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Wheel of Fortune!

Yes, it’s a bit of a throwback for me, but then what isn’t at this point of dragging Jaywalks along? People who have been here for a while may recall an old wheel model being the star of more than one art series, most prominently so in Twenty-Six Spins, where it determined the prompts for each day. That was three and half years ago now. Let that sink in. Three and a half years. And still I haven’t got around to doing it again.

This project was nothing more than me taking the old girl for another spin and giving her a fresh coat of paint, in line with the first series of Wheel of Fortune on ITV, back in 1988. The decadence of the tubes surrounding the wheel, flashing in sync with each spin felt like a fun aesthetic to try and recreate. Felt like. Inspiration also came from YouTube recommending me videos of people showing off their home-made wheels – actual, physical wheels which are much more impressive than this. See here.

Incidentally, Wheel at the time offered some of the largest major prizes on television (£4,000 or a cool eighties car) and it would hold its own in that regard for ten years or so; only when Who Wants To Be A Millionaire came along did Wheel start to look somewhat naff and, sure enough, by 2000 it was hidden away in daytime. By 2002 it was all over, bar the odd filler repeat. Though not exactly a huge favourite of mine – I enjoyed playing the Nintendo game with my sister more than the actual show – I remain surprised that it hasn’t been brought back at some point in the last twenty years. What’s stopping them? Everything else has come back.

However, if we’re seriously talking American game shows that deserve another shot here… Jeopardy please please please, but do it properly for heaven’s sake.

If you were wondering what the answer is, here you go and you’re welcome.

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Having done a few pure pixel pictures lately, I ventured into three dimensions to look at transferring objects into the pixel realm; reducing resolutions, avoiding anti-aliasing and trying to create as authentic a visual as I can.

Cheating, essentially.

I began playing with some simple shapes and animations, limiting colour.

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Happy results, and certainly a time saver for designs like those above and below.

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And, having played around with hexagons, it was time for the obligatory detour to Blockbusters, which then spilled into other game shows for good measure. After all, what do pixels make?

Blockbusters is set to return on Comedy Central (yes, seriously) at some point this year. By my count, this will be the fifth time since the golden Bob era that this format has been dredged back up. Will it take off this time, I wonder? You have to admire the perseverance.

While there’s nothing especially ground-breaking here, it’s nice to have it confirmed that pixel art doesn’t have to be restricted to just Photoshop painting; the 3D alternative for reference is equally effective, and a handy cheat. Cheating is good when it saves you time!

AtoZ-G-NEON2With neon coming up again, I got to thinking about laser beams. Originally I was going to try something out with spotlights, arranging the beams to make the G; quickly, it became clear that this was an idea best left in my head.

With that, I took the opportunity to go green (it was the last light I removed) and swept it across a pretty swift G shape, the beam itself tapering as it follows the spline:

I’m not sure the animated sequence does the letter justice or is even necessary, but it was fun to do.

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…and Catchphrase, which appears to be today’s homage. What better inspiration for neon, though?

It’s good, but it’s not right.

It didn’t take long for the wheel to spin me a double – I might have to reconsider the non-existent, non-binding rules should this happen often.

But this was a mega quickie, taking advantage of a small whisp of energy within me at the moment, thanks to these challenges. That’s pretty rad. The past seven days have flown by! I think also the fact that pattern didn’t come up again means a sigh of relief for all concerned.

I really liked the C shape from my latter dalliance with brutalism, and thought it’d be far out to try and mirror that in full eighties neon.

As you can see, I did start to venture into slightly more convoluted territory but thankfully I snuffed that out pretty sharpish. Cool!

 

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At the risk of developing square eyes, another attempt at computing modelling using a computer, and moving into the eighties we have the legendary ZX Spectrum, developed by one Clive Sinclair. Released in the spring of 1982 to enormous demand, the Spectrum championed rubber-keyed home computing, and at an affordable price; the launch model sold for £125, significantly cheaper than virtually any competitor of the day. It quickly became Britain’s best-selling computer and would go on to perform just as well across Europe.

I believe the +2, a 128k revision released in 1986 which I’ve attempted to model here, was our first home computer – though, sadly, I don’t think things got off to a great start. It can’t have had a particularly impressive lifespan, as my only recollection of it was broken in a container gathering dust, while the later +2A model was wowing the family with the likes of Trap Door, OutRun and Blockbusters. This successor seemed to power on valiantly until it was thought obsolete circa 2000 and, criminally, disposed of.

I wasn’t ever allowed near it that much – I barely knew how to use it anyway – but I do have vivid memories of sitting and watching others play these games; games that weren’t on a par with visual quality to our snazzy 16-bit consoles that I could play, but were still engaging, and in some ways felt more fun. The bright colours surely helped, and perhaps being branded unworthy of touching the thing alone did, too… but I’m sure there was more to it than that, for its impact hasn’t lessened in twenty years of my time, nor thirty-five years of technological progress.

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One of the Spectrum’s biggest triumphs was melding the computing and gaming offering, going one step further and encouraging enthusiasts to create their own games, aided by bespoke software and publications. Magazines would print reams of code on a regular basis. I daresay a large number of today’s programmers cut their teeth on the Speccy, and that introductory element, tapping into the creativity of its audience in such a way surely goes some way to explain why its users remember it so fondly.

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With such enduring features on its side, the Spectrum had a long life and saw off most of its contemporaries from the early eighties. It was discontinued in 1992, after multiple refreshes and revisions, though games would continue to trickle out in some regions for a couple of years. This being said, the machine is far from dead; the community thrives, and excitingly you will find homebrew games are still being put together to this day. Proof, if ever it were needed, that there is something magic about the ZX Spectrum.

ZXSpectrumplus2_0049AI do hope you can see some visual improvements in these renders. I’ve finally figured out how to operate the depth of field tools and capabilities! It’s something I was a little daunted by, blindly changing configurations and hoping for the best, but already it’s throwing out some promising aesthetics, giving scenes a far greater physicality. The keys may be way off, but the effect is nice, so that’s okay! It’s a great tool to have at my disposal as I continue ambling through this modelling lark.

One of the games I remember very clearly from back in the day is Batman The Movie, based on Tim Burton’s first outing with the Caped Crusader. I still love its soundtrack. It’s still bloody hard!

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Following on from my attempt at a 3d model of the Atari 2600, in which I had spent some time looking at the console’s gameplay and graphics, I happened across a felicitous piece of software.

Atari FontMaker does as you’d likely expect; it gives you the default character map and allows you to make changes to individual glyphs, creating a custom typeface or a pallette for artwork – perhaps both! It looks as if you can even export your maps in a file that the Atari can use, though with bad memories of BASIC on the Spectrum coming back, I haven’t been compelled to try that just yet. Fortunately, you can export as images, and the program gives you a view to lay down your marks. Above and below is a very quick modification of the default set, with the view above and map below:

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Then came some attempts at making larger display faces from configurations of characters:

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Then, moving on and trying to create some scenery. Sharp lines led me in an urban, industrial direction.

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The format and amount of letter spaces meant that a nighttime city skyline was quite fun to put together, even before implementing colour.

Atarimaker-trianglesI’m sure someone with a more creative and patient mind could whip up some lovely patterns in this software, because that’s one thing even the primitive visuals can’t scupper completely. This has a seafront amusement arcade look about it. It makes you wonder what Sonic’s Casino Night Zone might have looked like on the Atari…

I then tried to be a tad more ambitious, putting together a mountainous landscape replete with birds. This required pretty much the whole set to be tweaked, as can be seen below; the first is how the piece would look under the default set:

Atarimaker-mountainsPerhaps a few too many clouds, but nevertheless it’s probably one of the stronger experiments here.

Atarimaker-sonicSpeaking of Sonic earlier, the above was inspired by his 8-bit outings in the Green Hill Zone – not inspired enough to actually feature him, apparently! It is very green, though, you have to give me that.

I returned to lettering, but geared toward a more stylised finish. A simple start; I quite like its brashness, not sure about the colour:

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The shard-like nature of the above experiment gave me the obvious idea:

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As I said, the obvious progression. To my knowledge, there wasn’t a Crystal Maze game on the Atari. I wonder how it might have looked, had there been…

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…probably better than that!

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Well, if you think Channel 4’s catch-up service is slow today…! This was a must, really, as a throwback to my BASIC exploits of university, wherein I attempted to make a Channel 4 ident that could run on the ZX Spectrum. The greater colour capabilities here meant that the logo came out looking much more impressive.

And, to finish, Mr. Babbage from Family Fortunes and various motorways. Perfect for this format.

Atarimaker-mrbabbageThis was a heap of fun for me, as you might be able to gather by the sheer amount of stuff! It’s always interesting to go back and see what you can squeeze out of technology thought long out of date, attempting to turn the restrictions to your advantage. I think you’re more often than not pleasantly surprised, if not amazed. There is surely much more that can be created with just this program.

Thanks to MatoSimi for putting it together – if you’re interested in trying this for yourself, you can find it here. Have fun.

atari2600-1Now we can play Pong at home!

With another veritable brainwave, I decided to have a look at some home computers and consoles for 3D inspiration. There isn’t really a better starting point than the Atari VCS, or, as it was later known, the Atari 2600.

A response to the increasing popularity of arcade games like the aforementioned table tennis simulation, Atari invested $100 million into the development of this home system prior to its eventual release in September 1977. It was introduced at a price of $199.99, which sounds relatively reasonable, until you factor in forty years of inflation. This is equivalent to almost eight hundred dollars today! Such might explain why sales were decidedly modest to begin with. Eventually, though, the console gained momentum, and at its peak in 1982 sold over eight million units, the first machine to do such impressive business and prove demand for home gaming beyond any doubt.

atari2600-2Though there were many highlights, with a string of arcade hits improved for making the jump to cartridge and colour, complicated hardware coupled with the increasing demand and saturation of the video game market in the early eighties saw individual titles suffer, with many being rushed if not scrapped altogether. Perhaps the most notable example of such a rush job is E.T. The Extra Terrestrial, a colossal failure and regarded by many as the worst game ever made. While I’m not sure I’d go quite that far, I have played it, and can confirm it is indeed quite the experience.

All of this being said, the 2600 was incredibly resilient. It comfortably outlived many of its technically superior contemporaries – games were still being made in the early nineties, well into the 16-bit era, and of course nostalgia prevails to this day. A fitting tenure and legacy for the console that, however rough around the edges, surely started it all. Pretty fun to model, too.

atari2600-3Fancy a game? Here’s some footage of E.T. for you. You’re welcome.

WWF-RING0021In one of those ‘why didn’t I try this years ago?’ moments, I thought I’d have a go at modelling a WWF wrestling ring, replete with the classic blue bar steel cage of the eighties and nineties.

Back in those days, this was as risky as the product got; the scores of ring technicians scuttling around the ring slowly setting up the structure meant something big was coming up. The denouement. Its relative low frequency coupled with the old routine of longer, slow-burn storylines made the confines of the cage a perfectly powerful climax. Even as the show grew edgier, its legacy maintained a presence.

WWF-RING0018Naturally, the ring itself came first. The WWF’s ‘squared circle’ was and still is larger than your average ring, at 20ft x 20ft. Having the dimensions available online made this a lot less daunting.

Texturing here, specifically the placement of logos, took longer than it probably should have at this stage, but once I’d figured it out, it was fun putting multiple candidates onto the ring apron, and the overhanging flag. Some worked better than others…

Rage in the Cage was not a title of a legitimate WWF event – at least, not to my knowledge – but a wrestling game for the ill-fated MegaCD. Indeed, it might have been the only wrestling game on the platform. (It wasn’t very good!)

I did have a go at some lighting rigs, mostly for the Cloth flag, but also to try and replicate that classic effect of the long streaks from the dizzy heights which seem to add so much to the spectacle (along with the relentless camera flashes, which are much missed whenever I catch newer clips). I did think better of trying to build and render an entire stadium. Perhaps this particular match up just hasn’t drawn as hoped? Or maybe it’s an Empty Arena Cage match?

WWF-RING0019It looks a little toylike and plastic in places, no doubt because of my texturing. I suppose such an aesthetic is not necessarily a bad thing; nine-year old me would have loved a blue cage for my wrestling ring play-set!

WWF-RING0020Several options from the blue bars era that spring to mind, but I’m choosing this 1988 clash pitting André the Giant against Hulk Hogan; not only because it was the culmination of their legendary feud of eighteen months, but it also features one of my favourite commentators’ lines, from the ever-reliable Lord Alfred Hayes as The Giant starts his climb to victory:

“Gosh, look at André!! He’s like some huge prehistoric creature up there!”

Classic.

rhcpflea-2c“No matter what level you’re doing it on, playing music is an opportunity to give something to the world.”

While there have been several artists that have been with me since childhood, I think the Red Hot Chili Peppers were one of the first that I discovered myself, with a hunger to learn more and track down new material – the eclectic mix of hard rock, funk and soul makes them a truly alternative act, and one with proven longevity. Being that first major stop in the pursuit of musical discovery, finding my way back to their material is always a tremendous nostalgia trip.

Though all are hard to ignore, it was always the bassist, Flea, that grabbed me the most. The origin of the nickname is clear to see, for he bounds around the stage – typically wearing next to nothing and/or doused in neon paint – with such enigmatic vigour, all while slapping the guitar and making it sing. He’s a skilled multi-instrumentalist, but his work on the bass is quite rightly acclaimed as some of the best ever. A proper rock star.

All of that surely explains the rather pedestrian portrait of our man dressed up in a snazzy shirt. I just found this particular reference quite cute, and wanted to focus on that. Perhaps I’d better do another, more animated attempt which can do justice to the showman…

 

morten-1bIf I were around in the eighties, I’m sure I’d have been swooning all over the place whenever the gorgeous Mr. Harket made an appearance. Not that it’s any different today. He’s even more stunning now; the boyish beauty now elevated with experience, character and the lack of mullet-esque bouffant. Hence, the inspiration to use him for a quickie.

Well, I’m only human.

Relative quickie, at least – a couple of hours. Something about the facial structure is off, but there are elements of the man I can see coming through, so I suppose that’s good. Mostly, I was just happy it came together, and faster than normal; with all that’s been going on lately, I’m just drained. I guess that’s for another time.

Anyway, it’d be remiss to post Morten without sharing the best music video ever created. Pop perfection.

Hmm, I can see an encore before too long!