash, maybe we were expecting the British to shoot units off ?

The main discussion point and change from the game was the +1 for infantry charging in column. Infantry now has a charging factor for melee and a confused factor when not. We found that a plus 1 on top of the Impact factor was too much but we needed to reflect the impetus of charging in column so the decision was to count the Impact factor as the charging column factor and add a -1 to the Impact when charging in any other formation. The exception being the British.

I hope to get at least one more Napoleonic Game in before Xmas, oh the joy of too many collections ! Next game, currently on table is Spanish Civil War.

The Reckoning Of Darkness, Short Film, Review And Interview


The Reckoning of Darkness is a great proof of concept film. I could go into more detail about that part, but Christopher Kulikowski, the director, does a much better job of explaining his inspiration below. The look of the film was wonderful and captures the essence of the original story and reaches into the gaps to give us more.

I saw The Reckoning of Darkness at the 2019 FilmQuest film festival (website).The film was nominated for Best Score and Best Production Design/Art Direction, along with winning for Best Costumes.

I would recommend this film for anyone who has read Frankenstein. This captures the feel Mary Shelley develops in her novel and gets back to the horror of what it might be to be questioning our existence and the ability of creating life.

TAGLINE: Some may recall that the story of Victor Frankenstein and his Creation ends in the frozen wastes of the Arctic, but few know what really happened on their fateful journey north.

SYNOPSIS: The Year 1818: Set on a remote island at the extreme north of the British Isles, a mysterious man named Victor washes ashore, seemingly the sole survivor of a shipwreck. He is restored to health by the local inhabitants but guards the secrets of his haunted past and of an evil which has found its way to this remote world, hell-bent on vengeance. So starts the dramatic and violent chain of events in which the tale of Victor's sinister experiments gradually emerges.

What was the inspiration for The Reckoning of Darkness?

There's essentially two parts to the inspiration and genesis of my proof of concept featurette.

First is my love for science fiction, horror and drama that goes back to my childhood and Mary Shelley's time-tested novel, Frankenstein, a narrative which captures all three genres mentioned above.

Second, back in 2004, I attended the performance of a play titled Victor, written by British playwright Alistair Faulkner and inspired by Mary Shelley's novel. Unlike most depictions of Frankenstein's creation, in this telling of the story (set on a remote island in the north Atlantic) Victor's creation is intelligent, has feelings of love, despair, hate and loneliness. I was completely captivated and moved by the performance and narrative of this play. In fact, I loved the take on this "Frankenstein" story so much that I secured the theatrical rights, wrote a feature length screenplay and adapted it all into a proof of concept short film and trailer.
 

What project(s) do you have coming up you're excited about?

What is exciting and hopefully upcoming (soon) for me, is to get the feature version of The Reckoning of Darkness off the ground. Currently, my energies are fully committed to bringing this "monster" to life. :-)

What was your early inspiration for pursuing a career in film?

There were many films and TV programs that inspired me as a child to pursue a career in cinema, mostly shows/films such as Star Trek, Star Wars, Dark Shadows, anything fantastical, but what really propelled me into making this a career vs a hobby was the discovery of my father's Bell & Howell 8mm crank camera. Once I had my hand of this amazing device and discovered all the magic of its capabilities, I was hooked. In short, I've been making films since the age of 11.
 

What would be your dream project?

Asking me about a dream project is like asking me what is my favorite song... there are many but for the time being, fully realizing and getting the feature version of "Reckoning..." off the ground would be a dream come true. Other "dream" projects would be to direct a Star Trek feature/TV series and a period thriller that I have in my screenplay arsenal titled Kingsbury Run.

What are some of your favorite pastimes when not working on a movie?

When I'm not working/making a living, I enjoy the company of close friends, family, going to the movies, theater, symphony, traveling abroad, photography, writing, reading, motorcycling and fine dining and wine.

What is one of your favorite movies and why?

So many films come to mind as favorites, but I would say that William Wyler's 1959 classic, BEN HURis one of my top ten. The film is epic Hollywood at its best and a testament to the power and capabilities of cinema. To this day, the scale of the production and end result is truly is awe inspiring... (the chariot race for instance is unmatched spectacle). Yet with all the grand scale, lavish sets, majestic and beautiful music score, fine performances, the story is simple... one of family, love, revenge, redemption and faith. For me... this film sticks, endures and continues to captivate.

You can find out more about The Reckoning of Darkness on the following locations.


You can also watch the trailer on Vimeo (link).

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


Podcast Episode 25 - AD&D Combat Demystified - Initiative For Spellcasting, Charging


I'm challenging conventional wisdom that AD&D by-the-book combat is too difficult! In this episode, I visit initiative one more time to talk about melee with a spell-caster, and then I cover charging.



Anchor Episode link: https://anchor.fm/the-dungeon-masters-handbook/episodes/Episode-25---ADD-Combat-Demystified---Initiative-for-Spellcasting--Charging-eaaja5

Leave me a voice message and let me know what you think! (312) 625-8281‬ (US/Canada)

Leave a message on Anchor: anchor.fm/the-dungeon-masters-handbook/message


Links from episode:

My AD&D Combat Cheat Sheet: https://drive.google.com/open?id=1buc4Iubou-bH7V1Ud-h_4SkHm9wfm64a


Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)

Thursday, March 5, 2020

Super AiG Screenshots Of The Year: 2019

This week on Super Adventures, I've got a page full of screenshots with writing under them for you. Sounds pretty typical for this site, but this time there's a twist: you've seen them all before! There's absolutely no new content here for you!

I usually do my Screenshots of the Year post on New Years Eve, but I didn't see the point in keeping you waiting a few weeks when I'm already done writing about games this year. I'm taking another break, no more games until the end of January I'm afraid.

Taking all these two months breaks has really helped me out though. For one thing it meant I only had half the amount of posts to look through when I was picking out my favourite screenshots. Plus it meant that my short list turned out to be a lot shorter than usual, so I didn't have to agonise over what screens and GIFs made it into the final post. The moral of the story, doing less work is... good?

(If you see a screenshot from a modern system you can probably click it to see the same image in glorious 720p!)

Read on »

Narrative Arcs In Board Games, LTUE Panel


I kicked off my experience as a panelist this year at Life, The Universe and Everything Symposium (LTUE Website) with a discussion about using narrative arcs in boardgames. As panelists, we covered a broad range of subtopics, but the general discussion narrowed down into three main categories: do you need to have a story, how stories are used in games, and stories we tell from playing the game.

The background of the panel group provided a lot of viewpoints from different angels on the subject. I walked away knowing more than when I went in. That is one of the great things to me about attending conferences, conventions, and symposiums—no matter my level of involvement, it is a fantastic learning experience.

Do You Need a Story?

The first specific topic discussed was if a game needed a narrative storyline. This simple answer is no, you don't have to have developed a story for the game to work. There are some games designed on the mechanic being used. However, having a story has advantages.

A story gives more cohesion to gameplay. We think in stories. Having a game with a story provides a line of thought for the players to grab hold of and move through the events of the turns, rounds, events, beginning, middle, and end. The cohesion can even start before the game begins.

It provides imagination seeds from the beginning. What attracts us to games is an important part of the development process. We create games because we want people to play them, but also we want people to buy them. A story provides that extra jolt. It is something that can be added into the packaging. One of our panelists stated simply they would play a game with a story instead of one without.

How are Stories Used as Part of the Game?

A story is a good tool for teaching the rules of the game. A game tying the rules to a story makes it easier to remember what needs to be done next. Many rulebooks now provide a narrative before and during the introduction of the rules. This allows players to follow the story as they learn the aspects of the game and what they need to do.

A story helps maintain the flow of the game during play. Most games have the same general flow we see in movies or read in books. They have a beginning, middle, and end. They also have more specific elements that we see in story construction. With these elements, the story allows players to know what is happing in the moment and what is coming up.

Some games are heavily driven by the story they tell. One example of a story driven game is Betrayal at House on the Hill. The story helps in building the tension the players know will be coming. As the game progresses the book is referenced to give a twist to the story and lead to its conclusion.

These combine to give the gameplay a fuller feeling. Some have more immersion in the story than others. There were comments of the loss of time during playing when a story is fulfilling. This leads to another part about the use of story that brings many of these points together.

What Type of Stories Do We Tell After Playing?

Not only do we think in story, we like to tell them. We tell stories about things we do every day. We tell stories about the adventures we go on and the mundane things that happen. We also tell stories that develop from the games we play—and they come in two general flavors.

We like to tell about how the game unfolded. We talk about how we set up, how the strategy unfolded, and if it worked or not and why. We share the events of the war game as a novel unfolding on the table in front of us. We especially like to tell them to people who have experienced the game before, but we love to share the details also with new players.

Visit a convention and you will hear people sharing the stories of past victories and defeats. This is an important part for game developers. People share stories because they become emotional about the game. They are recruiting new players. They are convincing somebody that your game needs to be on their shelf and be a part of the gaming group.

Final Thoughts

Games don't have to be designed with a story. I think most games come naturally with one, or the story is developed while the game is played. There are games that are purely strategy that many of us like to play. Most games played with standard playing cards probably fall in this category. But now we have all sorts of new board games and other tabletop games being played.

Board games with a story are usually more attractive to players and are the ones that get people talking. As a developer that's important. When other people are talking about your game they are marketing the game for you. With this in mind, see how strong the story is that your game either supports or creates.

Panel Summary (from the program)

While often overlooked, board games can be an effective storytelling medium. This can range from the game actively telling a story to passively telling the story through the mechanisms in the game. Learn how to unlock your game's storytelling potential.


Other Panelists

Christopher Baxter

An author, editor, podcaster, and (why not) yes, a game designer. He shares stories and writing tips at writerinthehat.com and is host of A More Civilized Podcast.

Paul Robbins

Creator of the Trait Spectrum, a proprietary questionnaire of Paladin & Archer Software Systems, Inc. He is the company's experimental psychologist. A personality type test similar to the MBTI is available to the public for free at app.developerlevel.com.

Skye Larsen

Part of the two-person team of Rob and Skye Games, an indie studio working on a computer game called Alkanaur. Because one medium is never enough, he recently started designing for table-top games as well. Skye helps produce the popular Game Design Round Table podcast and does freelance writing and edits game rulebooks on the side. Twitter.com/robthesky_games.

Mike Holyoak

A lifelong geek obsessed with table-top RPGs, board games, and board game design. He is a three-time finalist of the SaltCon Ion Board Game Design Contest and one-time winner. Anubisnine.wordpress.com.

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


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Just Act Casual


2018 was the year of the skirmish game for us. We spent a lot of time playing 7TV, Doctor Who: Exterminate, and Mythic Battles: Pantheon, and even more time painting miniatures and building terrain for them. On the surface, Firefly Adventures: Brigands and Browncoats looks like another boxed skirmish game, but it really isn't -- at least, not entirely.

Like Firefly: the Game and Doctor Who: Time of the Daleks, Firefly Adventures shows that Gale Force 9 are masters at building engaging games around licensed properties, rather than simply slapping a licensed theme on an otherwise generic game design, and that they have a deep understanding and respect for the material the game is based on.

It's a cooperative game where every player plays a character from the Serenity crew, which should immediately appeal to fans of the television show. The game controls the bad guys using a simple but elegant AI that dictates what they do based on criteria such as where the closest player character is, or in some cases a pre-determined patrol route. This is interesting, but it is the game's two core concepts that really set it apart from other games of this type, and also makes playing it feel like an episode of the show.

The first of these is the idea that player characters switch back and forth between acting casual or acting heroic at various points in the game, sometimes by choice and sometimes not. A casual character can move freely about the board without attracting the attention of the bad guys, making it easier to sneak into buildings and even talk to the non-player characters. However, many actions such as attacking or breaking down doors require characters to act heroic, which attracts the attention of the bad guys, causing them to move and attack any heroic characters they can see. Each state is represented by a separate miniature, one in a casual pose and the other in a more action-packed one.


The other game mechanic that makes this game more interesting and thematic is the turn structure. Rather than just moving in turn, characters' movements are dictated by a time-based system, with different actions taking up specific amounts of time (called "moments" in the game). Each character has a counter that is moved along a track based on what actions they take, and the character at the back always takes the next turn. This is where the strategy and decision making gets really interesting, as you have to weigh the actions you want to take against how far along the time track you will move, and what characters will act before you get another turn.

The game also has a card and dice-based system to govern both breaking into buildings and talking to non-player characters. You draw a card on each attempt that gives you two choices of possible actions to take, some of which might be easier but force you to act heroic and attract the attention of the bad guys.

Game play is scenario driven, with different board setups and win conditions, which really makes it feel more like a role playing game with no game master than a tactical skirmish game. Tactics usually involve sneaking around trying to avoid a fight rather than all-out combat, and the goal is usually to escape the board with an objective instead of just defeating all opponents. There's even a campaign mode where you try to collect as much money and equipment as possible over several games.

One other thing I have to mention is the game's ingenious terrain, a series of small pre-built boxes designed to look like the converted shipping crates that make up so much of the background of the television show. The game box bottom itself is printed to look like a larger building. It's a clever way to introduce 3-D terrain, and also important for a game where staying out of the bad guys' line of sight is often the best strategy.

The only real complaint I have is that the rule book is poorly organized, making looking up rules somewhat difficult during play. As skirmish games go it's fairly simple, but there are always going to be times when you need to refer to the rules.

Rating: 4 (out of 5) A fun, innovative game that feels much more cinematic than most "move and shoot" games, only marred by a poorly organized rule book.

Wednesday, March 4, 2020

Pocket PC - The Forgotten Era Of Handheld Video Gaming?

Fr Mark Higgins writes- 

Back in the early 2000s I was an owner of a Pocket PC, I managed to persuade my grandparents to buy me one when I was about 16, I owned, to begin with an HP Jornada 525, later on I had a NEC Pocket Gear 2060, then I had an Axim X5, before finally settling with an HP IPAQ 2495, this probably spans the years of 2002 to 2007, so that's a lot of devices in a short space of time.


Anyway, the reason I had so many of these things was because as a 16 or 17 year old I managed to find my way into reviewing games for Pocket PCs at a website now long defunct called PDArcade.com, in fact, eventually I more or less ran the news side of the site by the time I was 20. The site was pretty popular back in the day and we made a lot through ad revenues and I got a share of the pot.

Anyway, sites like PDArcade existed because PDAs were a major platform, albeit a niche one, for video games. There were other websites dedicated to PDA gaming reviews such as pocketgamer.org, forums dedicated to discussing Pocket PC gaming like, if I recall, pocketmatrix.com, and even Pocket PCs particularly marketed as gaming Pocket PCs, such as, I think some of the ASUS models. Peripherals existed like control pads to make gaming even easier.
And then, of course, there were software companies, often producing really, really impressive titles. PDA gaming, developer side of things, was a return to the days of 8-bit because games, that were selling 10000s of copies were being made by tiny teams of programmers. PDA game development also was a work of real creativity because often Pocket PCs did not have that much storage space. Some companies really excelled at being able to produce games that looked amazing, perhaps at times reaching close to game boy advance and they did so without the size of game going beyond 20mb.
 There was also a thriving emulation scene and at the end of its era the top Pocket PCs were able to play, without problems, all 8 bit, 16 bit and even 32 bit systems- that's quite something, considering that we are talking 2007 being able to play PS1 games released only 5 years previously- it would be like today playing a PS3 game on an iPhone using the hardware of the iPhone.

Perhaps if there is interest I will post some more on this subject, because I might well be one of the closet experts out there on it. I must have reviewed close to a hundred games for Pocket PC and played even more. The pictures in this article give you an idea of the kind of thing you could find on Pocket PC. 

Prices varied and top rate games reached up to $30 I think, but generally a top tier title would be something like $14.99. The place to buy games were the now defunct websites handango.com pocketgear.com and of course directly from the developers. Usually you bought the game on PC and then transferred it over to your PDA but it was technically possible to to everything from the PDA. 

There was a lot of innovation, creativity and excellence in the short lived Pocket PC gaming system. Of course there were ports and a lot of the pictures show this, but alongside ports, developers pushed the limits of the system. Some memorable and excellent companies producing high quality were Hexacto, Ziosoft, PDAmill, Momentum games, Crimson fire, eSoft Interactive and many more.