Ask the average person about where the ideas for most of their favorite video games came from and they would mention some Nintendo 8-Bit game. But if you dig a little deeper, you would find that many of the most popular game genres of today have their start in the classic era. The influence of classic games is great and unfortunately often overlooked by the general populace. But all classic game fans know of the invaluable influence that classic games had. So with that in mind, we will take some time each month to point out the roots of a popular genre or some other major influence that classic games had on the video game industry of today and into the future. For our first installment, we will look at the very popular side scrolling game. The popularity of the Nintendo 8-Bit can be greatly attributed to the 2D side scrolling games that were all the rage. The first game to really get the Nintendo going was Super Mario Bros, which was one of the most popular games of all time and took Mario from a minor star and turned him into the most popular video game character of all time. But would a game like Super Mario Bros be around if not for the numerous classic games that preceded it? Possibly the most popular and most influential of all the classic side scrollers was Pitfall. This true classic from Activision was the game that really established the side scrolling games as a genre of their own. Before Pitfall, most games were set on a single screen. Whether it was Pacman or Kangaroo or even Donkey Kong, it featured a single screen for the character to move on, before being able to advance to another screen. There was no leaving this screen, until a set objective was completed, be it make it to the top or clear all the dots. But with Pitfall, you could move from one screen to the next, quickly and without having to achieve any certain objectives (other than not getting killed). You could also do something that was unheard of back then, you could go back to the previous screen. It may seem like nothing now, but back then, when you went forward, you went forward. Pitfall also offered various challenges, more than your typical game. You have to remember that most games consisted of a few different screens back then and that was it. Even a game like Gorf, was just 5 different screens, played over and over again. But in Pitfall, it gave the illusion that there was much more to it. With snakes, stationary and rolling logs, fires, gators, opening pits and more, you really felt like there was a whole world to explore. It was really the start of the explore this new world as you made your way through it that was all the rage. Not even counting the almost endless flood of imitators in the Bit Age (my term for the second generation of video games, where systems are often categorized by the number of bits they were, see our sister online magazine, Bit Age Times for more info), the influence that Pitfall had in the classic era was great. Besides the excellent sequel, aptly named Pitfall II, there was Cabbage Patch Kids, Smurfs and even other Activision games like H.E.R.O. As you can see, this David Crane masterpiece is the start of one of the longest and most popular roots in video game history.
Last month, we told you how the CCAG show found a new home and was on schedule for its third year. Now we have more news! The show has a new website address. It is no longer hosted by Tomorrow's Heroes, but now has its very own website. The new address is http://www.ccagshow.com. Bookmark this page and check back for frequent updates, including how many tables are still available (as of Monday, March 18th, 1/4 of the available tables were gone). So check out the great job that Digital Dinos are doing on the new site and we hope to see you there!
Greetings, gamers. This month I thought I try to expand my column by doing two commercials per month. That's right, twice the
nostalgia at half the price.
Cross Platform-As the name implies, it means a game that is released over different game platforms. A good example would be the Parker Bros games, like Frogger that were released on the Atari 2600, Atari 5200, Colecovision and Intellivision. Easter Egg-This is a hidden secret within a video game. It could be an extra level, message, picture or whatever. The first Easter Egg was in Adventure. Cheats-Many games, especially the later ones, were quite long and it took awhile for people to complete them. In order for programmers to test the games, they would install cheats that gave them unlimited lives, invincibility, etc... This made it much easier to finish a game and make sure it worked correctly. Prototype-These prized possessions were pre-production copies of the game, many times incomplete or different from the original. Some were games that were used for display at trade shows or to show the progress in the game. Review Copy-While these are similar to prototypes, there are some distinct differences. Review copies of most games, especially the classic era games were usually complete or very near complete. They were also usually in cartridge format with a casing, where most prototypes were usually boards, with no casing. Some of the review copies would feature the following phrase "For Review Only" or something similar on the cartridge casing.. These were usually sent to magazines for review of a game.
Back in the early 80's I was a big Atari 2600 fan, and I tried to turn a blind eye to those "other" systems. But when a friend of mine got a Colecovision, I couldn't help but become insanely jealous of those arcade-quality graphics and sound effects. The Atari 2600 simply could not compare in terms of color or graphic detail, but I wouldn't admit it in public. Knowing that my parents wouldn't buy me another system, I lived a life of denial, secretly longing to experience that level of ultimate arcade realism in MY home. Less than 20 years later, I finally acquired the coveted system, and it is soooooo sweet! Colecovision is so awesome I can't stand it. Some of these games are even better than I remember. Check out some of my reviews:
Gorf (Coleco 1983) A
Venture (Exidy 1982)
C
Tarzan (Coleco 1982)
D
I’m
making a focus on what game titles to review based on their 20th anniv. We’ll start with the 1982 arcade game Zaxxon.
Oh what a relief I did not pick E.T., the Extra Terrestrial (or how I
fell into holes over and over again looking for Reese’s Pieces) – since this
week marks the big screen’s 20th anniv. For
the most part, I hope to acquire & review the popular games from 1982 this
year and 1983 next year etc. I’ll
still eventually cover the pre ‘82 titles like Frogger & Centipede (if I
get all vers). Too bad I didn’t
think of this sooner!?! There’s
no time left to review all of the ‘82 games in ’02, but if Tom gives me the
bandwidth to do 2 compact reviews per issue (those with fewer versions) I’ll
cover most of them. [See also RT#
14 for Doug Saxon’s MF of Zaxxon & RT#s 27-30 for Tom’s Zaxxon short
story]. Zaxxon
gave us a major change from the typical space shooter and provided a better 3-D
perspective (via an isometric three-quarters view) than ever before.
The use of shadows, an altimeter bar and enemy fighters moving in 6 DOF
(Engineering term for Degrees of Freedom - no not from Kevin Bacon) were the
final touches that make this perspective work.
I’m sure you know all about flying, shooting and dodging the enemy in
this huge hit and its sequel Super Zaxxon – so let’s get to the home
reviews. Arcade game by Sega/Gremlin
1982 Sequels: Super Zaxxon, late 1982 by Sega, and a PB Board Game.
Tom should review all of these classic VG board games.” Have Nots:
Apple II (N/A) Have
Nots: CoCo (N/A) Have
Nots: Intellivision (29) Have
Nots: Atari 5200 (30) Have
Nots: Atari 2600 (31) The Addictiveness is fine (6), and is helped by the variety of each game, but there is no pause in the action either. Note that it is not bad game, more like average for all the 2600 games I’ve reviewed thus far. Bronze
Medal: Atari 8 bit (34) Silver
Medal Colecovision (42) Gold
Medal: Commodore 64 (42 on disk by
Synapse & 43 on cart by Sega) C64 Cart Version: The Controls are actually better than the other versions as you can really make it dive/climb fast. Despite a few missing Gameplay elements, this is the clear winner – as it scores the best at everything else. The Graphics are superb (9) with packed detail everywhere. The Sound is outstanding (9) & everything is most excellent. The Addictiveness is also enjoyable (8) and the pause button (run/stop) is good. I was a bit harsh and dropped the Gampelay score to very good (7), as it is complete other than lacking the start level options, crosshairs, and (I’ve yet to see any) guided missiles - maybe they come later. The Sega version may also available in bootleg format on disk. Special thanks to Mat Allen for making sure that I did not forget to try both C64 versions and include them here. A final note about all 7+ versions is that some gameplay elements do not show up in level one, so you need to get further along to enjoy them. In every port the game would be significantly better if they gradually added enemies and difficulty for about 4 levels, or so, because once all the features are in place & you’ve hit the top speed - Zaxxon become very repetitive. Thus no version earned a 9 or 10 in Addictiveness. Come back next month when I’ll review the Many Faces of Mr .Do for the Atari 2600, Atari 8-bit, Colecovision, and Commodore 64, and hopefully also Megamania for the Atari 2600, Atari 8-bit & 5200 and Commodore 64 (if official - mine says ’85 Activision Tony Taylor using Gamemaker). (Alan
Hewston, can be reached at: Hewston95@stratos.net
and here’s your chance to help him to obtain some ‘82 games before ‘02 is
over: Dragonfire & Threshold
[CV]; SW ESB, & DK Jr. [Inty]; Robotron 2084, Joust & Dig Dug [TI-99];
Mountain King, Moon Patrol, Serpentine, Protector II (if made) & Dig Dug
[Vic 20]; Buck Rogers, Tutankham & Miner 2049er [TI-99 & Vic 20]. See http://members.core.com/~hewston/Hewston_vg.html)
Hey, looking for the Rare ? The Unusual ? The Unique ? Well spare no expense, cause I got what you want, right here… Sounds like a sales pitch. It might be. But I’m not really selling anything. At least not until the Philly Classic show. ;) No. What I want to discuss here is knowing what you want. Or in other words, “Watcha lookin for ?” Many of us collect anything we can get our hands on. If we don’t have it, or it isn’t complete, we’ll pick it up. And even if we do have it, we’ll probably pick it up to trade it (or sell it) for something we don’t have. Now this may come as a shock to some of you. I hope you’re sitting down. You can’t get everything. That’s right. No matter how much of a completist you are, you will not get everything. Or you won’t get everything in the condition and format that you want it. Bad news for the Atari 2600 completist out there, there are some prototypes you’ll hear about, but never see. New games in limited quantities are being produced each year. Games were released with weird names in Europe and Asia that you will never have. So if you can’t get everything, how do you narrow your focus of what you want ? I know of a person that is attempting to get all of the PC-Engine (Japanese Turbografx-16) games that were released. That’s over 800 games. And to make it more interesting, he wants them in their original packaging. That’s a narrow focus. But what a challenge ! I have a large collection of games. I set smaller goals for myself as I was going along. As I found things I didn’t have, I began to keep a list of what I did have. Then I began to keep a list of the games I didn’t have for certain systems. As that list got smaller, I began to go after certain games to finish the collection. Many of you do the same thing. Some people only look for games they want to play. Either because they had them (and liked them), or they’ve heard of them and want to give them a try. These people couldn’t care less about Chase the Chuckwagon, but would pay reasonably well for a copy of Pitfall!. Some of these people have a small list of games for different systems that they are looking for. That brings me to another thought. Do you have a list ? A list of games you have ? Maybe one of games you want ? Or games you have that you’d like to get rid of ? How many times have people asked for your “want” list ? Personally, I’m at the
point where my want list is pretty slim. Not because I have so much, but because
I want so little. I’ll probably never have an Atari 2600 Crazy Climber. If I
did, I might play it a few times and file it away. But it is on my list. I’m
also not willing to pay a lot or trade away my first born to get it. So not only do I have a list, but I also have limit to what I’m willing to do to get something on that list. Even if I come across something I don’t have, I may pass on it because of it having too high of a price (money or otherwise). So here we go. How do YOU collect ? Do you have a list ? How do you know what you want ? What defines your wants ? If I get some interesting responses, I’ll post them here next month. Fred
has been playing games for over 25 years and actively collecting them for over
10. The 2500 + games that he has takes up most of his home office and living
room. He lives in Denver, PA with his understanding wife Jennie, his 6 year-old,
button-loving son, Max and his 2 year-old, 4th
player, Lynzie. Your unique collecting lists and ideas can be forwarded to him
at fcw3@mail.ptd.net .
FAIRFIELD, IOWA- March 16th, 2002 - A Cherry Hill, New Jersey man, who, in 1982, scored the highest score ever on the classic video game Asteroids, has finally been located after a fifteen-year search. He had died in Los Angeles in March, 1989 from injuries received during a fall while trying to save his pet cat from a cornice of his apartment building. Scott Safran -- who would now be 35 years old -- scored a world record 41,336,440 points on Asteroids at the All-American Billiard Company in Newtown, Pennsylvania on November 13, 1982. At that time, his accomplishment was recognized as the world record by both Atari Games and Twin Galaxies. Safran's score remains the longest standing world record to be held on a major video game title. When both Atari and Twin Galaxies moved offices in the early 1980s, all correspondence with Safran was lost and he could never be located again. "Neither Atari nor Twin Galaxies could remember where Safran lived," says Walter Day, chief scorekeeper at the Twin Galaxies Intergalactic Scoreboard -- an organization that tracks scores for the worldwide video game and pinball industries. "Unfortunately," continues Day, "we presumed he was a local player living in the Newtown, Pennsylvania area and could not locate him. However, the 15-year-old Safran lived two hours away in Cherry Hill, New Jersey and was driven to Newtown, Pennsylvania by his parents so he could play Asteroids as part of a fundraiser." Day tried to locate Safran in the early 1980s to award him a certificate of merit for his Asteroids accomplishment. Day, however, was unable to find Safran, despite numerous searches over the years. With the 1998 re-release of Asteroids by Activision, Safran's score reentered the limelight, but, once again, the champion could not be found. Day says: "When we realized Safran's 20-year-old score may never be beat -- its like Joe DiMaggio's hitting streak of 56 games -- we started looking for him again, in order to honor him with a special award for this tremendous feat." However, Safran remained missing in spite of a lengthy nationwide search, which included attempts by the Scranton Tribune, an online division of ABC News, an Internet talk show, a myriad of postings on the Internet and a news release describing the search issued to 1,500 radio stations by the Wireless Flash News Service. Three other Scott Safrans were found, however, but none were the missing champion. "One radio station in Tulsa, Oklahoma," says Day, "got numerous phone calls saying they knew where Safran was, but the calls turned out to be a hoax." And, online searches by the Scranton Tribune found two Scott Safrans in New Jersey -- both who proved to be the wrong person. Even though the search for Safran was extensively reported on the Internet, it was not until January, 2002 that someone saw the news story and sent Twin Galaxies a tip that connected Safran to his hometown of Cherry Hill, New Jersey. Until then, Day believed that Safran had lived in the Scranton, Pennsylvania area. "Wherever he lived, however, we were sure he had moved completely out of the area," says Day. In spite of Internet attention directed at Scott Safran and his accomplishment, his parents, Mitch and Frann Safran of Cherry Hill, who died only two years ago, never knew their son had attained eternal fame. "His Asteroids record was a thing of the distant past that most of his surviving family members had completely forgotten about," says Marci Billow, Scott's younger sister who witnessed in-person Scott's record-breaking weekend in Newtown. "I still have a photograph of my mother handing Scott the official quarter that started the game," says Billow. Now living in Redmond, Washington and working for Microsoft, Billow says: "Scott had a huge heart with an insatiable passion for life. He played hard and made life a fun adventure for everyone around him." Ms. Billow also noted that by his college years, Scott had transferred his passion for Asteroids over to guitar playing and the Grateful Dead. Scott Safran was born August 19, 1967 in Trenton, New Jersey. He was a 1985 graduate of Cherry Hill High School West. Moving to California after high school graduation, he studied business administration at Pierce Community College in Woodland Hills, California. In March, 1989, he fell from a rooftop while attempting to save his pet cat, Samson, named after the Grateful Dead song, Samson and Delilah. He was buried in Pennsauken, NJ and a Scott Safran Memorial Fund was established in care of the Jewish Community Center, 1301 Springdale Road, Cherry Hill. "Scott's surviving relatives are very pleased that he is receiving this posthumous honor," says Marci Billow. "We will probably take turns displaying the award certificate that Twin Galaxies is creating to honor his achievement." "In the history of video game playing, Asteroids will stand at the top with Pac-Man and Space Invaders," explains John Saxon Wendell, a spokesperson for Twin Galaxies. "Due to its greatness, Asteroids was recently re-released by Activision -- mainly because it is the granddaddy of all competitive video games." From the moment it was introduced in 1979, Asteroids sparked major competitions and high-score attempts and established a generation of video game superstars. Asteroids was the original game that launched the "high-score" craze that Scott Safran became a part of. Players were able to keep games going on a single quarter -- quite often for days on end -- while racking up astronomical scores. The Twin Galaxies Intergalactic Scoreboard, based in Fairfield, Iowa, has been keeping score for the world of video game and pinball playing since 1982 and monitors the highest scores on all home and arcade video games, PC-based games and pinball. Its most well known product is the Twin Galaxies' Official Video Game & Pinball Book of World Records -- which is a 984-page book containing 12,416 scores from players in 31 countries compiled. Twin Galaxies also conducts an Annul Video Game Festival at the Mall of America in Bloomington, MN.
VALLEY STREAM, NY (March 17,
2002) - The organizers of Classic Gaming Expo have announced the dates of the
2002 show to take place at Jackie Gaughan's Plaza Hotel. On Saturday
August 10th, and Sunday August 11th, the computer and gaming industry's most
innovative pioneers will gather in Las Vegas to attend Classic Gaming Expo 2002.
Dubbed "CGE2K2", the fifth annual event will celebrate multiple
historical anniversaries and is inspired by a strong, continued commitment to
classic game updates and re-releases by the industry's major publishers.
Hello, everybody. Tom let me do the Mame Reviews for this month, So I decided to
go along with three of my favorites that I think you will enjoy as well. Home versions are availabe on the Atari 5200, Atari Lynx, NES, and Game Boy. Each level has different objectives. Some require you to get so many Klaxes, others you try to catch 40 tiles, and so on. You can only hold up to five tiles on your paddle, and the grid only has enough room for 25 tiles maximum. The drop meter keeps track of how many tiles are dropped, whether by missing them or by trying to catch them if your paddle is full. If you drop too many tiles or if you fill up the grid with unklaxed tiles, the game is over. The graphics are nice to look at with some intersting backgrounds, even though some of them don't have much to do with the game. What I really liked was the cute sound effects. A female voice introduces each level and complements you on combo matches. When you drop a tile a pitpful scream is heard, and when you complete a level you get applause, and when you lose you get a sympathetic "Awww". Two players can go at it simultaneously to see who can last the longest. Klax is certainly a very fun and challenging game for those who love puzzle games. There were quite a few home versions available. Klax can be found on the Atari
Lynx, NES, Game Boy, Genesis, Game Gear, Turbografx-16, and Sony PlayStation as
part of Midway's Arcade Party Pack. In Europe versions were released on the
Atari 2600, 7800, and Sega Master System as well.
I want to thank everyone who
has written to me about the interviews we have had so far. I am hoping to have
one last non-game programmer interview, and that would be with Mike Becker from
Germany. Hey Mike, where are you???? Let’s talk games!
Obviously since Tom prefers material about games, especially the classics! (And,
I don’t have Timex Sinclairs to review the games with, and talking about
Russian clones don’t count!!!) The first part of this
article is going to be of “what’s the best arcade ports for the TI 99/4A
Home Computer?” This will not include look-alikes or clones of similar arcade
games, but actual licensed titles. Until I started playing with
MAME32, I never would have realized that Blasto and Hustler were actual arcade
games from the 1970’s! Having said this, and having been able to play the
emulations and the TI ports, Milton Bradley did a very good job of brining the
arcade home on the TI 99/4A! Ok, who’s the next
contestant? Sega, with its’ “Star Trek Strategic Simulations” cartridge.
It’s not vector graphics, but the detail is quite good, and the speech really
helps bring the arcade excitement home! My absolute favorites have
to be from Atarisoft! The two for me that come to mind are Defender and Donkey
Kong. Defender is especially well made. Donkey Kong is perhaps one of the best
home ports from the classic era, not bad for an 8K cart! Okay! I am wanting to hear
from you folks out there! What do you think the best arcade ports are for the TI
99/4A? Remember, these must be actual licensed products. Now, for the second part of
this article. You have the games, now you need the right controllers. Now, go
out to Happs, buy a firebutton and a 4-way stick and hook it up! Better yet,
hack your TI keyboard to have the keyboard inputs to handle the joystick too!
This will allow the best arcade quality on your TI 99/4A, and even better, Caps
Lock will never prevent you from enjoying the stick! How about this, stick the
stick and button in your favorite cereal box! Back to reality here! (Too
much alt.games.mame!!!) The first controllers I ever
had for my TI was actually the Atari 2600 joysticks from our family 2600. I had
purchased a Wico adaptor. The first game I played with these was Parsec. There is something to be
said for third-party sticks. Or better yet, adaptors that allow you to take
advantage of what is out there. The TI sticks are great for only one thing-the
coding examples they gave on how to use the sticks in your programs! I have seen
the original TI joysticks, and they are quite ugly! But then again, so are the
“normal” TI sticks. I have used a variety of
Atari-compatible joysticks with my TI over the years. I still very much enjoy
using the old reliable Atari’s. However, there were quite a few, and some even
made specifically for the TI. Ron Marcus, Tom’s Uncle, has some that allow for
a switch from 4-way to 8-way (Prostick II, the official non-MAME joystick of
Retrogaming Times). What’s your favorite stick
for serious gaming on the TI? Now put down that Telco, and stop typing away on
Funnelweb, and play a good game of Defender! Save your girlfriend in Donkey
Kong, rescue the Federation with Star Trek, or for that old-fashioned Victor
Morrow feeling, play Blasto! Let me know-just which stick do you like to use to stick it to Donkey Kong!!! Musings
from the Yahoo Group: USB-great idea, hardware can be done, but who is going to write the software? Assembly Language-teaching new people TMS 9900 assembly language. Great idea, but keep the debate between experts out. So far, so good. Keep on helping them, Paul! Forth-was about time that it showed up again! Hardware questions-meat and potato stuff!!! We are close to having the first chapter of “From Neptune to Earth” being released here on Retrogaming Times! We even have a background for terms and history written! So far, it’s another, David, from the Swiss Army and me! Anyone else wishing to write? You just need to be a Gyruss fan AND a member of the military, or a veteran. Artists, logo drawers, etc, can be civilian. This was written while listening to the soundtrack from the “Right Stuff”!!! <editor note - Oh no, I started a trend!> “Hi, my name is Jim W. Krych. I am a 32 year-old electronics technician. My products that I currently work on are the SMU models 236,237, and 238. I am also a 13+ year veteran of both the USCG, active, and the Ohio Army National Guard, reserve with B Co. 112th engineers. I can be reached at: jwkrych@adelphia.net or jwkrych@n2net.net I have a two-year-old son, Treyton, and he is the CEO of Treyonics! I have founded my own business and, of course, I named the company after my son Treyton! Our product is the Treyonics Home Controller System Model 9908. Better known as the…
Do you like this
title? I’ve been saving it for a
couple years now, but waiting for a good time to jump in and do something
Commodore. We’ve had other
writers providing C64 coverage, and at one point the RT had enough writers that
Tom would limit us to one major article per issue.
I know that we’ll still get some nice contributions from our other C64
writers and hope that we do, but in the mean time . .
.
In response to our readers hoping for more coverage on other systems/computers – as they see a terrific article every month on the TI-99 by Jim Krych. This is the first time I’m dedicating an article just to the Commodore 64, my favorite game machine, but hopefully not the last. Since January I’ve been working on an article for the Radio Shack Color Computers which is both a website review and interview, but it is not yet done – and it may take 2 parts. Also coming up I’ll be reviewing the recently released Bally Astrocade multi-cart and provide a few links for that system. Maybe I’ll get something going on the Fountain, or Sega SC 3000 or the MSX. We certainly hope that if you can contribute by writing your own article, or asking one of us to assist. We’d be glad to help tap into your memory banks and vast resource of information specific to your favorite system or computer. OK, for this month,
I’ll just list 64 unique and cool sounding, sometimes politically incorrect,
maybe humorous, or just plane bizarre game titles for the Commodore 64.
There are so many games out there, so much creativity, possibly more
games than any other system besides the IBM/compatibles.
Addgar, Agent Orange, Alioth,
Ballz, BAT, Booty, Bop'n Rumble, Bounder, Catastrophes [Editorial Note: this is
one of Tom’s favorites], Chickin Chase, CJ's Elephant Antics, Confusing Quest
2½, Count Duckula, Cylu, Denis Through the Drinking Glass, Di's Baby, Dr. Mad
vs. the Topsy Turvy Moon Men of Mars, Enigma Force Construction Set, Freak
Factory, Garth, Halls of the Things, The, Harvey Headbanger, HATE, Hexpert,
Hoppin' Mad, Hummdinger, Hyper Blob, I-Alien, Josh, Kayden, Kinetik, Krakout,
Krystals of Zong, Maggotmania, Mermaid Madness, Mission Genocide, Moontorc,
Murray Mouse Super-Cop, Octapolis, Oh No!, Pakacuda, Peanut Butter Panic,
Pneumatic Hammers, Potty Pigeon, Psycastria, Q-Billion, QX-9,
Run Like Hell, Sex Vixens from Space, Sidewize, Sooty and Sweep's Fun
With Numbers, SPUD! - Super Powered Urban Device, Steg the Slug,
Supa-Catcha-Troopa!, Super Trux, Synex, Ten Little Indians, Thrust, Turn 'n'
Burn, Vioris, WitchSwitch, Woody the Worm, Xiom, Xiphoids, and Zalagan. (Alan Hewston can be reached at hewston95@stratos.net, if you enjoyed this list of C64 game titles, then ask him to dig out some more for next time.)
This month we will take a look at sites from some of the classic programmers. These are the a few of the men behind the games that we enjoyed in our youth. Now, go forth and learn something! Warren
Robinett's Home Page Howard
Scott Warshaw
Time for me to put to rest one of the most frequently asked questions that I get, where to find roms. Not a day goes without getting an email with a rom request. So it is time to answer these, once and for all. I love Tron, where can I download the game on the net? My son really loves Zaxxon, where I can find this game for his computer? Where can a fellow video game fanatic find Crazy Climber for the PC? Arrrggghhh! For once and for all, I cannot help you out with your emulator needs. There used to be sites that had roms up that you could download and install into MAME, but the last of the big ones has been forced to get rid of their roms. The rumor going around is that a well known arcade company sent out the cease and desist letters (while many companies and games were mentioned as the one that caused all the trouble, the leading rumor points at Mortal Kombat as the game that broke MAME's back, but this is just a rumor). So I cannot help you with roms. If you really have a craving for some roms, may I suggest ebay? Type Rom in the search box and you will find all kinds of roms; CD-Roms, DVD Roms, Rom the Space Knight, the list goes on and on. I recently ordered from you and liked how the boxed games came in plastic bags. Can you tell me your source for these bags? If you have bought boxed games from me in the past, you will probably have received them in plastic bags. These bags are there, so that I can easily identify if the game is complete when I am sorting them. It is also to price them for video game shows. The bags are just simple comic book bags and are great to put your prized boxed games into. You can buy them at any comic book store. Personally, I use the Silver Age size, but the modern work just as well. This is especially good for Intellivision games, which come with overlays. You must remember that Intellivision overlays are like socks, they come in pair, but rarely remain that way. But by putting them in a bag, you can keep them from disappearing into that huge void where unmatched socks, TV remotes and unpaid bills reside. I really enjoy the newsletter and I like to print it off, to read later. Is there any problem with this? No problem whatsoever, but thanks for asking. I am astonished at how many people print off each issue of the newsletter. I am glad that you find it worthy of your time and paper. Now if you are selling them, then that is a different matter, but for personal enjoyment, I say print away!
Was this a big issue or what? I could have gone without any articles and it would have been about the average size. But I decided to not be lazy and write a few articles. Right now, I am trying to get ready for the Phillyclassic. Have a ton of stuff to get priced and in order for the show. As far as Bit Age Times, I have not decided if I will do an issue this month. Maybe if I get enough submissions, I am get one together, but things are getting hectic here. Barely have time to play video games and we all know how awful life is without video games. (This issue was written while listening to "Rebuild the Wall" by Luther Wright and the Wrongs. It is a remake of Pink Floyd's The Wall, but done in blue grass. Very odd, but very good. Also, a sprinkling of songs by Wally Pleasant to keep things light). (Some of the photos taken from the Digital Press CD. If you do not know what Digital Press is, then you need to get with it and check out their awesome site at http://www.digitpress.com). |