Working on a 1949 Williams Dallas pinball. Building one good game out of two. Probably destined for California when it’s complete.

In the late 40s, Williams built a series of woodrail games based on American cities.

El Paso
New Orleans

65 years later, two survivors from this period ended up with faithfully yours in Canada.

"By using the familiar locations, characters, and items of the Zelda games, along with the attention to detail that has become Nintendo’s signature, Hyrule Warriors is by far the most accessible entry in the Dynasty Warriors family. It feels more refined, with clarity of scope and a greater sense of agency in combat. At the same time, this is the least accessible Zelda game thanks to its truncated story and reliance on series history.”

Review: Hyrule Warriors is an odd but loving tribute to Zelda fans 

"In popular fiction, when zombies, plagues, or GMOs lay waste to the planet, humanity tends to huddle around barrels of burning trash and sometimes band together to fend off the feral coyote-wolf hybrids hounding them at every turn. Well, Megaton is like an enormous flaming trash barrel, and it has more than a few unshaven hobos shivering around its central, yet to be ignited, atomic flame. Yet while they lack many of the obvious protections enjoyed by those living inside the vault, as well as any semblance of personal hygiene, the citizens of Megaton have learned to depend on the person next to them to get along. In many ways, it’s the ideal post-apocalyptic neighborhood."

Special Topics In Gameology: Fallout 3’s Megaton is one of the better crappy post-apocalypse communities

"Double Fine’s Hack ’N’ Slash is all about giving you the coveted power of perception, peeling back the game’s symbols to reveal the mathematical viscera underneath. In its opening moments, your Link-like adventurer gets a sword, which promptly breaks, revealing what looks suspiciously like a USB connector. When you swing the sword against a nearby door, a pop-up menu appears, letting you edit the state of the door. You flip its “closed” value from [true] to [false], leave the menu, and the door slides open. From here, the game begins gleefully showing its inner workings, turning its internal logic into puzzles. Hacking the game around you makes for a fascinating time, but Hack ’N’ Slash too often gets lost in its own guts.”

Review: Hack ’N’ Slash’s inventive puzzling can be too smart for its own good

"But while it cut back on some rules, it hasn’t skimped on the flavor. There are new spells and abilities that give characters a fun, goofy, mystical feel without having any real effects on the game. Clerics can cause claps of thunder and make their voice boom like Moses passing judgment. Some creepy warlocks can read minds without casting a spell. Sorcerers using unpredictable wild magic can accidentally turn themselves into a potted plant or summon bizarre monsters like flumphs and modrons."

The new Dungeons & Dragons is more streamlined but no less of a challenge