| Retrogaming Times Monthly |
| Issue #23 - April 2006 |
|
Table of
Contents | |
| 01. | Press Fire to Start |
| 02. | The Many Faces of ... Donkey Kong |
| 03. | Why Buy A Vic-20? |
| 04. | Colecovision Multicart |
| 05. | Commodore Corner |
| 06. | The Titles of Tengen |
| 07. | Pinball Wizards Convention |
| 08. | Nintendo Realm |
| 09. | The Thrill of Defeat |
| 10. | 1984 - The Crash |
| 11. | Game Over |
| Press Fire to Start |
| by Adam King |
It's once again time for another helping of Retrogaming goodness, courtesy of Retrogaming Times Monthly. This month we have everything from gorillas to baseball to jumpmen and so much more.
However once again I had to preempt my columns due to having very little time this past month. But now my life is starting to get back to normal, so hopefully the Commercial Vault and others will be back next month. Okay guys, you can take it from here.
| The Many Faces of . . . Donkey Kong Jr. |
| by Alan Hewston |
In following up from last month, here's the sequel, the many faces of Donkey Kong Jr. Shigeru follows up his blockbuster hit with a pretty decent sequel, probably aimed towards a younger audience as Junior gives the young gamer a chance to show that they can be a hero too. Had this game been a flop at the arcade, who knows if Mario and DK would be household names today, or even if Nintendo of America would have ever came to be. Here in chapter 2, Mario is now given his name, we add the character of DK's son, Junior, but gone (forever) is the fair damsel, Pauline. In the game intro there appear to be two Mario's pulling up Donkey Kong's cage (My son like's the theory that one of them is actually Luigi). Unfortunately, none of the classic era home ports has the arcade intro. This is the only time that Mario is considered the antagonist, or dare I say the villain. So, Junior has to rescue his dad, Donkey Kong, from a locked cage. Just as in Donkey Kong, there are 4 screens to conquer, and once again they get harder and more difficult as the levels increase. Just like before, you get no partial credit and if you fail to complete a screen, you start over fresh each time. The arcade sequence of screens is the same every level, "Vines", "Jumpboard", "Hideout" & then "Chains". At the arcade, after completing the Jungle screens ("Vines" & "Jumpboard"), there is a brief intermission where Junior gets left behind while Mario flies away in a helicopter - with Kong & his cage in tow. The screen text tells us to "Keep going to Mario's Hideout". We then reach "Mario's Hideout" and in the next screen get our chance to free Papa in "Chains". After unlocking all the locks and freeing all the "Chains", Kong is released and he and Mario fall down. Junior catches Dad and then they kick Mario off the screen. Thus the level ends and the next one repeats in the same sequence, only a bit harder, with smarter, faster, more plentiful enemies - up to a point. Inquiring minds want to know . . . Why is this game taking place in the Jungle? Did Kong go back home, Mario followed him, captured him and now Junior is trying to stop papa from a return to captivity?
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| Great programming here, but no credits found anywhere. |
Arcade: 1982 Nintendo (by Shigeru
Miyamoto)
Home versions mostly by Coleco.
•Adam Computer - 1983? Coleco
•Atari 2600 -1983 Coleco
•Atari 7800 -1988 by ITDC for Atari
•Atari 8 bit computer - 1983 Atari
•Colecovision - 1983 Coleco
•Colecovision - Super Donkey Kong Jr. - unofficial ADAM conversion avail @
AtariAge.
•Intellivision - 1983 Coleco
Rumor Mill: Atari 5200 version planned (probably a port of the Atari 800)
And, worth mentioning, but not covered here.
NES - 1982/1986 by Nintendo
with all 4 screens.
Many screenshots for Donkey Kong Jr can be found at: http://www.mobygames.com/game/donkey-kong-jr/screenshots
Again we're using this shorthand notation: SCV = Super Coleco Vision, XE = Atari 8 but computer
Home Version Similarities: Except those in <> all home versions have: a title screen; a choice of 1 or 2 players; a choice of either a starting level (3 on the 7800 & 5 on the XE) or a skill level (8 on the 2600, 4 on the CV, 4 on the INTV, and 4 on the SCV); a pause <2600, CV & SCV>; all 4 arcade screens <2600, CV & INTV>; each new level has even more <2600>, faster and smarter enemies; music (sounding a lot like Frogger and Popeye) or constant sound effects plays throughout each screen <2600> and changes tempo or to a different tune when the timer is nearly expired; the on-screen display of your level or screen number <2600>; your score; the bonus timer counting down; # of lives remaining; and instant bonus points are displayed <2600, CV, INTV & SCV> (these are when you grab fruit, or jump or eliminated enemies); a bonus life is earned at 10K or thereabouts; Junior can walk along the platforms, climb along the vines, shift sides of the vines he is on, and reach out and move laterally from vine to vine (within his reach) but must jump across any gaps and land on a platform or reach a vine but not too far below the height that he jumped from or he will fall and die; when he falls you'll know it when you hear it <CV, SCV & XE>; Junior is multi-colored <2600> and well animated; Kong is shown in his cage; and he too is animated on the XE only; Mario is also multi-colored and moves <2600 & INTV> when he releases each enemy; the enemies, the Snapjaws and Birds are all multi-colored <2600, CV, INTV & SCV> and nicely animated; the Snapjaws come in two colors <2600>; the red Snapjaws never leave the screen and can travel anywhere that Junior can go, but cannot jump or move from vine to vine; the blue Snapjaws, once moving downward on a vine always continue to the end, then fall down and exit the bottom of the screen; contact with any of the enemies means death. On all screens, Junior begins on the bottom left and must take the keys to the top or reach the one key at the top of the screen; these keys each make a sound when secured, and when the screen is complete, a short jingle <2600> will let you know; when the final key has been secured, Kong is then freed along with more animation <2600 & INTV> and then the next level begins. If all your lives are gone, you'll see that the game is over <2600>, and hear that it is all over as well <2600, CV, SCV & XE>. Now - each screen in detail.
VINES
Use the vines and platforms while avoiding two different
<2600> colored (red and blue) Snapjaws. Climb up and down and move across
vines from one to another. On all 4 screens, climbing up or sliding down can be
done using one or two vines, but often only one vine can be reached or used.
Climbing up is faster using two vines and sliding down is faster on one vine.
There are different sounds for climbing or sliding down <2600, 7800, CV &
SCV> which depends upon the number of vines used or which method you are
using. Walking and jumping each have distinct sounds as well. All screens have
multi-colored fruit <2600 & INTV>, which when collected makes a sound
as you earn bonus points. The fruit then falls, and if it strikes any enemies it
eliminates them in an explosion - yet the fruit always continues downward. If
the fruit eliminates an enemy you hear the sweet sound of scoring more bonus
points and continue to score an ever increasing number of points for subsequent
enemies. [I got 4 enemies once, and maybe 6 is possible]. You can also jump over
the enemies, and hear the familiar DK sound effect when doing so, but this is
not very easy to do on any screen.
JUMPBOARD <not on the 2600>
Much like the previous
screen, Junior must work his way across vines and platforms but must "jump" off
a "board" (hence the screen name "Jumpboard"). He may be able to get an extra
springy bounce to a higher height. This makes a distinct sound <XE,
INTV?>.
If not, he must use all the vines and platforms in motion on the
lower half of the screen and then avoid the Birds that fly interference along
the vines on the upper half of the screen. The birds are released by Mario and
move to the right across the top platform until they reach the opening and then
move down through it. As they descend this opening they make a squawk <2600
& INTV> and may release an egg <2600, CV?, & INTV?> downward to
hit you, or at least on later levels they will. After this descent, they reach
one of 3 or 4 different lanes (heights) in the vines and fly to the left until
they disappear off screen - then show up with Mario and repeat. This becomes
very difficult when passing 3 birds and then even harder timing jump on the top
platform. The free floating or mechanically moving platforms & vines are
very much out of place here in the jungle. Why don't we see swinging vines ala
"Jungle Hunt" or instead of platforms, moving turtles ala "Frogger". Oh yeah,
obviously copyright infringements. We also see the return of the springy I-Beam
<XE not the same> from Donkey Kong which has become the Jumpboard. But
then this too is out of place in the Jungle - maybe Mario dropped it.
HIDEOUT <not on the INTV>
There is no classic home
version that has the arcade intermission prior to this screen. On the Hideout
level, Junior must avoid or drop fruit <2600> onto deadly Electrodes or
Sparks (I'll call them all Sparks from here on) which move around or downward
and across the four <SCV> platforms. One type of Spark <2600> moves
around the perimeter of each platform, which, if eliminated does not come back.
The other types are smaller, which Mario releases one at a time from the top.
These Sparks move in only one direction <2600> on a given platform. Once
they reach one of the junctions (4 on the top platform, 1 each on the remaining
3), they can either immediately go down, skip over it (on the top platform
only), or wait (baiting you on), and then go down. It is possible that Mario
controls their pause and selection of junction they use, but they must come down
by the final junction. Perhaps they can only pause on the top platform, and once
they exit the bottom are free to arrive back with Mario. The four platforms are
flanked by a set of double vines, but the vines are blocked vertically so that
you must traverse all 4 platforms and all vines to reach the key.
CHAINS
On the Chains level, Junior must push Keys upward along the
8 Chains to place them into keyholes to help Donkey Kong break free. Junior must
avoid all enemies, but can drop one of the 2 fruits upon them. The Red &
Blue Snapjaws move up and down the chains and platforms as before. The birds
behave as before, moving across the top <2600 - they cut to the chase and
only move along the bottom, below the chains> come down into 2 or 3 different
lanes, move across the screen to the other side, then instead of exiting,
continue to drop down, reverse directions, move across the screen the other way,
repeating this a couple more times, but never reach the bottom (below the
chains). After Junior has freed Donkey Kong from the cage by placing the last
key in its keyhole, the screen changes whereby the platform and chains disappear
and we see Mario and Donkey Kong both fall down. Junior catches his father
safely and then they kick/punch Mario a good one to teach him a lesson.
Enemies. Something that is important, but I did not study. Do some enemies return after you eliminate them using fruit? Certainly the blue Snapjaws will keep coming, and some of the reds do too, but the main Sparks do not come back and possibly the birds are limited as well. This is an exercise for the reader. (Don't you hate reading "exercise for student" in text books?).
Screen sequences - as best as I can tell:
Level#:screen,screen,screen:Level#:screen . . . Atari 2600: 1:V,K,H:2:V,H.K . . . Atari 7800: 1:V,J,H,K:2:V,J,H,K:3:V,J,H,K:4:V,J,H,K . . . Atari 8 Bit/XE: 0:V:1:V,K:2:V,J,K:3:V,H,K:4:V,J,H,K . . . Colecovision: 1:V,K:2:V,J,K:3:V,H,K:4:V,K:5:V,J,K:6:V,H,K . . . Intellivision: 1:V,K:2:V,J,K:3:V,J,K . . . Super DK Jr (ADAM): 1:V,K:2:V,J,K:3:V,H,K:4:V,K:5:V,J,K:6:V,H,K . . .
Not covered Here: Adam Computer
(43?)
My first reaction is that I do not have this one to
review, but here are some notes and assumptions. We assume that the Super DK
Junior is the same game, as best as can be ported to the CV (see below for the
Colecovision). It is only fully playable on the ADAM, and there may be a few
added surprises, but not likely resulting in a higher score than received by CV
Super DK Junior. ADAM feedback from readers several months ago suggests that
there may be the full demo, game intro, screen completion animation,
intermissions and end of level celebrations. Adding any of these to the Super
version may have exceeded the memory limit, but not on the ADAM. There are
possibly more variety in enemy actions, more enemies in later levels and a
couple more added or unique sound effects - such as the birds dropping the eggs
is here, but not sure if the CV port has it.
Have Nots: Atari 2600
(31)
My first reaction was there is almost no strategy because
of such limited path choices you have and the lack of variety or randomness to
the enemy movements. You mostly react based upon what the enemies are doing and
execute - not really a choice to be greedy or not, be safe or not - just react.
The action on each screen form level to level is very repetitive and simply gets
harder as the enemies get faster and are less likely to randomly move in the way
that you can get by them. Most of the time you will be advancing and then
retreating - over and over again, maybe 10 times before you either succeed
because the enemies finally changed their pattern or you failed trying. This is
tedious and just plain boring. OK, that was a lot, but pretty much tells you
that the Gameplay is average (5). There are only 3 or 4 enemies on the first 2
screens, no fruit, almost no path choices, only 3 sets of vines and keys to
collect. The Snapjaws are all Blue, so they never retrace their steps, but a
slight variation was added to give you something more to "react" to as the
Snapjaws may drop off the vine and then pause below the vines for a few seconds,
hoping to catch you in a hurry to slide off. This is great, but still doesn't
make up for so much that is lacking, not to mention only 3 screens, and the
wrong sequence as the Chains should complete each level. I generously scored
Addictiveness as good enough (6) since you'll play this boring version several
times more out of curiosity as to why it is so different or seeking anything
interesting, but there is not much. You might even try out all 8 difficulty
levels hoping to see more, but no - it's just faster, no more or variations.
Despite no formal pause, I did give partial credit for the built-in pause in the
action for every screen - until you move your controls - then it begins. But be
prepared for quick deaths (and did I mention you are not visible before you
start) on the Chains screen until you learn that you must jump onto a chain or
else die as you are right in the path of the ONLY bird. This bird flies only
along the bottom of the chains from L to R and then reappears immediately to
continue this endless non-stop loop. Collision detection problems are the worst
here & poor programming abounds as you must execute jumps from the extreme
edges only or fail. But hey! At least they included a sound for falling! Which
you get to hear quite often. The play testers probably insisted @$%^&* on
it. Contrary to all other versions, on the hideout, there is no safe spot to
watch the action - you can and will be hit by something at every location, which
is just wrong. Graphics are mediocre (5) with a minimal amount of animation and
some color variety, but not much there at all. Almost no music, but Sound is
decent (6) with several sound effects in place. Controls are scored a (9), as
you cannot get off the darn vines on the Hideout to avoid the 2 Snapjaws
(replacing the Sparks). The Atari release is the same code as originally
released by Coleco, and even says Coleco on the screen. Not my cup of tea
sitting around waiting forever for the enemy to go the other way so that you can
continue playing.
Have Nots: Intellivision
(38)
My first reaction was to agree that this was clearly an
improvement over DK! Gameplay is an improvement (7) over the 2600, but still
watered down. All the vines, obstacles, platforms, moving vines and moving
platforms are in place, which is great. But there is no Hideout screen and the
biggest problem is that there are no more than 4 enemies at a time.
Addictiveness is very fun (8), with the usual diagonal buttons allowing a pause.
Collision detection problems are really bad here. Fall or jump through
platforms, miss vines. Fall off a vine, where all you can do is just fall off
and yet you still go right through the platform - what else can you do, just try
it again and hope you succeed. And then sliding down off the top, bonus vine is
sometimes deadly, so why bother going on it. If you over-jump the final key
vine, instead of ending up higher on the vine as on other systems, you almost
overshoot it and are on the far side, with you body going left and positioned so
low that if a Snapjaw comes out you immediately die. Graphics are effective (7)
with very nice combinations of colors and some details and backgrounds. But
there is little multi-color action here and the animation is limited. Not to
mention very few things are in motion and the action is somewhat slow (probably
to compensate for the poor controls). The bonus timer does change colors and
even flashes. Another nice change from the arcade is that you do not have the
level number displayed, but the screen number. So "S 04" means the fourth
screen. Sound is enjoyable (8) with most of the effects and nice music. Controls
scored an (8). Unlike DK where you had to jump and move precisely at the same
time, and exactly at the time the enemies dictate. In Junior, there are few
times when you need such precision. Sure, you'll constantly be foiled as try but
fail and either jump and don't move, or move and don't jump. Fortunately, most
of the time this only delays your progress (thus reducing your bonus score) but
not as often resulting in your demise. And if you are still poor at moving and
jumping simultaneously on demand, then you can avoid some of these occurrences
as well, by being patient, or not being as greedy. Regardless, after each jump,
you must release the controls completely for a split second before attempting
the next jump.
Bronze Medal: Colecovision
(41)
My first reaction was - even though I knew it could
happen, I didn't expect to fly right through a vine and land on Mario - poor or
maybe cruel programming? Gameplay is quality (8) with pretty much everything one
would expect, save all 4 screens. There are not quite as many enemies as the
other medal winners. The Addictiveness is fun to play (7) but again Coleco
programmers had not yet learned to include a pause using their new system.
Collision detection problems are very minor here compared to other versions and
the choice of harder skill levels is not as fun as offering a look at the higher
gameplay levels. Graphics are sharp (8) and colorful but limited to single
colors for all the enemies. The graphics details and variety, and backgrounds
are good, but color variety could be better. The animations are OK and the
flashing bonus timer is nice - when time is almost up. Sound is crisp (8) with
good music and most of the effects, but a few are missing or repeated. Since
there is no pause, Controls are perfect (10) as you can use the second
controller to start game and use your favorite (Atari) controller to control
Junior. No problems (penalty) as DK had in getting on/off ladders here.
Disqualified: Super Colecovision
(43)
My first reaction was this is not an officially released
version, but the ROM is available and a cart can be purchased from AtariAge.com.
Once again this is a modified/hacked version of the ADAM release, and not a
straight copy from the ADAM. The ADAM version is not compatible on the CV.
Unlike Super DK, all 4 levels are playable here, but there are no introductions,
no intermissions or end of level celebration. On the Hideout screen, there are
still two types of enemies, but one is unique here. You still have the main
Spark that rotates around the 3 platforms, but now there are two Sparks on the
middle 2 platforms. The upper platform is replaced by vines to cross, but it is
not a cakewalk as now there are cracks in rock/pipe(?) above where deadly green
ooze secretes and falls downward. It also comes out from any of the pipe
openings (ala Mario Bros.) but there is only one drop at a time per screen
(maybe more or drips faster on higher levels). You will see it build up and then
must avoid it as it falls downward to the bottom of the screen. Once again the
"0" key works the same as in Super DK, instantly ending the round with all the
bonus points earned and you move on to the next screen. So it was easy to reveal
the complete screen sequence here. There is no pause added, and besides the
Hideout screen, some intro music on the title screen and the birds releasing
eggs, I could not find any other changes from the standard CV cart. Thus all
scores and notes are the same other than - the Gameplay and Addictiveness are
both +1 for the added screen. Sean Kelly noted that the birds do arrive on the
Hideout screen, but I did not find them. Once again here is a Sean Kelly's
review of the Super game:
http://www.digitpress.com/reviews/superdonkeykongjr.htm
Gold Medal : Atari 8 bit computer & Atari
7800 (46)
Fortunately I had enough time to catch a mistake
would have cost the XE 1 point.
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| Atari 8-Bit Version | Atari 7800 Version |
Atari 8 bit computer (46): Atari 7800 (46) C64 Missing in Action: Acknowledgements, Updates and Errata from last month. Last month - thanks also to readers Tyson Lamoureux & Stephen Knox
who caught an omission for the Atari 8 bit. The Kong climbing and stomping intro
does not occur at the start of the game, but it is in the cart and plays from
the title screen after about 2 minutes of inactivity. I knew this, but forgot to
note this in my already long review.
Also thanks to RTM reader, Andy Frueh, a TI-9/4A fan who spotted a minor
typo. Donkey Kong does allow 1 or 2 players on ALL versions. I forgot my ";" to
split up my notes so it was misleading how I had it worded. Thanks for all your
feedback.
Help Needed with the Many Faces: Apple ][: Berserk, Gauntlet, Jawbreaker, Miner 2049er, Mr. Cool, Qix, Shamus,
Xevius, Wizard of Wor
Atari 8 bit computers & XE: Archon 2, Beach Head, Blueprint, Bruce Lee,
Choplifter, Commando, Crystal Castles, David's Midnight Magic, Jawbreaker II,
Karateka, Shamus, Stargate, SW:ESB, Wavy Navy
Commodore 64: Joust (proto), Stargate, Super Pac-Man, Super Zaxxon (Sega / US
Gold), Qix
Intellivision: Moonsweeper
TI-99: Joust, Moonsweeper, Wing War
Vic 20: Chuck Norris, Jawbreaker, Jawbreaker II, Lode Runner, Miner 2049er,
Serpentine, Sir Lancelot, Stargate, Tutankham
Come back next month: OK, so I couldn't stop myself and I did DK Jr
this month, so next month look for the Lost Faces of Mario Bros. for the Atari
XE cart, the Apple ][ (proto), and hopefully the 1987 C64 version by Ocean.
Contact Alan Hewston at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site: http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm.
So here are a few reasons why every retro-gamer should take a closer look at
the Commodore Vic 20. A very special thanks goes to all my fellow Vic 20
enthusiasts on "Denial" for sharing their reasons for collecting the Vic 20 and
giving me great ideas for this article.
LOW INITIAL OUTLAY A FANTASTIC RANGE OF GAME CARTRIDGES While there are many gaps in official conversions, these are more than made
up for in the selection of excellent arcade clones. Some of the better clones
include Radar Rat Race (Rally X), Super Amok (Bezerk), Avenger (Space Invaders),
Jupiter Lander (Lunar Lander), & Road Race (Night Driver). One clone that I
really must make mention of is Jelly Monsters. This is one of the best Pacman
clones you will play, particularly on a classic computer or console. The
graphics and gameplay are about as perfect as you could hope. It is said that
Atari threatened to sue Commodore because Jelly Monsters was such an obvious
breach of copyright. Therefore Jelly Monsters was withdrawn and only very few
were sold. This makes it one of the harder games to find and a real jewel in any
anyone's Vic 20 collection.
Like all video game platforms, there are a number of excellent games that
were only released on the Vic 20. In other words, if you want to play any of
these games then you simply must own a Vic 20. Some of the better games that
fall into this category include Raid on Fort Knox, Spiders of Mars, Predator,
Mosquito Infestation, Cosmic Jailbreak and Star Battle.
DON'T FORGET THE TAPES Tape games are generally very cheap. The vast majority sell on ebay for as
little as $1 or $2 each.
By adding tapes into the equation a collector can have a target of at least
600 games to collect. Arguably only the Commodore 64 and Sinclair ZX Spectrum
have more games.
WIDE RANGE OF ACCESSORIES The Vic 20 uses the standard "Atari" joysticks and paddles. These joysticks
are as common as mud and the majority are also quite reliable. The huge range of
joysticks also means you will have no trouble finding the type that really suits
you.
MORE THAN JUST A GAME CONSOLE Having a full keyboard enables the Vic 20 to play text adventures. These are
unheard of for regular game consoles. Amazing adventure games where you are only
limited by your imagination. The full keyboard also enables you to play
educational, RPGs, and strategy games the way they are meant to be played.
BUILDING A UNIQUE COLLECTION Adding a Vic 20 and games to your collection gives you something a little
more unique than what most collectors have. It may not become your particular
favourite, but it will quickly become and remain a part of your collection you
will be quite proud of. In the past month a new Colecovision product has arrived on the market and
orders have already been shipped. This is for the Colecovision Flash Multi-Cart,
an on-screen menu driven cartridge that, once populated with your favorite games
and/or demos (both ROM or COL files) can plug into your Colecovision and work
just like any other cartridge. Just plug in, select and play any of 127
selections in just seconds.
Let me first refer you to a very thorough review of this product by one of
the beta testers, David Harley, who writes for ColecoNation. (
www.coleconation.com/060208.html)
By the time you are reading this issue, the current sales offer will have
expired ($129.99 until the first 100 cartridges are sold, or 04/01/2006,
whichever comes first. After the sale ends the price will increase to $149.99).
But tell Steve that you read about his product in the Retrogaming Times Monthly
and he will extend the offer just for you.
I got my own CV 128-in-1 Flash Multi-Cart as soon as they were available and
I can tell you that everything that David says in his review is right on the
money. Steve Tucker, the designer of the cartridge has delivered yet another
quality product from his line of classic computer and gaming goodies found at
Atarimax (http://www.atarimax.com/)
Just think of all those games you'll never get to play on the actual system
as they were either prototypes, alternate versions, or were just too darn rare
(expensive today). If you want any 5 of those rarer titles you'll easily cough
up $130 (includes shipping). For about the same price you can now have and play
them ALL on your own CV, and no longer just via emulation. Not to mention the
space you can save and ease of finding the games (nearly all) on one cart. There
are also many demos available and new homebrew games being released which can
easily be added to your Flash Cart.
A typical multi-cart is great, but this cart is better as it provides the
flexibility and ease of changing what you have stored on it at any time.
Assuming you keep everything organized on your PC or a CD, it only takes a few
minutes to make a change. Just like emulation, you will, however, need to spend
time seeking out and organizing all the files you wish to use. It is
significantly easier to use and make updates to the CV Flash Cart than the
highly acclaimed Cuttle Cart 2 (for the Atari 2600 & 7800).
Yes, there is a limit of only 127 selections, but you do not need to have
everything on your Flash Cart, only those carts or demos not already in your
collection. OK, maybe you've just bought your first Colecovision and have little
or no carts, but you want them all. Since there are only about 200 files
available now, then simply buy 2 Flash carts and you'll never run out of slots.
Steve may still have a special where you save a bit when ordering 2 or more at
the same time.
Unfortunately Steve didn't give me one for free so as to plug his product
here, but I can easily say that for me this product is the ultimate Colecovision
add-on or peripheral ever. Now go read Dave's excellent review and check out all
of the products on Steve's site.
Alan Hewston can be reach at hewston95@SPAM@stratos.net Well, I'm back and I'm moving from MAME reviews to my favorite computer
system of all time, the Commodore 64! This month, I will start it off with what
is probably my favorite (and most played) game on the good ol' 64, Jumpman by
Epyx. Next month, I will review the "sequel," Jumpman Junior.
Jumpman (copyright © 1983 Epyx)
*** DESCRIPTION ***
Jumpman involves you running around the screen filled with girders, ladders,
and ropes attempting to defuse various bombs. Enemies range from bullets,
clones, dragons, robots, vampire bats, falling bombs, and UFOs. Scattered
throughout various levels are secret traps that are triggered by grabbing
various bombs. The good news is that they are always triggered by the same bombs
so patterns can be mastered quite easily. When all of the bombs have been
successfully "defused," you advance to the next level. The game consisted of 30
levels that were well thought out. This game will forever be the game that made
Randy Glover a household name.
*** SCORING ***
Misc: 3/10 - First off, let's get one thing out of the way that I
forgot about, the load times. Argh! Now I remember why playing on the C64 was so
frustrating at times. If you can, play this game on an emulator (such as CCS64)
and enable "fast load" or you'll think the computer locked up on you waiting for
it to load! Fortunately, the payoff is worth the wait!
Graphics: 8/10 - The graphics are first rate for the time. Epyx back
in 1983 was similar to what Electronic Arts is today. They were what all the
other game companies hoped to be someday.
Sound: 7/10 - The sound was again, ample for its time. Nothing new or
"over the edge" here, just simple tunes. Each level ends with a different tune
so there's little monotony. Sound effects are all simple, good, and
entertaining.
Playability: 9/10 - Playability is where this game shines. You can
really develop your own "skills" and playing style with this game. Some of the
levels (like Robots I and Robots II) require a pattern. Too bad there was no way
to practice particular levels or even a level editor. I would definitely
recommend playing this game with an old Atari 2600 joystick for best results.
Originality: 10/10 - Future games like Super Mario Bros., Donkey Kong
Country, etc. owe their basic gameplay to this game. It's truly an original. The
menu is very basic allowing you to play the game five different ways: Beginner,
Intermediate, Advanced, Grand Loop, and Randomizer. The game can also be played
up to four players with player speed ranging from 1-8. Be prepared if you choose
speed 1, you'll go really fast (and so will your enemies).
Overall: 37/50 - The load time really kills the score for this game,
but it truly is one of the best on the old 64 box. Boot it up and give it a
whirl!
*** MISCELLANEOUS ***
•The "sequel" to this game was Jumpman Junior and was about half the size of
the original Jumpman. It was on cartridge (where size was an issue), not on
disk. It was also programmed by Randy Glover.
Brett Burnell is a computer programmer for the Commonwealth of Pennsylvania.
In his free time he can be seen programming video games, being a referee for
Twin Galaxies, going to Retrogaming shows, or just playing with his kids. He can
be reached at b2ksolutions@verizon.net. There are few Tengen ports on the NES that have stood the test of time as
well as RBI Baseball. Even to this day there are legions of loyal fans, sites
dedicated to this game, endless forums online and hundreds of people still
actively playing. With that in mind I'll keep information on this game general
as I'm sure there are many that could go into great detail about this title and
have already done so. The beginnings of this game aren't in the arcade but on
the Famicom itself which was the Japanese counterpart of the NES. In 1986 Namco
released a baseball game on the Nintendo Famicom called Family Stadium. The game
sold well as baseball is widely popular across Japan and spawned Atari Games to
port Family Stadium to the Nintendo Vs. System arcade hardware. So in 1987 Vs.
Atari RBI Baseball was born and the game did just as well in American arcades as
it did across home systems in Japan. A year later the arcade Vs. Atari RBI
Baseball was ported to the NES by Atari Games under their Tengen label and
became the first console video game to ever be officially licensed by the Major
League Baseball Players Association. The MLBPA license meant that real player
names and rosters were used in the game, however team names and logos were not
included in the game as it was not licensed by Major League Baseball. Famicom to
arcade and back to Famicom again, albeit on another continent and under a
different name with slight changes. This game made quite a journey until
arriving in the hands of eager NES owners.
Since the origins of the arcade version were rooted on the Famicom hardware
and the Nintendo Vs. System was built upon similar hardware, RBI Baseball is a
near perfect conversion. Graphically things aren't better or worse just slightly
different. For instance the stadium background is more detailed on the NES
however the pitcher animations are a little cleaner and more detailed in the
arcade. Some of the team colors are a little different as well but the transfer
is excellent, right down to the attract screen. Controls transfer over perfectly
with the joystick functions now controlled with the directional pad and the
arcade B and A buttons properly mapped to the NES B and A. The little tunes that
play throughout the game are perfectly recreated and sound great as do the in
game sound effects, again, arcade perfect.
Some of the teams have been changed around from the arcade (Oakland removed)
and while the official team names and logos aren't used, eight real baseball
team head quartering cities are represented along with their team's proper
uniform colors. The game's over all color is slightly different to work with the
NES palette but still quite correct and close enough. Additionally the "Atari
League" of the arcade has been renamed the "Tengen League" but all these
differences are merely technical little tweaks here and there and don't change
the game what so ever. I've always felt that the NES version played smoother and
faster than the arcade original but I wasn't able to definitively confirm or
deny this so I guess that's something up to each player's discretion.
RBI Baseball would go on to have a pair of sequels on the NES and become a
bankable franchise for Atari Games and their Tengen label on other platforms.
There is a reason why this game was so popular in both the US and Japan, it's an
excellent baseball game, elegant in its simplicity. Although the original
release was licensed by Nintendo, Tengen soon broke off their licensing
agreement and an unlicensed version was later released. However the only change
was the copyright and licensing information on the title screen. Also of
interesting note, Tengen doesn't appear on the title screen in either version,
Atari Games is used instead. Each subsequent release of RBI Baseball on the NES
continued to advance the technology and update the rosters however kept the same
simple to learn gameplay of the original. This kept the popularity of the series
directly on par, if not even more popular, than the NES's other big baseball
franchise, Jaleco's Bases Loaded. If you ever want to take a trip back to a time
when baseball games didn't stink and weren't overcomplicated, RBI Baseball is a
worthy purchase for any NES owner.
"InsaneDavid" also runs a slowly growing gaming site at http://www.classicplastic.net/dvgi.
Here's a news item passed to me by Alan Hewston and Brett Burnell. If you're
a pinball enthusiast living in Pennsylvania, then here's an event for you. The
Pinball Wizards Convention will be held May 5, 6, and 7 at the Allentown
Fairgrounds Agriplex in Allentown, PA. This convention will feature a slew of
pinball machines from the 1950s to the 2000s set on free play, as well as
tournaments with prizes, flea markets and other fun stuff.
For more information visit the official website at: http://www.pinballwizardsconv.com/index.html As of last month's Nintendo Realm, we have covered the core of Nintendo's
familiar initial line up. Prepare to start moving in to some unfamiliar
territory each month. By this time in Japan, Nintendo has garnered the attention
of the rest of the industry. Meanwhile in America, the video game market is
still in shambles, unable to recover from the crash that occurred earlier.
Hiroshi Yamauchi, then president of Nintendo after inheriting the company from
his father in law, is positive that the Famicom would be a success in the US if
they could just get a foot hold in the market, and charged his son-in-law with
the task of getting the Nintendo Entertainment System launched. Many of the
games that have already been reviewed were analyzed and either accepted or
rejected (as was the case with Devil World and Nuts 'n Milk) to bring over to
the US market by the likes of people like Howard Phillips who would go on to
become the president of the Nintendo Fun Club.
There's your who's who in early Nintendo history (minus Howard Lincoln who
was just Nintendo's legal representation at the time), but let's get back to the
what's what in the land of the rising sun. Jaleco and Taito enter the fray with
some mediocre entries that round out this month's selection of chronologically
selected games. From now on, I will be including any applicable United States
release dates. Let's take a look.
Exerion, released by Jaleco on February 11, 1985 Galaga, released in Japan by Namco on February 15, 1985, and in the US by
Bandai on September 1988
My first reaction was I like it
better than DK as it has a little better graphics and does not get so hard, so
fast. It is still plenty hard by level 4. Gameplay is superb (9) the best, with
everything in place. The number of enemies, their speed and AI gradually
increase very nicely all the way up to level 4, in the Hideout where we see the
addition of a second Spark per platform (just like the Super CV). Addictiveness
is wonderful (9) with a pause
My first reaction was the 7800 comes through
to its potential and delivers here. Although scoring the same as the Atari 8
bit, it is better in most categories - so the edge goes to the 7800. Gameplay is
the best, (9) first class with nothing missing. Addictiveness is wonderful (9)
and includes the standard 7800 <pause>. I played it long enough that I
discovered there were some collision detection problems. Worst offense - the egg
just has to be in your neighborhood and you die - don't know why. A choice of 3
starting levels is just right to practice those higher levels, and the action
gradually gets harder, probably better than the XE. This is the only port with a
demo mode, showing all 4 screens, complete with full audio and several seconds
of action - the same every time. Graphics are fantastic (9), easily the best,
with the most animation, plenty of detail, background graphics, variety,
everything in multi-color and eventually - loads of on screen action. There is
no end of screen animation, but the end of level animation is good. Sound is
great (9) with all the music and effects. Controls are perfect (10), but feel
free to use a standard 2600 controller.
Despite no official C64 version release, DK
Junior was rumored to exist for many years and Commodore fans were constantly
searching for this possible Holy Grail. Who knows, maybe someone will finally
find something that Atarisoft was working on or an unauthorized version that
Atarisoft was planning to buy. OK, probably not.
Missed this
last month - Vic 20 DK by Atarisoft - I found 2 more possible programmers Lloyd
Ollmann Jr.& C.D. Stinnett.
No monetary donations needed, but
here's your chance to help me out. There's still plenty more games to go, albeit
most of them don't have nearly as many "Faces" as what has been covered already.
If you are a long time reader, then you know I prefer to play on the actual
hardware over emulation and thus I need the actual carts, or disks or
multi-carts. Below is my short list of holes if you have any of these to trade
or sell. I'd love to buy or trade for any original boxes, disks, carts and
instruction manuals for these titles. For disk games, or games that can be put
onto floppies, a copy of the game is fine. Of course a multi-cart for any of
these systems (hint, hint) would also help solve these problems as well. Some of
these titles may be protos, or ultra rare, so I may never get them. If you have
such a rare title - perhaps you can help me by reviewing it for me. Again, these
are the official releases for these titles or a prototype by the company who had
the rights to release them (and already released them on other systems).
WHY BUY A VIC 20?
by Tonks
Within the retro gaming
community the Vic 20 has a fairly low profile. While interest is growing, mainly
thanks to the huge price tag of Ultima Mount Drash, the Vic 20 continues to be
over looked. For many collectors it barely rates a mention except to acknowledge
it as the slightly older brother of the Commodore 64. And so many people end up
missing out on one of the great retro platforms.
Because the Vic 20 continues to be quite
overlooked it safely flies under the radar of most collectors. Therefore it
rarely commands a hefty price tag. An unboxed Vic 20 with a few common carts can
be regularly picked up for less than $20 on ebay. Even boxed systems only adds
an extra $10 or so. Common cartridges can often be picked up for a couple of
bucks each. So for a very good price you can very quickly compile a nice
collection of Vic 20 goodies.
Many people may be surprised
to learn that there were almost 200 games released on cartridge for the Vic 20.
This is certainly far more than many other classic computers and consoles. Some
collectors have claimed that of the classic machines only the Atari 2600 and the
Commodore 64 has more cartridges.
The Vic 20 is home to some
excellent arcade conversions. Many of these are superior to other computers or
consoles of the same era. Donkey Kong, Pacman, Centipede, Omega Race, Defender,
Robotron, Clowns and Digdug just to name a few.
While Cartridge games are generally seen as
being the cream of the crop, there are absolutely stacks of games available for
the Vic 20 on cassette tape. Ward Shrake (author of the brilliant Cartzilla) had
at one time catalogued over 450 individual games that were released on tape.
Some have estimated the number of tape games to be closer to 1000.
Because the Vic 20 and the Commodore 64
share many similarities, many accessories can be shared between the two. This
includes disk drives, power supply (on the later Vics), data cassette player,
printers and even modems. This automatically gives access to easy to find and
low cost accessories.
The Vic 20 is certainly more than
just a game console. It is in fact a quite versatile and expandable home
computer. Sure it may seem extremely primitive by today's standards, but the Vic
can still be used for programming, writing letters, keeping accounts, compiling
a database of your classic gaming collection and much, much more. Try doing any
of that on your Atari 2600 or Colecovision.
Every collector of classic video games
that I know has an Atari 2600 and a huge pile of games. Every collector of
classic video games that I know has a Commodore 64 and hundreds of disks. But I
know very few who even have a Vic 20 let alone a decent size collection.
Colecovision 128-in-1 Flash Multi-Cart
by Alan Hewston
Commodore Corner
by
Brett Brunell


And boy do you wait!
Level 1
•Randy Glover started programming a true sequel, Jumpman 2 in 1991, but never
finished it.
•Other games inspired by Jumpman were...Jumpman Zero PC (PC), Jumpman Zero
(PalmOS), Jumpman - Under Construction (PC), Classic Jumpman (Port of the
original to the PC), Jumpman: 2049 (PC), Jumpman Lives! (PC), Junkman Junior
(TI-99/4A), and Jumpman Deluxe (Amiga).
•Former NBA and Chicago Bull's star Michael Jordan currently goes by the
nickname "Jumpman23" for Nike shoes.
•The Jumpman Lounge (http://www.classicgaming.com/jlounge) is the place to go
for all things Jumpman!
The Titles of Tengen - RBI Baseball
by David
Lundin, Jr. 
Pinball Wizards
Convention
Nintendo Realm - Mid February to Mid April 1985
by Scott
Jacobi
Exerion was an
obscure arcade game released by Jaleco in 1983 and licensed for distribution in
the US to Taito. It is a vertical shooter that features a parallax scrolling
terrain that rolls along underneath the player's ship. Your ship is fairly
maneuverable around the screen and features two weapons. The primary weapon is
an unlimited slow moving double shot, and the secondary weapon is a fast single
shot that has a limited supply of ammo. The ammo is replenished simply by
killing enemies, and bonus ammo is provided for eliminating entire groups of
enemies. Enemies swarm on the screen in loose squadrons that home in on your
ships position in an attempt to collide with you. All in all, not a very
complicated game, so how does the port to the Famicom fair? Not well. Obviously
this is one of the games that was considered for exclusion from the American
market, simply because the smoothness of the parallax scrolling takes a big hit
in this version. It's a neat gimmick at best and does little to enhance the
simple concept of the game. Only those of you who are very curious about games
that weren't released in the US should give this game a try, if only once to see
why it wasn't released here.
Galaga was another king of the arcades during
the height of arcade popularity in the early 80s. Galaga expands on Galaxian the
way Galaxian expands on Space Invaders. And Namco's quality ports to the Famicom
serve this game well with another near perfect translation. For any RTGM reader
who's not familiar with Galaga (yes, you in the back there...), you pilot a ship
that moves horizontally across the bottom of the screen, shooting up at three
types of galactic terrors, the blue bees, red butterflies, and Galaga flagships.
The flagships need to be shot twice in order to destroy them, and occasionally,
they swoop down in position and release a tractor beam which can capture your
ship. As long as you have another ship in reserve, you can extract your revenge
on the flagship that captured you by destroying it and rescuing your former
ship, which causes it to line up next to your current ship for the extreme
pleasure of double bullets. But beware, you can destroy the captured ship with a
careless shot, and you're twice as vulnerable to getting hit when you have
double bullets. Bonus stages challenge your accuracy every couple of rounds. Any
fan of this game would do well to pick up this version, despite Bandai's use of
questionable artwork that graces the US box.


Exerion
Galaga
Family BASIC version 3, released by Nintendo on February 21,
1985
Initially I was planning on omitting this game from Nintendo Realm
as I had done in the past with the original BASIC. But I decided to include it
here as an illustration of how differently the Famicom was marketed in Japan
than the NES was marketed in the US. As many of you know, Famicom was short for
Family Computer. And though we classify it as a console, Hiroshi Yamauchi really
did intend to market it as a computer. A full fledged keyboard was available for
the system, as well as a modem that allowed Japanese users to view, among other
things, winning lottery numbers and stock quotes. The keyboard was put to use by
the Famicom with software such as Family BASIC which allowed users to write and
execute their own programs on the system in, obviously, BASIC. BASIC, for those
of you who don't know, is a fairly simple and easy to learn programming language
that was much more popular for kids to learn in the 80s than today. The NES, by
contrast, was always intended to be sold as a console, but the hurdle that
Nintendo had to overcome, was the fact that retailers wanted nothing to do with
consoles after the crash. So the Famicom was a computer in console clothing,
while the NES was a console that had to be disguised as an "Electronic
Entertainment" device.
Raid on Bungling Bay, released by Hudson on February 22, 1985, and in the
US by Broderbund on September 1987
Like Hudson's second release for the
Famicom, their third game was a port of a popular 8-bit computer game that
Broderbund owned the rights to, and one of the earliest games of famous Sim City
and the Sims designer, Will Wright. Bungling Bay isn't a very complicated
shooter, but it is rather enjoyable. You pilot a helicopter from a bird's eye
view. You are outfitted with guns and up to nine bombs which can be replenished
by landing on the carrier. Your mission is to take off from your home base air
craft carrier and fly around the "world," which scrolls in eight directions,
bombing enemy factories. The factories are the only buildings with flashing
lights in the windows. Each factory takes several bombs to completely demolish.
Defending the buildings are tanks, boats, and other air craft. It is necessary
to clear the defense units that surround the factory before proceeding to bomb
the building. Occasionally, the enemy can flip the tables on you and attack your
air craft carrier, requiring you to hurry back and ward off the enemy. The game
translates very well on to the Famicom and the NES. The scrolling isn't silky
smooth, but it's very tolerable.
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| Family BASIC ver. 3 | Raid on Bungling Bay |
Formation Z, released by Jaleco on April 4, 1985
Jaleco's second
release faired much better in the porting process than Exerion. Once again, they
ported an arcade game that was rather unknown in the US, released in 1984. (It
was released in the US under the name Aeroboto by Williams.) I only saw the
arcade once as a child, and I was in love with the concept, particularly because
I was in love with the Transformers. As the player, you control a robot that can
transform into an fighter plane. As a robot you run relatively slow, and can
fire in three directions. As a fighter plane, you move very quickly and fire
straight ahead. You can transform at will, but you have a limited supply of
power to remain in fighter plane mode. The game scrolls right to left as you
advance across the terrain, and occasionally you are forced to switch to a plane
in order to fly over a long stretch of water. Enemies usually consist of smaller
enemy air craft, tanks, ground-to-air missiles, and UFOs and are usually plucked
off with ease. To the best of my knowledge, there are no actually rounds, the
game just seems to continue, varying the terrain once in a while. Worth trying
out, but probably not a keeper.
Soccer, released by Nintendo on April 9, 1985, and in the US on March
1987
Let's face it. None of Nintendo's early sports releases are really
anything to brag about, but I personally feel that Soccer is the poorest
performer out of the bunch. The speed of the game is appallingly slow. The
soccer ball has a very heavy plodding feel, like a rock. And control over your
players is equally slow in response time. Since the players continuously kick
the ball in the direction they travel, if you approach the ball from behind, you
will inevitably kick the ball closer to your own goal unless you are extremely
careful. It seems to capture the various elements of soccer, minus penalty kicks
or red and yellow cards. Despite the flaws, it should be noted that Soccer is
one of the first games to employ a style of side scrolling presentation that
would become popular for many future Soccer and Hockey games, including
Nintendo's own Ice Hockey which is a far more enjoyable game. All in all, not
recommended.
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| Formation Z | Soccer |
Space Invaders, released by Taito on April 17, 1985
This release of
Space Invaders is more of a symbolic release for Taito than anything else. As
their first release for the Famicom, they chose their first arcade smash hit.
However, despite the accuracy that this conversion could have had (and for all
intent purposes, should have had), Space Invaders sacrifices pixel perfect
accuracy to adopt Namco's score-on-the-side presentation. The shields do not
have the same pixel pecking feel, and it's very easy to notice how they are
constructed out of three columns. The result is an outdated game with a close,
but imperfect port, and I'm left wondering what the appeal of this release would
be in 1985, especially considering how accurate and smooth Namco's shooters were
by comparison. Never the less, in comparison to the many Space Invader ports
that have come before it, it is much more faithful, and it adopts the same
coloration scheme used by Taito when they added color to the arcade game. For
Space Invader aficionados only.
Champion Lode Runner, released by Hudson on April 17, 1985
Banking
on the success they had with the original Lode Runner (which sold quite well in
Japan,) Hudson continued the series with the release of Champion Lode Runner
which, like the first, is based on the game of the same name made popular on
8-bit computers. However, unlike original Lode Runner, the Champion edition is
not for casual fans of the series. This version is nightmarishly difficult in
comparison to the original, and it is further hampered by the use of scrolling.
Part of what made Champion Lode Runner so difficult on computers were the
expanse of the levels, and the variety of directions that the enemies came after
you. With Hudson's more zoomed in approach to drawing the screen, it is far
easier to lose track of the enemies' positions and get stuck in a no win
situation. Like the original, you can skip around to any level you like, but I
found my patience wearing thin more quickly while playing this version of Lode
Runner than any other. This game is recommended for hardcore Lode Runner fans
only, I know that there are still some out there.
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| Space Invaders | Champion Lode Runner |
| The Thrill Of Defeat: Commodore Plus/4 & Commodore 16 - D-E |
| by Mark Sabbatini |
One of retrogaming's greatest pleasures is reading the various magazines, newsletters and other printed material for a particular machine. Some is informative, some a reminder of how far technology has come. But the best material, in my opinion, shines a bright light on some of the dimmest thinkers ever to cross a microchip.
Reading a series of newsletters devoted to the Commodore 16 and Plus/4 computers (appearing this month as part two in a series, as part of the larger look at computing history's failures) uncovers cluelessness on all sides. A company unable to figure out how to market its machine. Programmers with some truly idiotic ideas of what might be amusing. Reviewers (usually parent types) praising "unique" games that were actually clones of well-known arcade titles. Writers with amazing amounts of electronic knowledge who unfortunately lacked basic familiarity with written English.
Some of it is a lot more amusing in retrospect, since customers at the time were victims of lousy or fraudulent products, or misinformation that caused misery. Somehow I don't think those apologetic notes from hobbyists about typos in a hardware project that led to the destruction of machines were of much condolence.
So before jumping into reviews of titles in the D-E category that are playable online in a Web browser (A-C appeared last month), it's worth a quick side trip to one of those stories. The site http://www.commodore16.com/, which has most of the titles reviewed below, also has a number of Commodore Plus/4 Handbook newsletters in PDF format, including one with a story about how a top-selling title (World Cup) bore striking resemblance to a rival company's soccer title (also, appropriately, called World Cup). If nothing else, at least it proved you can't fool all the people all the time:
"U.S. Gold initially tried to cover their rears by stating that both Distributors and Retailers were informed about the games origins," the newsletter states. "This was not true and is it not strange that within the World Cup package there is no mention of the Arctic connection. U.S. Gold had boasted a Pre-Order figure of 100,000 cassettes and this more than anything resulted in the game going straight to Number 1 in the Software charts. Within 2 or 3 weeks the anger had spread and the game dropped like a stone out of the charts. It has now been admitted that U.S. Gold had been let down badly by their original programmers for the game only weeks before its timed release and in desperation U.S. Gold turned to Arctic to bail them out. more problems beset U.S. Gold as World Cup football was copyright of a distributor, Geoffs Records, who threatened legal action." The matter was settled for about £20,000 - roughly what U.S. Gold earned in sales.
This probably isn't the most amusing stumble, just one I ran across while looking up what they had to say about the games below. Other tidbits will be provided as this series continues during the next several months.
Some titles listed at Commodore16.com are not reviewed here because the Java emulator failed to load them properly. There's also a few titles, such as the Dizzy games, found at the Commodore Plus/4 World site at http://plus4.emucamp.com/playonline.htm. All ratings by me take into account both the quality of the original game and its playability in the emulator. Feedback is encouraged at marksabbatini@yahoo.com - I'll include anything of interest in future articles.
Danger Willy (C-/Incomplete)
A split grade based on limited
play, since even a brief glimpse reveals obvious flaws in a game with potential.
The player controls a forklift on a series of screens, with the apparent goal of
collecting radioactive waste from conveyer belts before they can fall off or
wreak other havoc. The graphics are cartoonish cute and much of the game has
plenty of polish, but there are at least three major problems: 1) movement over
bridges and other obstacles has to be pixel-perfect; 2) you get only one life,
so even a well-played game ends abruptly with a single mistake; 3) I tried every
key combination possible and still couldn't get the forklift to do basic things
like picking up the barrels. The incomplete part of the grade is based on the
hope that printed instructions might solve the latter problem. But the German
Web site commodore.de gives it a rating of 60 percent, so maybe it's not worth
going to effort of hunting some instructions down.
Dark Side (B-)
A pseudo 3D tank shooter combining elements
of Battlezone and arcade-like puzzles (find items, use them properly). Movement
is in "steps" rather than smooth scrolling, the action is sluggish and the
graphics are rather chunky (but passable). The whole package was reasonably
impressive for its day, but it isn't close to even the most primitive Doom-like
titles appearing a few years later. The Web site
pirates.emucamp.com/a/d/darkside/c64/main_.html rates the game highly despite
its slow speed and offers some playing tips.
Demolition (C)
Horizonally oriented Araknoid-type game that
falls short of Arthur Noid (reviewed last month) in most ways. The playfields
are simpler, power-ups are scarce and presented as fixed targets rather than
hidden in bricks, and control isn't as good. The latter is made more problematic
by the game's speed - there's six selectable levels and even the slowest (six)
is too quick. It's professionally programmed, but with better competition
there's little reason to play it. The Commodore Plus/4 Handbook gives it a
rating of 67 percent.
Denise (Hollywood Poker) (C)
An unremarkable five-card video
poker game where the primary gimmick is a digitalized (and highly pixelated)
picture of a model at the top of the screen. No, she isn't provocatively dressed
or playing strip poker. The game itself is the basic take five cards, bet, take
more cards and make final bets, with the expected ability to check and raise.
There are no game options like wild cards or additional players. Betting is a
choice of preselected amounts. The computer doesn't seem to employ any extra
strategies such as bluffing. But the interface is easy to figure out, making it
playable in a basically competent way.
Ding Bat (Jet Man) (C+)
Simple, high-speed single-screen
shooter that's enjoyable for short stretches of time. You control a guy with a
jet-pack that shoots ships and clouds while collecting power-ups. Collisions
with the ships or their fire is deadly, as is hitting the ground at any speed.
Hitting a cloud merely depletes your shields. Shooting the ships is a real
challenge since they're at the bottom of the screen and our hero seems to be
working in a hyper-gravity environment - he falls and accelerates really fast,
making precision movement without touching the ground a real trick. Commodore.de
gave this a 50 percent rating, although I'm inclined to bump it up a bit - but
only a little since it gets monotonous pretty quick.
Dizzy Prince Of Yolkfolk (A-)
One of a huge number of Dizzy
games first written for the Sinclair Spectrum and other U.K. computers, then
ported to machines in the U.S. (you can buy a number of them for mobile phones
these days as well). Mostly consisting of platform/adventure quests, the games
are the gaming equal of an airport novel - cheap thrills banged out in a hurry
by a couple of incredibly prolific programmers mostly looking to make a buck.
The main character (Dizzy - duh) is a simple but cute-looking egg who does flips
when he jumps. The adventures were popular in a Mario World/Zelda kind of way.
Like the Final Fantasy and Megaman games, it's a lineup of mostly solid games
with a few gems and dogs (the latter being things like arcade rip-offs with
Dizzy featured for marketing purposes). This one got roughly a B-minus ranking
from the gaming crowd, in part because the 30-room adventure is somewhat smaller
than other titles. But its relative quality to other Plus/4 titles boosts its
grade and it's as good a title as any for newcomers to get familiar with (tip:
you're trapped behind a wood door in room one, but there's also matches, a pile
of leaves and some water to pick up and use even though the graphics for them
may not be obvious to newbies. Once you have the items, the solution is pretty
obvious). Sadly, perhaps the best of the series, Fantasy Land Dizzy, is part of
the online emulated collection, but it appears to be a hacked version that
didn't work on my browser.
Dork's Dilemma (B+)
Maybe I'm overrating this Bomberman-type
game a bit, but of the many titles I've been playing all these weeks this is
among the few that has kept me engaged for an extended length of time. Two
things help boost the basic concept of dropping bombs in mazes to wipe out
pursuing enemies. First, it's fast paced, making it more of an arcade than
strategy game. Second, there's a large number of well-designed and
interconnected screens, with the overall goal of getting jigsaw pieces from each
to complete an overall puzzle. The learning curve is a little steep - you'll
spend a number of games dying quickly while learning how to get out of the range
of bombs quickly enough (and believe me, you need to move instantly). But it
never gets to the frustration point and when you die you believe it's your
fault, not the program's. By the way, Commodore.de gave this only a 40 percent
rating, so obviously the appeal isn't universal.
Driller (B+)
Feels very similar to Dark Side, above, complete with the slow,
jerky 3D movement, but with more depth. Here you have set goals such as building
up a supply of amethyst and a time limit for achieving them. Screen details for
your vehicle are also somewhat more complex. The only thing I can't vouch for is
depth, since I haven't come close to completing either game. But at first glance
this looks like the better bet for those wanting to see what first-person action
was like during the mid '80s.
Elite (A)
This space trading simulation is an all-time
classic, with versions for just about every computer that mattered back then and
new variations being ported to modern-day computers, PDAs and phones. In what's
now a familiar scenario, you start with a basic ship and work your way up in the
space food chain. The secret of its success is a deep and clever universe -
maybe par for the course today, but a revelation back then and very much the
forerunner to any number of hit titles. The Plus/4 version gets the basic stuff
right, although versions for the Commodore 64 and some British computers seem
more polished. It'll take a while to learn the basics of trading, equipping
ships, navigating, fighting and missions, so it's worth hitting the official
Elite page at http://www.iancgbell.clara.net/elite
to get the full experience.
Elite Squad (B)
A puzzler with a mild arcade touch that is
more entertaining that it first appears. The goal is to change of pattern of
squares that fill up part of a grid on the screen to a certain color. Moving
over a square changes its color - from blue to green, back to blue, etc. It
reminds me in an abstract way of the latter stages of Q*Bert where jumping on
squares can return them to "unjumped" colors. Here's there's no 3D pyramids and
movement is simple up-down-left-right using the arrow keys. There's also a time
limit and a very tough one at that. But you get three lives, so making a mistake
that you know will leave you short of time isn't the end. Graphics are sharp.
Control is pretty good, but gets a little imprecise when holding the keys down.
One hiccup that I suspect is a bug is when I press <RETURN> the game
congratulates me on completing the level and returns to the title screen, thus
ending the game. Hmmm...not sure that's the sweet sight of success at work.
Eliza (D+)
The simple BASIC version of the famous virtual
psychologist, which in theory asks questions about your problems and responds to
your answers. This version has a stripped down analysis function and number of
responses (some mainframe and full-scale versions will ask questions based on
responses throughout the "interview" - this one simply prints something that is
supposedly related to your last response, although even then it's often just a
neutral comment like "I see."). Worth booting up once if you've never tried it
just to have a point of reference, but that's it.
End Zone 2 (C+)
I'd have played this text-based football
game plenty as a kid simply because of my love of the game, despite some glaring
flaws in the program. It's a management rather than a coaching simulation, with
the focus on putting together the best lineup of players for each "match" (a
sure sign this is a British game). The only options are buying and selling
players, and shifting your lineup of reserves and starters. Official team and
player names are featured, but bear no resemblance to anything in real life.
John Elway, for example, has a player value of $31,000 while Denver's
third-string running back at the time has a value of $85,000, with respective
skill levels of two and six. Your team has overall ratings for skill and morale,
which seem to be the primary means of determining outcomes verses opponents. The
games, nothing more than a minute or so of watching scores appear on a
scoreboard, can be as absurd as the player ratings. My first game, matching
Denver's level-two skills against level-six San Francisco, ended with a 91-0
defeat, yet somehow I still made $10,000 from the game and got a vote of
confidence from the team's directors. Commodore.de gives the game a 50 percent
rating.
Escape From Pulsar 7 (C-) European Games (Incomplete) Exorcist (B) Extra Airwolf (B+) Eye Of Kadath (C) I thought for sure "1985" was a Weird Al Yankovic song and when I was
convinced it was not, I decided to do a Video Game parody of it. Why not.
Here are my lyrics, followed by those of the real tune. "1984 - The Crash" Video Games hit the wall I was gonna be a software star Commodore & Sega I've played all the classics Where's the mini-game, 2k competition Commodore & Sega We hate time make it stop Commodore & Sega =========
"1985" Debbie just hit the wall She was gonna be an actress Bruce Springsteen, Madonna She's seen all the classics Where's the mini-skirt made of snake skin Bruce Springsteen, Madonna She hates time make it stop Bruce Springsteen, Madonna Before we wrap up this month's issue, I'd like to thank everyone who
contributed to this issue. I know it hasn't be easy with me not really being
here, but thank you for picking up the slack these past two months. I also want
to thank all of you who continue to check us out and support us all this time.
Next month will mark our second anniversary. I should be back to my normal
schedule, and hopefully the other writers have a lot more stuff for you. Be sure
to check us out next month, same RTM time, same RTM website. - Adam King, Chief
Editor Copyright © 2006 Adam King & Alan Hewston. All related copyrights and
trademarks are acknowledged.
This text adventure would get a
lower grade if it weren't well-regarded by players of its era, since it has a
number of flaws made worse by difficulty playing it in emulated form. The goal,
as the title indicates, is to to escape from a base by typing one- or two-word
commands. But there's all kinds of problems with the Plus/4 conversion. First,
the program draws the graphics for the room slowly, making each move
time-consuming. Worse, the graphics are a hinderance rather than a help, since
they're rather primitive and do little to help you figure out where you are and
what you need to to do. Pressing
There's a sharp difference of
opinions in a couple of magazines about this one - and unfortunately I couldn't
get it to boot to figure out who's right. This track-and-field action game has
five events involving a lot of joystick and button mashing. The bad review from
the Plus/4 handbook (59 percent rating) says "the hammer is boring, swimming is
a real joystick breaker, the long jump (a) breaker and a quick response to
choose your degree of jump, rowing is quite simply a matter of rotating your
joystick as fast as possible, weight lifting is another grueling joystick
basher." But it also is near the top of some reader polls, although the numbers
say nothing about what qualities make it popular.
A Pac-Man-type game where enough elements from other derivatives
are mixed to create something fairly unique and interesting. Overall gameplay
may be most similar to the somewhat obscure arcade and Colecovision title Pepper
II, as the player guides a small frizzy ball around mazes, painting the walls
while doing so. Completing all the walls opens doors to portions of a larger
overall maze (bigger than the four-screen Pepper II layout). There are the usual
chasing monsters, which the player can dispatch of by collecting lightening
bolts and other bonuses that pop up in the center of the screen and shooting
them. The game isn't top-end polished, but it's fun and easy to learn. One key
is not to relax after completing the walls of a maze, since the monsters return
to their pen before the doors are open, so players can't engage in close calls
and hope to emerge alive. Commodore.de gives this a 70 percent rating.
Solid helicopter-in-a-maze arcade game,
sort of combining elements of Scramble and Choplifter. You have to rescue people
from the maze-like caverns, using your guns to either destroy obstacles or hit
switches that open doors. You also have to shoot fuel boxes to fill up.
Navigating the mazes is a bit tough at times, especially since you sometimes
have to be pixel perfect and the animation is jumpy rather than smooth. But the
graphics are reasonably attractive for the machine, the mazes are decent,
controls are with the keyboard or joystick, and overall it has the intangibles
that make for an addictive game. One thing I didn't like is you get no grace
moment or relocation of your chopper if you sustain a hit that decreases your
shield, and since you only get one chopper it's possible to have a game wiped
out in seconds due to one major misstep.
Know nothing about those text adventures
of yesteryear and want to get a taste of them without any real effort? This
might be a good choice, since all decisions are preselected - instead of typing
commands like "move" or "attack" the player is given a description of the
location and situation and asked to pick from several options, usually two to
five in number. If anyone remembers the "Choose Your Own Adventure" children's
books, this get-stuff-from-the-cavern-and-save-mankind story is similar. If
you're going to play a multiple-choice adventure this is better than many, with
lengthy descriptions, a decent amount of depth and more selectable options than
usual. It even makes sense to make a map as with "real" adventures. But the
disadvantages are numerous, beginning with the linear storyline. Essentially all
you're doing is guessing what move to make next, since there's rarely much
indication what the most logical move in a situation is. Picking the wrong
option can result in the undeserved death, one of the most heinous sins of
adventure games. And there's no save feature, so basically you're going along
until you die, then retracing your steps and trying to get a bit further before
dying again. OK for the really lazy who aren't easily frustrated and don't mind
constantly retracing their steps on that map, but it's a shame the author didn't
make this a conventional adventure.
1984 - The Crash
A song parody by Alan
Hewston
I'm sure US
readers will be familiar with this chart topping hit.
Lyrics by Alan Hewston
As sung to
"1985"
the prices had to fall
Coleco had gone
away
TI saw black Friday
our dreams went out the door
when Atari was no
more
'84 brought the Crash
Would Video Games even last?
My games would take me far
See my games
in all the stores
Or at least set many high scores
Is our wood-grained
Inty, now the enemy
Look at the average game
and nothing has been the
same, since
way before Amiga
there was Apple ][ and
Vectrex
polygons weren't mainstay yet
my two kids in grade school
they
tell me that I'm a fool
cuz I'm still wanting more
from 19, 19, 1984
I know every game
Centipede, Donkey
Kong
even dedicated Pong,
we peaked with Robotron
don't need those
polygons
still want to meet
the Activision elite.
must be several hundred now coding
for Nintendo
when did game quality, become quantity
what ever happen to
videogame TV shows
(or at the arcade)
way before Amiga
there was Apple ][ and
Vectrex
polygons weren't mainstay yet
my two kids in grade school
they
tell me that I'm a fool
cuz I'm still wanting more
from 19, 19, 1984
when did N E S become classic stock?
And when
did Mario become an actor?
Please make this stop
Stop!
And bring back
way before Amiga
there was Apple ][ and
Vectrex
polygons weren't mainstay yet
my two kids in grade school
they
tell me that I'm a fool
cuz I'm still wanting more
from 1984
As sung by Bowling for Soup
she never had it all
one Prozac a
day
husbands a CPA
her dreams went out the door
when she turned twenty
four
only been with one man
what happen to her plan?
she was gonna be a star
she was gonna shake
her ***
on the hood of white snake's car
her yellow SUV is now the
enemy
looks at her average life
and nothing has been alright since
way before Nirvana
there was U2 and
Blondie
and music still on MTV
her two kids in high school
they tell
her that she's uncool
cuz she's still preoccupied
with 19, 19, 1985
she knows every line
Breakfast Club, Pretty
in Pink
even Saint Elmo's Fire
she rocked out to wham
not a big Limp
Bizkit fan
thought she'd get a hand
on a member of Duran Duran
and who's the other guy that's
singing in Van Halen
when did reality become T.V.
what ever happen to
sitcoms, game shows
(on the radio was)
way before Nirvana
there was U2 and
Blondie
and music still on MTV
her two kids in high school
they tell
her that she's uncool
cuz she's still preoccupied
with 19, 19, 1985
when did Motley Crue become classic
rock?
And when did Ozzy become an actor?
Please make this
stop
Stop!
And bring back
way before Nirvana
there was U2 and
Blondie
and music still on MTV
her two kids in high school
they tell
her that she's uncool
cuz she's still preoccupied
with 1985
Game Over