Gamer Profile

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Brian Wyser: X-Ray Kid Studios

DD was my first experience with fighting co-op… um… for everyone back then I guess as it opened up a new genre of gameplay. My friends and I were hooked from the first day we wasted at the local sandwich shop. We probably paid for the machine 5 times over with all the quarters pumped into it. Best move was the grapple/knee to the head then toss, but watch out because you could punch your buddy too.

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Nery Hernandez: MonkeyPlum Media

Tie Fighter stands out for me as one of those games that has that rare quality of being an experience. From the story, the initiation into the Emperor’s Inner Circle (Secret forearm tattoo and all), the ship models, it was a game that you could tell was made with L.O.V.E. for the source material, while still maintaining an originality of its own.

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Steven Peeler: Soldak Entertainment

I think this was the first rpg that I played on a computer and I sure do have fond memories. Even with minimal graphics, which were actually pretty good at the time, it was still frightening and great fun exploring and killing all of the monsters. All to save some king or something. 🙂 It had multiple character types, a party, turn based combat, random encounters, layout, and items, and an auto-map. Some of this is common now, but this is from a game made almost 30 years ago.

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Michal Gledala: Global Fun

Some people think it is crazy to just look at the stats, clicking on numbers and watching 22 small round dots flying around the screen, but for me it is pure fun. It is a great feeling to start a career as a manager of your favorite club, and build your squad the way you want. I can spend hours on looking for players and staff that can help my team to win the league and go far in the European competition.

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Wes Platt: Fallen Earth LLC

Ultima IV was the first open-world style game that I ever played that gave me a real sense of control over the destiny of the character from the start. The player answers a series of ethical challenges to determine the personality of their character. That really spoke to me from a design perspective, because it offered immediate opportunities for replayability and gave the player unprecedented control over how their character evolved in a computer game.

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