posted on Jul, 1 2008 @ 02:04 AM
This definitely isn't new. The original Mario Golf for the N64 had a phenominal physics engine which definitely challenged the player to actually
calculate issues like which strength of club to use vs a leading or trailing wind. Also there were numerous old DOS games like the old Qbasic game
Gorila Basic which had you firing off explosive bananas at angles to try and hit the King Kong on an adjacent building, or the old missle command game
where you had to input a vector and firing strength to try and take out an enemy tank clear across the battlefield.
This isn't subliminal, either. Subliminal would be imbedding images that appeared for just a single frame or embedding a barely perceptable audio
track during play. This is actually an example of directed learning. Meaning in order to excell at the game, you have to learn what the game expects
you to learn.
For the guy that said games are murder simulators, get with the modern era and pull yourself out of the collonial times Jack Thompson resides in.
Numerous studies have shown no link between the playing of violent video games and crime. If any link exists, it's that criminals actually play
games in their spare time... just like students, doctors, lawyers, engineers, housewives, husbands, prostitutes, ministers, police officers,
bakers,... you get the point? I'm a collector. I own practically every console marketed in this country since the old Pong home system (thank you
Ebay for providing me with 90% of my collection) I have played the so-called worst of the worst. Manhunt, GTA, Night Trap, I even have a bootlegged
copy of ThrillKill, the game so violent it was never released. So far, in 32 years of life (27 of those spent gaming) I've murdered.... uh, let's
see... ah yes, zero people. I've committed zero violent crimes, stolen zero cars, and worshipped zero Satans.
Weak minds cause people to become criminals and get desensitized to violence and gore, not games, movies, TV, or music.