Monday, November 21, 2011

Playseats Gaming - What Cockpit Should You Buy?

!9# Playseats Gaming - What Cockpit Should You Buy?

Games cockpit - think playseats evolution gaming is cool? For those of us who love our games, sliding around on a sofa, controller in hand as you scream around the streets of Monaco on your TV is about the ceiling on fun it seems. That is until you get to the arcade, plonk into a race seat behind a steering wheel, vibrated by bass, blasted by surround sound, and all of a sudden the whole racing experience comes alive. This is all pretty great except the equipment is usually sloppy and worn out, not to mention having to dodge the gum and dried sticky soda, and then you're pouring dollars down the spout to keep the whole thing running. Damn, another for five minutes - poof.

What about putting that coin towards buying your own games cockpit?

So, what's out there? All the way from the mighty Morphis to playseats evolution gaming seat, there are some pretty fancy names and pretty fancy numbers bouncing around so here's a useful outline of games cockpit choices.

The Morphis ESP, UK, is the high water mark in gaming. It offers aviation simulator style of simulation and movement, seats up to eight depending on configuration, or a single seat, in an entirely enclosed games cockpit with internal 2D and 3D viewing screens. The price? 0,000. Ford Racing Arcade Game, USA. Two arcade style game machines side by side. They are big and bulky, just like stand up arcade machines but they do have force-feedback wheels, driving pedals and racing seats. Smallish screens arcade style. The bonus is you can race your buddies side by side. Price? ,000. Home Pro Racing Simulator, USA. This is an entirely integral games cockpit, a medium height seat and a semblance of a dashboard/instrument panel and facing a large monitor that's mounted in front. Comes with steering wheel, foot pedals, 10-inch woofer, a handful of tweeters, and joystick. The overall unit scores well for its style but loses for its upright seating position and the overall bulky appearance. The large monitor is nice but may be an extra expense. The price? ,000 plus. Hotseat Racer GTX, USA. A low/medium pipe work chassis with a race seat, a place to mount your steering wheel and pedals. More in the right direction for home use, but suffers from looking like a roof rack with a seat. The Price? 0, monitor extra. Vision Racer, UK. This is a bare bones curvy pipe work chassis with a race seat that supplies attachment points for controllers, pedals, steering wheels. It's a good quality and attractive looking assembly. The monitor mounts separately. The Price? 00 plus. Rally Office Chair, USA. An upholstered car rally seat perched on a secretaries 5 legged chair on wheels. For a laugh you could buy one of these, that is if the expense tickles your funny bone. The Price? 0-00. Playseats evolution gaming, USA. Good value for money. Streamlined designed chassis with race seat in a low racer position, and mount points for race wheel, gear change, pedals etc. Compact, foldable and somewhat portable. Good quality, expanding range of cockpit choices, accepts most game controllers. Good marks for allowing the home racer to personalize the equipment used, and sexy extras like base chassis vibrators. The Price? 0-0.The best of the bunch.

So that's a quick cross section of the types of games cockpit s that are out there. The most common stand out feature is that prices seem excessive for what's being offered, and out of context for the average home gamer's budget, but there is a clear trend to lower prices and better offerings. Good luck fellow gamers, its going to be a great year for us, look out for the home games cockpit designs to grow even more this year, with some great offerings coming from companies intent on expanding their range of product.

For more information and pictures of the games cockpit s described follow the link below.


Playseats Gaming - What Cockpit Should You Buy?

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Thursday, November 3, 2011

Classic Game Review: Submarine Commander

!9# Classic Game Review: Submarine Commander

Its World War II and you are in command of a diesel submarine somewhere in the Mediterranean. Your mission: to destroy all enemy merchant shipping in these waters. You've tracked this convoy for ten minutes and you're ready to strike. Up periscope, the convoy's lead ship is a destroyer. Fire one! Fire two!

You watch as both torpedoes strike the ship and it begins to sink. Turning your attention to the second ship, a tanker, you fire two torpedoes. Two hits! Suddenly your sub shudders. You're under fire from the second destroyer! Dive! Dive! Reduce speed, stop all engines. You wait, not daring to breathe. Finally, the sound you dreaded most begins Depth Charges!!

This is the action in the Thorn EMI Video game cartridge, Submarine Commander. As Commander of a WWII Submarine, the player must sink all convoys in the area. The player has a limited supply of fuel, torpedoes, air, and charge in the batteries. To recharge batteries, and replenish air supply, the sub must surface. Surface speed is faster than underwater speed, but uses more fuel. Scoring is based on the amount of fuel left, torpedoes remaining, and game time.

The game makes excellent use of the Atari's graphic and sound capabilities. It has three screens. The first screen is a detailed map of the Mediterranean, showing the submarine's position, positions of all convoys and land masses in the area. Each screen has indicators showing compass heading of the sub, amount of fuel and torpedoes left, the submarine's speed, damage indicators, amount of air left, battery charge, position of the submarine relative to the sea bottom, and a game clock.

The second screen is the Sonar Scope. It looks, sounds, and works like a real sonar scope. Two indicators are added to this screen; tonnage sunk and Hydrophone Chart. The Hydrophone shows the player which direction to steer to intercept the convoy.

The third screen is the most important. This is the periscope view. This is where all the action takes place. This screen shows clouds, water, and the ships. As the ships enter the view, they're black shapes. The closer they get the more detailed they become. When torpedoes are fired they appear on screen and move toward the target. A 3D effect is achieved with your torpedoes receding in the distance. When a torpedo strikes a ship, the water billows up in the explosion with excellent sound effects as the ship slowly begins to sink. Ships can also fire back as evidenced by flashes and sounds of their guns. If the sub takes a hit, the whole screen shakes. There is one minor problem in the game. Moving the submarine, especially in the heat of battle is difficult to grasp. The sub doesn't turn as fast as the player wants. This slows down the action, but once the player gets used to it, it isn't that noticeable.

The game is in real time using the joystick and keyboard. There are nine levels of play with ships on levels seven thru nine possibly requiring two hits to sink. There are four types of ships: destroyers, tankers, cargo, and PT boats. The game ends when the sub runs out of fuel, air, sinks, or the battery charge is depleted; while scoring is based on the length of the game the tonnage sunk, and the amount of fuel used. The user manual is very good, covering all aspects of the game. This game will appeal to those who like arcade graphics and sounds, but enjoy a sense of war gaming.


Classic Game Review: Submarine Commander

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