Thursday, August 23, 2007

EGM


So David Choe from www.1up.com and EGM fame was on a local radio show here in DC and he pretty much said what I said about the PS3 and Xbox . . .yeah, so I am right . . .neener neener neener

bitches.

And he said that the PS3 is a more powerful machine and that it is complex (Like the saturn) [He didn't say saturn, but I am.]

What he means is that companies cannot figure out how to use the thing yet so it is smarter to make the games for the Xbox and just port them to the Ps3. Since, as I said many moons ago, the Xbox is selling.

He also talked about the huge Hype behind Halo 3 - the only difference between Choe and Goose is that I am not pumped about Halo.

I know, I know. . . fanboys will crush me but hear me out.

I dont like FPS, so why would I be pumped about them.

I played enough Half Life / Counter Strike and I basically got bored with them. How many cool Rail Guns and bazooka bombs can you kill your buddies with?

To me, they are boring. But I understand the rest of the world will want Halo Jewelery and Cola. . . oops I mean Game Fuel.



Anyways, I just wanted to toot my own horn about the whole console war thing and tell anyone at EGM or 1up.com that if they need someone bright to work or review for them

That they can settle for me because I am cheaper and I will sell out faster than Halo 3 will.

Sunday, August 5, 2007

The Circle is complete


















I dreamt of the Xbox 360 and the Playstation 3. What does this all mean?

Thursday, August 2, 2007

A Wii?


So last night I dreamt that I was buying a Wii. Why? I have not thought one second about that system. Apparently, my subconscious child wants one. Hmmm. I wonder if the kid in me is right?

Tuesday, July 17, 2007

The Gaming Goose on Video Game Violence



When games in the arcade finally began to mirror the violence in real life, they began to take the blame for violent behavior. Pit Fighter and Mortal Kombat were among the first to have realistic graphics and bloody violence. The finger pointing has increased tenfold since the advent of 32 bit home systems and modern games such as The Grand Theft Auto series and Gears of War. Video games have taken the blame for behavior for years now. They have become a safe buzz word for the media and Washington - like gay marriage and flag burning. They are a non-issue that politicians can spout off during elections. Senator Joe Lieberman could have been Vice President of the United States - and if he had been elected, I can bet he would have had a huge impact on the levels of sex and violence in video games. If you were on the planet in 1999 then you knew about the shootings at Columbine. Yes, video games got some of the blame along with Marilyn Manson. In 2007, a slightly older and equally as insane moron decided to kill people at Virgina Tech. Again, people and the media searched for things to blame.

The point of this is not to decide why people commit acts of violence. After all, the Spanish Inquisition was rather violent and no one was playing Mortal Kombat II at the time. Having said that, I am going to take a look at the recent trends in research and in games as well.

Here is the reality. Adults who are proponents of video games will claim that they "grew up" playing games and they did not affect them. The violence in Double Dragon or Contra does not compare to the violence in Dead to Rights or Halo. Games have become more visually and mentally stimulating. The violence is realistic and stimulating - but this is hardly any life altering news.

The fact of the matter is that the games now have become more intricate and complex as well. There is a world of difference between games of today and what games are being called retro today. James Gee, Education Professor at the University of Wisconson, says "You get a group of teenage boys who shoot up a school—of course they've played video games," "Everyone does. It's like blaming food because we have obese people." Not only has practically every young child or adolescent played a game at some point in his or her life, the games require more and more attention than ever before. Kids who cannot sit still for a math lesson can play a game for hours without moving. Games, are the modern cure for ADHD. Gee also says, "The games focus attention in a way that school doesn't"

Not only do games require more focus to attention than ever before but they immerse the players into massive worlds areas and worlds where strategy, puzzles and life like challenges are presented before the players. You just do not jump through a platform level or collect rupees to buy enough bombs to to try every wall in a labyrinth. Some of these puzzles actually require players to be quite clever. MMORPG games such as World or Warcraft require play that essentially can have no definite end or beginning. Even Politicians have given speeches in Second Life. And while games might be able to increase a player's ability to multi task and problem solve. So games can actually increase the level of problem solving and multi tasking making these new children a great breed of Uber-workers who will be able to do more work for less money or their jobs will be outsourced.

I am not so convinced that games themselves are an innocuous and innocent and people in the industry would like to claim.

In 2006, researchers at Indiana University placed subjects under an MRI Stoop test while they played video games. They had different adolescents play two different types of games for 30 minutes at a time. Some played The Need for Speed and some played Medal of Honor: Frontline. It seems that "Adolescents who had played violent video games exhibited more brain activity in a region thought to be important for emotional arousal and less activity in a brain region associated with executive functions. Executive functions are the ability to plan, shift, control and direct one’s thoughts and behavior." Those who played The Need for Speed, showed more activity in the prefrontal portions of the brain. These areas control inhibition, concentration and self-control. In fact, the frontal lobe is what makes us "human."



So, if you look at the grayish blob on the chart you can see where violent game players have one side of the grayish blob stimulated and non-violent game players had a different part stimulated.

Contrast that with the fact that the violent games seem to activate the so-called "reptilian" part of the brain where sexual arousal and the flight or fight response centers are located. In short, if you are playing a violent video game, you are stimulating the same part of the brain that is aroused when you think about sex. This is one of the reasons why games can be highly addictive and stimulating.

Let's contrast this a bit shall we? Look at the next blob:


The chart above shows fMRI scans of two brains. One that was watching violent media and one that was not watching violent media. Can you guess which one was which?

I am not trying to claim by this that games cause violence per se; however, what the study goes on to illustrate is that they do not yet know the implications of hours and hours of activation in these brain centers. Much like A Clockwork Orange, maybe you can be changed.

What I would suggest is that if you are already a violent angry child with no sense of guilt, then playing games can heighten that stimulation and bring out your inner asshole.

The reality is that the world around you does affect you. Actions and words have shown to have an impact on your brain. Studies show that your subconscious replays what you last think of and do before you went to bed 17 times while you are sleeping.

Language mucks with you. The world around you shapes your reality. Forces your brain to do things you do not want it to do. The earlier an age children are subjected to traumatic violence and sexual abuse, the more it triggers the brain to behave in so-called "abnormal" ways.

The wiring of the brain is altered.

Here is a little science and Biology lesson (Oh shut the F!@#! up. You are still reading, then you are not a total dipstick and it will not kill you to learn something)

The systems of your body not only work together but the Nervous and Lymphatic systems actually work together. If you are angry and annoyed, your body releases adrenaline and your heart rate increases etc. This just does not simply go away easily. Even the slightest change can cause the release of the chemical. What happens is that you have an annoyed and agitated lymphatic system because it is so closely tied with the nervous system, the brain, and emotion.

Your brain cannot tell the difference between what is real and a vividly imagined event. Why do you think scary movies frighten us? After all it is just light on a screen. It is not real. But yet, your heart rate increases. If you suspend your disbelief enough, you may even sweat.

Try this. Close your eyes and try to imagine yourself standing at the top of the tallest building in the world. Now walk close to the edge and look down. What does the railing look like? Can you lean over it? How does the wind feel?

Negative emotions and situations can have a dramatic effect on the body over time.

We really do not know the implications of small events on a young nervous system.

An adult's brain chemistry has pretty much been set by the time he or she picks up a game. So, while the same parts of the brain may be active when shown on a PET scan, they will not have the same impact as they do on a younger person.

However, an adult person can also combat this with a positive mental attitude and acts of love . . .well acts of love making. A small study has shown that oxytocin and DHEA hormone released during love-making may prevent breast cancer cells from developing into tumors. Frequent love-making has also been linked to longer life – may be due to the beneficial effects on the heart and immune system.


We know that people who are criminals tend to not experience guilt when they commit violent acts or even non violent crimes such as plain old theft. The do not respond in a way to where they feel bad for what they have done.

What are the implications if you are a child who is exposed to these things? Do you not recall that one kid in grade school who was always a trouble making little F*#%#$!? It seemed as if no matter what he or she did that it had no effect.

The reality is we do not yet have a clear idea to what a constant barrage of self induced chemicals will do to the brain.

Having said all of this, do I think video games are responsible for violence? No, probably not. I think a Father beating the shit out of his son, the son's siblings, or the mother has a deeper impact than Resident Evil 4 will ever have. But, when you add the Drunk and Resident Evil togther, then you might be changing more than Capcom and society bargained for.

It is only going to get more interesting.

Sunday, July 8, 2007

Brief History Of Video Games Part 4 - The Specs

Nintendo 64:

CPU MIPS 64-bit RISC CPU (customized R4000 series)
Clock Speed: 93.75 MHz
MEMORY
RAMBUS D-RAM 36M bit Transfer Speed: maximum 4,500M bit/sec.
CO-PROCESSOR RCP: SP (sound and graphics processor) and DP (pixel drawing
processor) incorporated.
Clock Speed: 62.5MHz
RESOLUTION 256 x 224 ~ 640 x 480 dots.
Flicker-free interlace mode support

COLOR Color frame buffer support
21-bit color video output
GRAPHIC PROCESSING Z buffer
Anti-aliasing
Realistic texture mapping: Tri-linear filtered MIP-map interpolation,
Perspective correction, Environment mapping
DIMENSIONS Width 260mm (10.23")
Depth 190mm (7.48")
Height 73mm (2.87")
WEIGHT: 1.1kg (2.42 lb.)

www.nintendo.com

Playstation:

CPU

* R3000A 32bit RISC chip @ 33.8mhz - Manufactured by LSI Logic Corp.
* Clearing capacity: 30 MIPS
* Bus bandwidth: 132 Mb/sec


* High speed matrix calculator
* Clearing capacity: 66 MIPS
* 1.5 million flat-shaded polygons/sec
* 500,000 texture-mapped and light-sourced polygons/sec

Data Engine (MDEC)

* Clearing capacity: 80 MIPS
* CPU, direct bus connection
* Also compatible with JPEG, H.261 files



* ADPCM, 24 channels
* Sampling frequency: 44.1 Khz


* 16.7 million colors
* Resolution: 256x224 - 740x480
* Sprite/BG drawing
* Adjustable frame buffer
* No line restriction
* Unlimited CLUTs (Color Look-Up Tables)
* 4,000 8x8 pixel sprites with individual scaling and rotation
* Simultaneous backgrounds (Parallax scrolling)
* 360,000 polygons/sec


* Main RAM: 2 Megabytes
* VRAM: 1 Megabyte
* Sound RAM: 512 K
* CD-ROM buffer: 32K
* Operating System ROM: 512K
* RAM cards for data save: 128K EEprom


* Double speed
* XA compliant

http://www.vidgames.com/ps/hardware/techspec.html


Sega CD:

ystem specs:

Main CPU: Motorola 68000 @ 12.5 MHz
* Same as the Genesis... runs in parallel with it... except the Genny
CPU runs at the slower clock speed 7.9 MHz

Graphics Processor: Custom ASIC

RAM:
* 6 Mbit Main RAM
- Program
- Picture
* 512 Kbit PCM Waveform Memory
- Wavefile memory
* 128 Kbit CD-ROM data cache memory
* 64 Kbit Internal Backup RAM

Colors:
* Originally 64, same as Genesis
* Using programming tricks, can get 128 colors via HAM ("Hold and
Modify")
- Originally developed on the Commodore Amiga to boost color
capabilities
- Basically a graphic over a graphic = a double-color
* Using Cinepak and TruVideo:
- 128 to 256 colors
- Increase screen size from 1/4 to full
- Advanced compression scheme, used in Win 95
- Software-based upgrade
* Eternal Champions CD uses 256 colors simultaneously (only game to
do so)

Storage capability of a Sega CD
* Approximately 500 MB of data (62 min of audio data equivalent)
* 1/4 screen B/W footage video: 1.5 to 4 hours
* 1/4 screen color footage: 45 minutes
* Above specs are prior to compression

Transfer rate of Sega CD: 150 kbytes/sec (Single Speed)

Boot ROM:
* 1 Mbit, contains:
- CD Game Bios
- CD Player Software
- CD+G Software

Bios versions:
* When you start the Sega CD, the title screen displays the Bios
version in the upper-right corner of the screen. This helps
identify what machine version you are using and in a way the
security capabilities. (Startup music and startup screen of the
Sega CD is different for each Bios)

Bios Version Machine
1.00 Original Mega CD
1.10 Original Sega CD, Motorized Drive
2.00 Mega CD2
2.05 Sega CD2
2.10 Sega CD2

CD Access time: 800 ms

Sound Circuitry:
* PCM Sound Source
- Stereo, 8 channels
* 32 KHz Maximum sampling wavelength
* 16 Bit D/A converter
* 8X internal over-sampling digital filter

Audio characteristics:
* Frequency Range: 20Hz - 20 KHz
* Signal-to-Noise Ratio: >900dB@1K
* Channel Separation: >900dB

Output: RCA Pin Jack x2 (L/R)

Dimensions: 301mm (w) x 212.5 (d) x 112.5 (h)

Weight (Sega CD1): 3.1 lbs / 1.4 kg

http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=51&game=12

Sega 32x:

Technical Specs:

CPU: Two Hitachi 32-bit RISC processors at 23MHz/40MIPS
Co-processors: Genesis 68000, Z80, VDP and 32X VDP
RAM: 4Mb plus the Mega Drive RAM
Colors: 32,768 simultaneous colors
Graphics: RISC processors and dual frame buffers with rotation and scaling hardware support
Polygons: Renders up to 50,000 polygons per second
Resolution: 320x224
Sound: 2-channel stereo digital PCM (+12 channels of the Mega Drive)

Technical specifications

* Processor: Two SH2 32-bit RISC processors with a clock speed of 23.011 MHz, approx 20 MIPS each
* Video RAM: Two linear framebuffers with support for RLE compression and an overdraw mode to simplify compositing objects with transparency. All scaling, rotation, and 3D operations are performed in software on the SH2 processors.
* ROM (BIOS): 3 Kb
* Color depth: 32,768 simultaneous colors on screen at standard Mega Drive/Genesis resolution. Video output can overlay Mega Drive/Genesis graphics or vice versa. Mega Drive/Genesis video effects such as shadow or highlight do not affect 32X video.
* Memory: 256KB (2 MBit) program RAM and two 128KB (1 MBit) framebuffers.
* Audio: Stereo 10-bit PWM (Pulse Width Modulation) mixing with Mega Drive/Genesis sound for a total of 12 audio channels of varying capability, 22 with the addition of a Mega-CD/Sega CD.
* I/O: Same as Mega Drive/Genesis.
* Storage: 32X cartridges are fundamentally the same as Mega Drive/Genesis cartridges with some small differences in the plastic casing. A few CD-ROM games were developed that also required a Mega-CD/Sega CD.
* Compatibility: Compatible with Mega Drive/Genesis models 1 and 2, JVC Wondermega/X'Eye and the Multi-Mega/CDX. The 32X does not work with the Genesis 3 which lacks some of the necessary interface logic.
* Size & weight (more or less) : 107x205x110 mm 495 gr [4]

http://www.cyberiapc.com/vgg/sega_32.htm




Sega Saturn:

CPU: Two 32-bit SH-2 (28.6MHz) RISC processors
RAM: 2MB, Video RAM: 1.5MB
Colors: 16.7 million
Polygons: 200,000 texture-mapped, 500,000 flat-shaded per second
Game Media: CD-ROM
Resolution: 704x480
Sound: 32-channel PCM, 8-channel FM stereo


Technical specifications

Processors

* Two Hitachi SuperH-2 7604 32-Bit RISC processors at 28.63 MHz (50-MIPS) - each has 4 KiB on-chip cache, of which 2 KiB can alternatively be used as directly addressable Scratchpad RAM
* SH-1 32-bit RISC processor (controlling the CD-ROM)
* Custom VDP 1 32-bit video display processor (running at 7.1590 MHz on NTSC Systems, 6.7116 MHz for PAL Systems)
* Custom VDP 2 32-bit video display processor (running at 7.1590 MHz on NTSC Systems, 6.7116 MHz for PAL Systems)
* Custom Saturn Control Unit (SCU) with DSP for geometry processing and DMA controller (running at 14.3 MHz)
* Motorola 68EC000 sound controller (running at 11.3 MHz / 1,5 MIPS)
* Yamaha FH1 DSP sound processor, "Sega Custom Sound Processor" (SCSP), running at 22.6 MHz
* Hitachi 4-bit MCU, "System Manager & Peripheral Control" (SMPC)

Memory

* 1 MiB (8 mebibits) SDRAM
* 1 MiB (8 mebibits) DRAM, combined with SDRAM to make the main 2 MiB memory area
* 1.5 MiB (12 mebibits) VRAM
* 4 KiB VDP2 on-chip color RAM
* 512 KiB (4 mebibits) audio RAM
* 512 KiB (4 mebibits) CD-ROM cache
* 32 KiB nonvolatile RAM (battery backup)
* 512 KiB (4 mebibits) BIOS ROM

Audio

* Saturn Custom Sound Processor

Video

* VDP1 32-bit video display processor
* VDP2 32-bit background and scroll plane video display processor

Storage

* Saturn double-speed CD-ROM drive

Input/output

* Two 7-bit bidirectional parallel I/O ports (controller ports)
* High-speed serial communications port (Both SH2 SCI channels and SCSP MIDI, also used for the Serial port)
* Cartridge connector
* Internal expansion port for MPEG adapter card
* Composite video/stereo (standard)
* NTSC/PAL RF (optional RF adapter required)
* S-Video compatible (separate cable required)
* RGB compatible (separate cable required)
* EDTV compatible (separate cable required)
* Hi-Vision (separate cable required)

While the Saturn is capable of VGA (progressive/non-interlaced) video, no software ever used this mode and the system cannot force software to run in this mode. Some development systems had VGA ports, but no consumer units ever offered this or other high-res functionality.

Power source

* AC120 volts; 60 Hz (US)
* AC240 volts; 50 Hz (EU)
* AC100 volts; 60 Hz (JP)
* 3 volt lithium battery to power non-volatile RAM and SMPC internal real-time clock
* Power Consumption: 25 W

[edit] Dimensions (US/European model)

* Width: 260 mm (10.2 in)
* Length: 230 mm (9.0 in)
* Height: 83 mm (3.2 in)

http://www.cyberiapc.com/vgg/sega_saturn.htm



NEC PC-FX:

* CPU
32Bit NEC V810 RISC Microprocessor
Clock Frequency: 21.5MHz
MIPS: 15.5
* MEMORY
Main RAM: 2MB
VRAM: 1.25MB
CD-ROM Data Cache Memory: 256KB
Back-up RAM: 32KB
ROM: 1MB
* VIDEO
Television Output Type: NTSC
Video Output: 1.0Vp-p 75 ohm
o S-Video Output
Bright-Signal: 1.0Vp-p 75 ohm
Color-Signal: 0.286Vp-p 75 ohm
* GRAPHICS
Maximum On-screen colors: 16,777,000
Resolution: 640x480
Maximum Parallax: 9 layers
Effects: Rotation, magnification, reduction, cellophane, fade, priority
Image Compression: JPEG w/Run Length compression, full-screen/true color decompression at 30fps, Kodak Photo CD compatible.
* SOUND
16-Bit Stereo w/2 ADPCM channels and 6 sample channels at 44.1kHz.
Sound Output: 1.0 Vrms (0db)
Sound Frequency: 20Hz~20kHz
* CD-ROM DRIVE
Standard 2x CD-ROM drive compatible with 12mm/8cm CD
* INPUTS/EXPANSION
2 PAD Terminals
EXT1 (for Back-up memory)
EXT2 (for extra functions)
EXT3 (for main memory expansion)
* DIMENSIONS:
132mm (width) x 267mm (depth) x 244mm (height)
* FORMATS:
FX-CD, CD-DA, CD+G, CD+EG, Photo CD
* POWER CONSUMPTION: 16W / AC 100V
* WEIGHT: Approximately 2.9kg

http://pcenginefx.com/PC-FX/html/pc-fx_world_-_system_overview.html





FM Towns Marty:

Technical Specifications

CPU: 32bit AMD 386 processor

CPU Speed: 16 MHz for Marty 1, 25 MHz for Marty 2

Graphics:

* Resolution: 352x232 up to 640x480
* 32768 color palette - 256 onscreen

Sound:

* 6 channel FM
* 8 channel PCM


RAM:

* 2 MB

Data Storage:

* CD-ROM, Single-speed (1x)
* Internal 3.5" HD floppy drive

http://www.answers.com/topic/fm-towns-marty



Apple Pippin:

Hardware

* 66MHz PowerPC 603 RISC microprocessor
o Superscalar, three instructions per clock cycle
o 8KB data and 8KB instruction caches
o IEEE standard single and double precision Floating Point Unit (FPU)

* 6MB combined system and video memory, advanced architecture
o Easy memory expansion cards in 2, 4 and 8MB increments

* 128K SRAM store/restore backup
* 4x CD-ROM drive
* Two high-speed serial ports, one of which is GeoPort ready
* PCI-compatible expansion slot

* Two ruggedized ADB inputs
o Supports up to four simultaneous players over Apple Desktop Bus (ADB)
o Supports standard ADB keyboards and mice with connector adapters

Video

* 8-bit and 16-bit video support
* Dual frame buffers for superior frame-to-frame animation
* Support for NTSC and PAL composite, S-Video and VGA (640x480) monitors
* Horizontal and vertical video convolution

Audio

* Stereo 16-bit 44kHz sampled output
* Stereo 16-bit 44kHz sampled input
* Headphone output jack with individual volume control
* Audio CD player compatibility

Software

* Runtime environment derived from Mac OS
* PPC native version of QuickDraw
* Reduced system memory footprint (computer specific features removed)
* Disk-resident System Software stamped on CD-ROM with title
* System boots off of CD-ROM
* Pippin System Software upgrades released through CD-ROM stamping operations
* 68k emulator
* Macintosh Toolbox intact


http://en.wikipedia.org/wiki/Apple_Pippin

Commodore Amiga CD 32:


* System Memory: 2 MB Chip RAM
* 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem
* 1 KB of FlashROM for game saves
* Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
* Proprietary (MKE) CD-ROM drive at 2x speed
* Expansion socket for MPEG cartridge
as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
* 4 8-bit audio channels (2 for left, 2 for right)
* RAM: 2048 kB Chip-RAM
* NV-RAM: 1kB (for games)
* CPU: Motorola 68EC020 (14.32 Mhz NTSC, 14.18 Mhz PAL)
* Graphics:
o AGA chipset
o 16.8 million color palette
o 320x200 (32/256/262.144 colors)
o 320*400 (64/256/262.144 colors)
o 640*200 (16/256/262.144 colors)
o 640*400 (16/256/262.144 colors)
o 640*480 (4/256/262.144 colors)
o 640*960 (4/256/262.144 colors)
o 1008*800 (4/256/262.144 greyscales)
o 1280*200 (4/256/262.144 colors)
o 1280*400
* Sound: 8 bit 4 channels Stereo, 29Khz and CD-Audio
* CD-ROM: 2X 700MB
* Operating System: Kickstart 3.1 (V40.60) (in ROM)


* 2 x Mouse/Joystick
* Keyboard/Serial

Out ports

* Composite Out (Yellow RCA)
* Stereo Audio Line Out (Red+White RCA)
* Mini-DIN S-Video
* RF modulator
* Power Supply
* Expansion port



* Headphones Out (3.5mm Telephone)



* CD-ROM connection
* TP9 Test port

http://www.hardwarebook.info/Amiga_CD32

Friday, July 6, 2007

Blogging

I have had this blog for a while, but I think I will start posting here more often so that anyone can read my stance on games here.

Look for an update soon.

Friday, March 30, 2007

Current State of Gaming

There has been a large increase recently in the popularity of "old school" Video Games. Nintendo's Wii has the virtual console where you can download NES, Super Nintendo, Genesis, TurboGrafx and soon to be Neo Geo games. Capcom, Namco, and Sega have also released classic game collections available for the PS2. It seems that the older games who were around since the advent of the home console are having a bit of a gaming version of a mid life crisis.

Even now, gamers are uploading video game clips and reviews to sites such as You Tube and Live Video. I am no exception to this phenomenon. Presumably, that is why you are here reading this drivel in the first place. There are many reasons as to why older video games remain popular and sites like Screwattack.com and micro-celebrities like the Angry Video Game Nerd have exploded in a cultural fad of sorts.

I do not take issue with it. Hell, I was around before the games became popular. I think that I do have a problem with them being called "retro." As that would make me beyond retro since I am older than most video games and systems.

I do not count the first games on a vacuum tube computer as being a video game. Maybe on a good day the Magnavox Odyssey could be called a gaming system or even Pong. But even that is stretching it.

I think the virtual consoles are going increase the retro love as most gamers according to ESA are an average of 33 years old . .. so here are a bunch of old jerk offs having a premature mid life crisis.

But that is just fine with me.