The Role Playing Games Possibly the most famous puzzle in RPGs is the find the key to open the locked door. Many RPGs, as well as first person shooters, horror games and adventure games have used this time tested method of exploration. Guess which game was the first to use this? Adventure! You had to find the right color keys to get into the different castles. This alone is reason for this game to be a classic and a big source of inspiration. While the keys was important, it was not the only contribution that Adventure made. Another place where contributions were made was in the choosing of different items to complete your quest. In most games of this era, you had a single weapon to use and that was all you had available to you. Not much planning involved. But in Adventure, there were different tools that were necessary to your success. Besides the sword, you also had a magnet to bring the sometimes hard to reach sword to you as well as the bridge to cross over areas (as well as find the first ever Easter Egg). The use of tools as well as the limited inventory would become staples of role playing games. Once again, it was Adventure that started this trend. There were other more minor contributions, like exploring a maze and having a set goal to complete (getting the chalice and returning it to the castle). You must remember that most games of the era did not have a definitive ending. They would loop forever and ever, where Adventure had a set goal that you could complete. Pretty innovative for the time. There you have it, the roots of role playing games and adventure games in general. There are literally hundreds of games that owe a debt of gratitude to Adventure. If you add in the introduction of Easter Eggs, then that number could shoot into the thousands.
A few of the referees/editors from the Twin Galaxies www.twingalaxies.com
staff have contributed to this list of game
players lingo. Some of these are obvious or boring, but we wanted to be
fairly complete. I’ve done these alphabetically, but if you think we
missed something in part one, LMK and I’ll add it into parts two or three. (Alan Hewston, Twin Galaxies Worldwide Vectrex and Odyssey 2 Editor, may be contacted at hewston95@stratos.net If you want to learn more about getting credit for your high scores for any computer or videogame, visit: http://www.twingalaxies.com Thanks go to a few of my fellow referees: Robert T Mruczek rmruczek@doremus.comEditor and Twin Galaxies Chief Referee. Ron Corcoran sniper75@earthlink.net Twin Galaxies Worldwide Atari & Intellivision Editor http://www.snipercade.com and Stephen Knox, goochmd@yahoo.com Twin Galaxies Worldwide Colecovision Editor http://www.goochman.com/)
INTRODUCTION. I
won't patronize anyone by describing Tempest game-play, but suffice to say that
if you don't know already then a). shame on you! b). you need to go back to
gamers school, as you are definitely not going to pass your exams........
Tempest is simply a classic! When
thinking about what the main body of this article should be about, I decided on
reviewing some of the non-M.A.M.E. versions of Tempest available. If you have
not played Dave Theurer's masterpiece since the 80's, and you want to rekindle
your superzapper technique then read on! Incidentally, I say non-M.A.M.E. (the
fabulous multi-arcade machine emulator for PC) because for those without the
finances/space to have an original Tempest arcade machine (like me!), PC M.A.M.E
is probably the best way to play the original version of the game, using as it
does the original ROM files for perfect emulation.
However, there is quality to be found elsewhere in other releases, both
of original Tempest and in newer updates of the game. This, added to the fact
that some people prefer playing on
consoles rather than PC, makes the alternatives to M.A.M.E. worth a look
(actually as time goes by I myself am less
keen on PC gaming - but that's another article!). The
following list of versions is not exhaustive. In particular one I have not had a
chance to try is Tempest 2000 for SEGA Saturn. The Tempest rating system I use (TR)
is: 1 = dire / 5 = excellent. So
here goes...... THE
GAMES
Interplay
Tempest 2000: PC / TR=2.5 / This CD features two different OS versions of the
Jeff Minter update for Tempest. A DOS version is included along with a Windows
95 version. Both feature the same 3 Tempest variants: 2K, Plus and Duel. I have
only tried the DOS version (which incidentally is now available for full
download at www.the-underdogs.org),
and I can say that it does have good game-play. Sound effects are rough, but the
music soundtrack is good. Graphics are true to what you would expect from a DOS
game, but you can recognize the enemies that come down the web at you easily
enough. Things do get a bit hectic on screen at times though (by the way, the
menu screen features some of the coolest background color effects you will ever
see!). The W95 version has a reputation for being a little bit bland and
sterile, especially when compared to the Atari Jaguar version. Speaking of
which...... Atari
Tempest 2000: Jaguar / TR5 / How many classic games have been updated so
brilliantly that the new version becomes a classic itself? Not many, but Jeff
Minter's original update of Tempest for Atari's last console (the Jaguar)
definitely falls into this category. Unlike some other versions of Tempest 2000,
the Jag version was programmed by the great man himself, and it shows with all
the magical touches that make his games standout from the crowd, and have made
him one of the greatest game programmers of all time. The Jag version is so
AWESOME that is worth buying the console just to play this game alone.
The game-play and graphics are fabulous. They scream quality at you, and
feature lots of innovative little touches all of which have been put in the game
for a purpose by Mr Minter. The
sound effects and music are also superb, despite the limitations of the Jaguar
4MB cartridge format. The
soundtrack was so good that it actually spawned it's own CD release of the
music. Perhaps the only negative
aspect of 2000 for the Jaguar is the slowdown of the action on screen. When the
Jag has to render many enemies on screen at once, the hardware limitations of
the console come to the fore, and although the slowdown is not major, it can be
annoying. One console that does not
suffer this fate however, is Sony's little grey box........... Interplay
Tempest X3 / PS One / TR4 / This PSX CD is the best all-round Tempest package
released to date. Here's why: 5 versions available to play all told, more if
you count the variations on a theme. Three of these are available to you
straight off the bat. They are Tempest Classic, Duel & X. The other two
versions available to you after
setting high scores are Tempest 2000 and Plus. It's a great version of 2000 as
well, not just a tacky version put there as an afterthought. It's not quite as good as the Jag version, but is not far
off, and I find myself playing it more and more.
Initially the main reason for getting Tempest X3 is it's update of 2000,
called Tempest X (still following this!). This is in essence Tempest 2000
modified to take advantage of the PSX's extra graphical & audio horsepower.
It's visually enhanced by the use of polygon shatter effects and
translucent graphics (amongst other things), and this game sure is visual candy
for the eye! Redbook CD audio is
also featured, and many of the tracks from the Jag version of Tempest 2000 are
present. As mentioned, this game has much improved graphics over any other
previous version, but it has to be pointed out that there are some graphical
bugs present (including a major one during the first bonus round) which should
have been spotted and removed before release.
A major plus point for Tempest X is the accuracy of the web design.
Unlike Tempest 2000, X features the same first 16 web shapes as true to the
original. A small detail, but it's nice to see the heritage maintained.
Overall I found Tempest X to be a harder game to master than 2000, and
the game-play does not reach the same highs either. Sometimes there is a bit too much happening on screen, and
the viewpoint you get of the webs is not always ideal. This makes it difficult
to get to grips with the task as all hell breaks loose around you!
Summing up then, this is a brilliant CD package.
You get every version of Tempest that had been released up to that point
in time, and every version featured is at least very good, with some being truly
excellent! Interplay
Atari Anniversary Edition: PC, PSX & Dreamcast / TR5 / The latest in a long
line of Atari 'Greatest Hits' packages, all of them feature perfect emulation
from the masters of the craft; Digital Eclipse (www.digitaleclipse.com).
This latest release contains code perfect versions of original Tempest,
and new to this release you also get Tempest Tubes (which was a hacked version
of the original game, and gives you new web shapes).
As these are emulations they are based upon the same game ROMS you would
use in PC M.A.M.E. The difference with these Atari hits packages is that you get
more options, and an increase in user-friendliness.
The Anniversary Edition described here gives you the ability to have the
original arcade cabinet artwork around the edge of your TV screen if you want,
and add to this the massive library of Tempest memorabilia accessible on disk
and you have the PERFECT original Tempest resource.
Naturally, as an emulation the game-play is perfect all the way through,
the only slight problem with the Dreamcast and PSX versions is that normal TV
screens don't always display vector graphics very well.
Digital Eclipse have made an allowance for this by including options for
screen image quality, but it's a shame you can't always get a top quality web
image on your screen. Still, it's pretty brilliant overall though. CONCLUSION It
will probably will never happen of course, but a guy can dream of his Tempest
heaven can't he? (My name is Daran Michael Blackwell. I'm a 30 something gamer from England.)
Welcome, gamers, to Commercial Vault: The Musical. This month I have two commercials that each feature a weird jingle. Anyhoo, Megamania is Steve Cartwright's awesome shooter for the Atari
2600, later ported to other systems. It's also one of my faves from my
2600 days. Described as a nightmare in space, you shoot at weird flying
objects, including hamburgers, tires, bowties, and space dice, which
look more like popcorn. The equally strange commercial defiently seems
1980-ish. It's presented as a music video, with weird images and a band
playing on a giant VCS.
Sticking
with our 20th anniv. celebration, both titles were released in 1982.
“Mr. Do!” was a huge arcade hit which has been emulated, copied,
cloned and ported to more than half of the know gaming/computer systems -
through today. Not to mention its
3+ sequels. “Megamania” was the
second of five Atari 2600 Activision titles by Steve Cartwright
& probably the most well known. Megamania “Megamania”
is insane!!!! With colorful but
deadly enemies; 8 distinctive attack waves; they repeat infinitum; enemies from
the left; enemies from above; dropping more bombs each wave; faster & faster
they come; to & fro; off the screen & back; changing tactics to confuse
you; and hurry to score more bonus points!!!
Order by midnight tonight!!! From
the bottom of the screen, you must send one missile at a time to defend the
Earth from a horde of weird invaders. Your
options were to use a straight or guided missiles (the default).
You could not move U/D and had no other attacks or defenses other than to
dodge them L/R. Your short-term goal was to survive long enough to earn yet
another life (every 10K), but ultimately to make it to 1,000,000 points and roll
the score/freeze the game. My PB is
300K, so I’m one awesome game away from getting there.
I suggest playing a version with a pause if you tackle this ~ 3 hour
tour. Arcade:
None – first created for the Atari 2600 Home
Versions: Atari 2600 (’82 Steve
Cartwright, Activision), Atari 8 bit & 5200
(’83 Glynn Anderson, Activision), Commodore 64 (’84 Tony Taylor
pack-in with Activision’s Game Maker) Categories:
Gameplay, Addictiveness, Graphics, Sound & Controls Click
here to see a cool Megamania ad! The
8 attack waves of enemies are: Hamburgers,
Ice Cream Sandwiches (or in one manual Cookies – but really look like glowing
green goo), Refrigerator Magnets (but listed as and look exactly like Bugs),
Radial Tires, Diamond Rings, Steaming Irons, Bow Ties, and Space Dice. Have
Nots: Commodore 64 (32) Bronze
Medal: Atari 2600 (39) Silver
Medal Atari 8 bit (41) Gold
Medal: Atari 5200 bit (42) Mr.
Do! I’ll
assume that you know the mega hit “Dig Dug”, so let me tell you mostly what
is unique in “Mr. Do!” The maze
is cherry orchard owned by a clown, Mr. Do!.
Neither game allows diagonals, only L/R/U/D movement and weapons.
The enemies are not deployed on the screen in isolated air pockets, but a
fixed number of monsters emerge one at a time from a centrally located house
(monster generator). The monsters cannot regenerate, so once all monsters are out,
the house becomes a bonus prize that remains until claimed.
Upon claiming the prize, Mr. Do is rewarded with a brief freeze for all
of the monsters and usually causes the emergence of the Alpha Monster (see
below) and his entourage. All monsters travel around the orchard trying to catch
Mr. Do, but only along the pathways. Anywhere
that Mr. Do travels will become a pathway for the monsters to follow. Each
orchard has several 2x4 clusters of 8 cherries and a handful of Apples.
As in “Dig Dug”, the Apples could be dropped like rocks to crush any
monsters below. To complete a
round, your task is to either harvest all the cherries in the orchard, or
eliminate all the bad guys. You
earn bonus points for collecting (non-stop) all 8 cherries in a clump.
The monsters can be eliminated if you hit them with your ONE and only
Power Ball. But you must wait for it to reload and return to you – done
via both an audio and visual effect whereby its pieces dramatically implode from
the edges of the screen to the point where Mr. Do is. The Power Ball can then be
fired again in the direction Mr. Do! faces.
Be careful not to get it stuck in an infinite loop as it will bounce
forever along a path until it hits
an apple, enemy, or returns to Mr. Do!. Crushing
multiple monsters with the same Apple earns huge bonus points.
An EXTRA life can be earned (and the level ends) by spelling out
“EXTRA” by getting each of the 5 lettered Alpha Monsters.
An Alpha Monster enters the playfield when the score hits multiples of
10K, but only if you need that letter. When
you collect the prize all starting monsters will freeze but then 4 (3 on home
versions) fast moving Blue Chompers will emerge from the Alpha Monster, wherever
he is. If he’s outside the maze,
then he’ll follow his entourage inside it to chase you.
Any monster can now be shot and once the 3 Chompers are eliminated the
other monsters become un-frozen. Unfortunately,
the Chompers can dig through anything, the grass, cherries and apples in hot
pursuit of you and can even catch and eat falling apples - yikes.
Alas, once the Alpha Monster is killed, he and the remaining Chompers
turn into Apples or disappear. If
you wait too long to clear a level, the bad guys or the Alpha Monster if still
around can turn into Diggers and come right through everything. A
fourth and final way to complete a level is to collect the very rarely seen
diamond. A 10,000 point (free game
at the arcade) diamond can appear (N/A on the 2600 & unsure if on C64/Atari)
when an Apple is dropped at just the right time/place/height.
This is a mystery, but some game player or hacker may have figured it
out. There are many different
patterns and levels in all the home versions (the Apple 2 boasts 99 levels). Arcade
game by Universal (not the movie company) 1982 Classic
Home releases: Colecovison (?,
Coleco), Commodore 64 (Troy Linden, with music by John Fitzpatrick ’85
Datasoft), 2600
(Ed English ‘83 Coleco), Atari 8-bit (Tim Ferris ’84 Datasoft), Apple II
(Rick Mirsky, Datasoft), Intellivision (rumor mill only – never made
production by Coleco) Categories:
Gameplay, Addictiveness, Graphics, Sound & Controls Arcade
Sequels: ’83 “Mr. Do!'s
Castle”, ‘84 “Mr. Do!'s Wild Ride”; and ‘84 “Do! Run Run”.
There was also a laser disk game – like Dragon’s Lair, for the
Adventures of Mr. Do! that was planned to come out in ’85 before Universal
folded.
Wouldn’t
you just love to have the arcade version in your home? Kudos
to all the programmers for making sure that no double-deaths can occur.
If you dislodge 1 or more Apples and get killed, yet an Apple is about to
fall or still falling, there is a pause for your death, then another pause for
the apple to fall and then a pause before your next life begins.
Yes, I just had to try this. Coleco
and Datasoft versions differ in the gameplay as follows:
Coleco allows you to get stuck under an Apple, (move down first then L/R
to escape), the Chompers always eat through anything, but can be crushed by
Apples. Datasoft Chompers cannot
eat through anything but the Apples (both falling and still); and I have yet to
see any monsters become Diggers. Every
three levels there’s a short intermission, and a similar intermission when you
earn an EXTRA life. Have
Nots: Apple II (N/A) Have
Nots: CoCo (N/A) Have
Nots: Atari 2600 (30) Bronze
Medal: Colecovsision (41) Silver
Medal Atari 8 bit (44) Gold
Medal: Commodore 64 (45) There
are plenty of lessons learned in what can go wrong which should also improve
your scores. This version is
only on disk. Come
back next month: Just in time for
the Indianapolis 500, for the long awaited review of the Many Faces of “Pole
Position” on the Atari 2600, 5200, 8-bit, Commodore 64 (1 to 4? versions I’m
still counting), Vic 20, Intellivision, TI-99, Apple II and Vectrex oh my.
I better start my engines right now.
I may also sneak in another driving game, Bump and Jump (2600, CV and
Inty) if I get lucky. (Alan Hewston, can be reached at: Hewston95@stratos.net and here’s your chance to help him to obtain some 1982 carts before 2002 is over: Dragonfire & Threshold [CV]; SW ESB, & [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)
Video Games. Huh ! What are
they good for ? (Absolutely nothing) Yeah ! Say it again. (with apologizes to
Edwin Starr) Well they may be better than
the average person thinks. I was thinking about this
the other day. I’d read an article about how music can affect a person’s
psyche. How music can be used to promote healing in stroke victims. And I began
to think, what practical purpose do video games serve ? Sure, they entertain ,
but could they be used to help people ? Why not ? Certain areas of
the brain are stimulated when music is heard. Couldn’t more areas be
stimulated with music and images ? Could even more area be stimulated by music
and images and requiring some sort of input ? Even if that input is just a
single button push, why not ? I’m not in a position to pursue a study of
something like this, but if anyone out there is looking for a doctorate thesis
subject, feel free to use this. Just be sure to send me a copy of the results.
I’d be very interested. But do video games have the
ability to improve an individual in general ? Let’s look at sports
games. Specifically, golf games. (I hesitate to use the word “sport” and
“golf” together, but here we go.) Golf has a lot of ways to
keep you from playing well. Not keeping your head down, or keeping your left arm
straight are just 2 of them. Poor club selection is another. When I played golf
more regularly, I found that the advice in the area of club selection in a good
golf game helped me make better choices when I went out and played for real. I
originally found that I played video game golf as poorly as I played real golf.
But as I allowed the game to teach me more, I found I did better (not good mind
you) at both. Story time. Back when the Sega Saturn
was a viable machine, I picked up a copy of Sega Rally. I played that game to
death. I kept running the main rally and trying to shave seconds off of my time.
Several friends had copies of the game and we often compared times. That winter, I was out
driving during my lunch hour. It had snowed the night before but the roads were
clear for the most part. I was driving on one of those highway off-ramps that
wrapped around 270 degrees onto another highway. Truth be told, I was probably
traveling a little faster than I should have been, but the snow had not been
cleaned off this particular ramp too well. As I hit the sharpest part of the
curve, there was probably 2-3 inches of slushy snow covering most of the road. I
could feel the car begin to slide. If you drive a front-wheel drive car, you
know you are in trouble if you feel the front wheels begin slide. I was in
trouble. But it was a familiar
trouble. Like when going around the sharpest curve on the first track of Sega
Rally. Instead of braking (like I instinctively wanted to do), I steered out of
the slide, got off the gas, and then accelerated my way out of trouble. Just
like I did in the game. It felt just like the game. I credited Sega Rally from
keeping me off of the concrete barrier that day. Did the game make me a
better driver ? Maybe. Can you learn to drive from
a video game ? Not yet. But it may be coming. As the newer machines gain
horsepower, the idea of building a realistic city with real-world rules and
populated by a realistic population reacting as they would in real life could
become a reality. No, Really ! If you’ve played Grand
Theft Auto 3, you see the start of that. Within that game, cars react to traffic
lights and other characters drive almost like you’d expect them to. The hardest part of making a
driving game that would improve your driving skill or to be used to teach
driving skills would be the user interface. The controls. I’ve yet to find a
steering wheel that gives me all the information that I get while driving a real
car. Or the feel of the car as you sit in it going around a curve. Nothing has,
as of yet, addressed that short of the multi-thousand dollar racing simulators.
There is a NASCAR racing game at the arcades that comes very close when it comes
to the feel of the steering wheel. Once that technology hits home, the ability
to learn to drive or be a better driver may readily available at home on your
TV. I can only hope it hits before my son turns 16. (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 “I’m a better person because of video games” stories can be sent to him at fcw3@mail.ptd.net .)
NEWS BLURB:
Time to jam you with not one, not two, but three notable sites! That's right, more great gaming for you to check out! So grab your mouse and get ready to click away! Super
Console Wars Cart
Commander Obscure
Pixels
Again, I would like to thank
all of you out there who have sent your very kind and encouraging words about
these TI articles! Send me ideas I am also open to suggestions for future TI
articles! As usual, I am the anchor
for this latest issue of Retrogaming Times. Sorry about that Tom. I guess I’ve
been quite busy. As I write this, I will be seeing my son soon, so I am really
looking forward to that! I am also going with Tom and his brother and a couple
of friends to the upcoming Philly Classic. I have a couple of Devastator’s
made out just for the show, including one with a push button joystick! Emulation for the TI
community has had its share of controversies. Obviously, TI still guards the
copyrights. Although, if one does go through proper channels they are more than
reasonable, as experienced by me with the Asgard Peripherals Game Card, and
PC99. Our “license” fee was only $1.00 per unit. VT9 was shutdown by TI early
on. More so for the GROMS and ROMS Edwards was sending with each emulator
package. A small one-man outfit can’t compete against a large firm like TI. But, much has happened in
the years since the early 1990’s and the first attempts at Ti emulation. First
is computing power, second, is the Internet and the explosion of available
information on emulation techniques. As stated in a previous
article, there are quite a few good to excellent emulators for the TI
enthusiast, on several platforms and different OS’s too. MESS uses the MAME32
GUI, which allows for a great deal of flexibility. Recently, SuperAMS support
was added to the TI driver for MESS! With some further refinement, they can use
the MSX2 V9938 emulation and also have the 80-column features. Let’s face it the hardware
does have a finite lifespan, no matter how ruggedly built. And, developing new
hardware is not cheap, with all of the associated costs with that as well.
Emulation will serve as a great way to enjoy the machine, as well as take
advantage of the features that only emulation can provide. I wonder what neat demos
have been written to take advantage of the speed of these emulators! And now,
with SuperAMS support, what large demos will be done??? But, in addition to
emulation of released machines, there is also the possibility of the never
released machines, i.e. the 99/2 and the 99/8. The 99/2 doesn’t have the
complexity of the 99/8, so that would be an easy attempt. The 99/8, however, entails
quite a bit more, with the memory mapper system, the new ROMS, Extended Basic
II, the built-in P-CODE, etc. But, it’s one that is not entirely impossible,
given what has been done already in the emulation field. But the problem is this, TI
never released the 99/8. And they are quite loath to let anyone reverse-engineer
the computer. But, emulation efforts are underway, if a little slow right now. I for one, having seen the
99/8, examined the source code for the entire 99/8 system, would very much like
to see at least a MESS 99/8 driver written. And, I am certain that many others
would love to play with a 99/8 emulator. I am not certain how TI
would react, especially if a well-done emulator is written, and then passed
around first, then the emulation sent to TI. Trying to stop the distribution of
the emulator reminds me of the little Dutch Boy story. There are simply too many
websites to look, contact, and shut down. Copyright laws need to be
looked at again, in this age of Information. Especially in the field of
electronics and computers. You can read a book that is 50 or so years old, in
thirty or so more years you may be VERY lucky to still get an original 99/4A to
work at power up. The intent of the MAE
project is not so much to provide free arcade games to PC users, as it is to be
a way to preserve technological history. When you emulate a 15-20 year-old
machine, there doesn’t seem to be so much trouble, only when you emulate a
very new system, do you have the Empire sending Darth Vader and the Storm
Troopers down your alley. In short, I think that for
the sake of technological history, and a real way to play “what if”, emulate
the 99/8! Musings
from the Yahoo Group: Different RGB Monitors. Big Grin here! New front-end for MESS SAMS schematics wanted TIM questions Volunteers wanted for converting disks! (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… Devastator “Serious Gaming”)
Time to answer a few more of the interesting letters that are electronically sent to me. Enjoy as I try to answer to questions of a gaming community. Do American Commodore 64 carts work on a European system? signed C64 fan This was one that I did not know. So I consulted the all wise Classic Game Newsgroup and the answer was a resounding "YES"! Great to know there is a place you can go, where everybody knows your name....wait that's Cheers. I mean it is great to be able and go to a place where just about anything can be answered. Was the Colecovision, Coleco's only game system? Depends on how you define game system. If it is a system that plays games, you could list some of the different pong systems like the Telstar. Also, there is the Coleco Adam computer, which could play Colecovision carts as well as the data packs from Coleco. What was the first handheld video game? The earliest one that I can find is Auto Race from Mattel, made in 1976. Was there anything older? That is a good question and one that I am not sure of. So readers of this here newsletter, can you tell me what was the first of the video game handhelds?
With less than a week from the start of the biggest video game show in the East, I thought I would take this time to give you a little preview of what I am bringing to the show. I should have a total of 5,000 items at the show. This includes loose and boxed games, loose manuals, overlays and boxes as well as some other items, like a big selection of handhelds and tabletops. Here is a brief rundown of some of the items: -Atari 2600 Loose and Boxed
Games, manuals and empty boxes By the way, my table will be right next to Jim Krych, who will have his Devastator joystick on display and set up to play! Also, we will have a television and VCR set up with classic video game cartoons playing. These include Dragon's Lair, Saturday Morning Supercade and Pacman! There may be some other surprises as well! So stop over and check out the huge selection of games and more. All will be in alphabetical order and everything will be priced, so shopping will be easy for you.
Even in the midst of all the work I have been doing to get ready for Phillyclassic, I still found time to get out another issue of Retrogaming Times. I know that I did not contribute as much as I usually do, but with so many great contributions, I do not need to! Look for a new issue of Bit Age Times to come out. It may be a few days late as I will be just getting back from Phillyclassic, but part of it is already done. Also, you can read my video game reviews at the following website, Gaming World X (http://www.gamingworldx.com). My Playstation 2 review of Drakan should be up shortly and a review of Wizardry will be up soon. You can also check out some articles that I have written for MacEdition (http://www.macedition.com). See you at Phillyclassic and keep gaming! This issue was done while listening to the Pacman Fever CD (trying to get into the spirit for Phillyclassic) as well as Nimoy's timeless classic, "The Ballad of Bilbo Baggins." | ||||||||||||||||||||||||||||||||||||||||||||||||||||