By the time you read this, a seminal moment in gaming
history will have taken place.All of the actors in the
latest generation of consoles will have taken the stage.
Another way to look at this moment is that the classic
consoles of the future have arrived.While the PS3 and Wii are
still in their infancy, they will one day become the retrogaming tools of a
generation of gamers who are are just starting life.“Blasphemy!” I hear you say, but it’s true.While we older enthusiasts claim that the only true retrogamers are those
who can actually remember playing an Atari console during its prime, there is a
current generation of young adults who think that SNES and Genesis are
retrogaming consoles.
While I’m sure there are a number of you who
perhaps prefer to retrogame exclusively, most retrogamers I know dabble in a mix
of retro and modern gaming, switching from one to the other when time
permits.But why do we do it?We all have our mix of
reasons, such as simplicity and nostalgia, but those are justifications, not our
overall motivation. And in the process of pondering this, I
accidently came to understand my father better.
All my life, my dad listened to a range of
music that could be loosely placed under the early rock umbrella, such as the
Beatles, Elvis, Grateful Dead, etc. And through the 80s and
90s, he played that stuff to the point where I could no longer tolerate it for
more than 2 minutes.I vowed never to be like that.I
was going to listen to the most modern music that life had to offer.I was never going to get stuck on a time period and listen only to the
music which that period offered.And to this day, I’ve kept my
word.I listen to Breaking Benjamin, to Hinder, to Evanescence,
what have you (yes, I’m partial to rock and
alternative.)
A few weekends ago I surprised my wife with
tickets to the Journey/Def Leppard concert in
Baltimore, and we went and had just a kick-ass time.
And I thought to myself, “Yeah, I like music that modern
bands produce, but there’s just something about the timelessness about these
bands that reminds me how I felt when I grew up…”
When I grew up…
And then it hit me like a ton of
bricks.It wasn’t anything that I didn’t already know, but
the way the point drove itself home to me was incredible.Dad’s
listening to the Beatles, my playing Atari, the fact that a college kid thinks
the SNES is retro, and the fact that a baby born today will probably only think
of the Wii as a “classic”… it’s all the same.We grow up, we take
on bigger responsibilities in life, and some of us even have families of our
own.But the one thing that never has to change, the one escape we
can count on when we need it, is the fact that these “retro” consoles (or music)
can remind of us a feeling that life gives us little opportunity to be in touch
with at an adult age.
I ended up getting my Wii through a very
lucky eBay auction (good price, local seller, I got it one day after the launch.
I refuse to stand on a line anywhere for anything) and one day I’ll get a PS3
when Sony releases a Slim model just like they did for the PS1 and 2 (I don’t
have space for something that looks like the George Foreman grill, much less
$600 to spend on one.) And I’m going to enjoy them to be
sure.But like my dad who listens to the music that reminds him of
a more carefree time, I’ll always come back to the 2600 and the NES to recapture
those more magical moments in life.And they’ll always be there
waiting.
The Lost Faces of Tapper - the Apple
][
by Alan Hewston
This month I needed a break and almost did nothing.
Instead of a Many Faces review, here’s a partial review, covering an Apple ][
arcade port that was lost (i.e I did not have) at the time of my original
review. The Many Faces of Tapper was covered back in issue #37 of the
Retrogaming Times. See www.tomheroes.com/Video%20Games%20FS/Retrotimes/retrotimes37.htm Back
then, I did not put in as much time or tell you the details. So you can
read that review, but there is a lot more added here. Now that I have an
Apple ][, and the game, we can finally give it a proper review.
The
original Bally Midway arcade game was called Tapper, with Budweiser logos as
part of the game screens (this Bud’s for you) and side art and then later
re-released at the arcade in 1984 and on home systems with the name changed to
be more family oriented – as Root Beer Tapper. Also released in Australia as
Suntory Beer Tapper. All 3 arcade games and all classic home versions are very
similar and hence I merged them for this review. There are slight differences in
music, characters and background themes and of course, beer or no beer - but
very much the same game. At the arcade, besides the 4-way joystick, one of the
most unique controls ever was used, a tap handle, to pour each glass, just like
the bartenders used, which at home is simply the joystick fire button. At home,
the coolest menu, er uh instruction manual of the classic era has to be the
Colecovision Root Beer Tapper manual. Home versions with a pause, gradual
increase in difficulty and 4 screens, plus 3 skill levels to conquer make this
one of the most addictive home games ever.
Arcade
Tapper: by Bally Midway 1983 Steve Meyer Apple ][ by unknown
1983 Atari 2600 by SEGA Beck-Tech 1984 Atari 8 bit computer by SEGA 1984
Ken Jordan Colecovision by Coleco/SEGA 1984 Commodore 64 by SEGA 1983
Henry Spragens Sinclair Spectrum by Sega/US Gold 1985 with Ian Morrison,
Duncan Sinclair, Paul Holmes & David J. Anderson
Rumor
Mill: Atari 5200 port unconfirmed if even started – likely a mod to the
Atari 800.
Re-review everything. So much for my month
off. I had to work quite a bit on this as there was not much meat in my previous
review. Every version had to be re-reviewed, and replayed until I saw every
level and revealed all elements & any differences. I found several reasons
to change the scores – but no medals changed places. Most noticeable was the
controls, which really deserved a perfect score. This is one of the reviews,
back then, that I added 1 point to Gameplay for the version having a Pause,
which I have since changed to add it to the Addictiveness, where it is more
appropriate.
Home Version Similarities - except those in < >
all home versions have: a demo or attract mode <CV>; three or more
starting difficulty settings (Beginner, Arcade, Expert); a Pause <2600>; 4
different parlor scenes (levels); multiple rounds in each level/scene where
more, up to the max (16) patrons begin inside the bar in the later rounds; and
more (new) patrons always arrive to replace those who left, and even faster in
later rounds; some patrons drink more quickly than others <AP2, 2600,CV &
800>; some scenes the action is split with bars going opposite directions,
and even multiple versions of those layouts; after each level, you get to earn
more points in the bonus round with Sneaky Pete playing “Bob & Doug
McKenzie’s Beer Hunter” to see if you get the bonus points for opening the
unshaken can, or get a wet head; patrons are animated while walking & some
versions when drinking; the glasses move/flow very smoothly <CV> across
the bar top; patrons who get a fast order will take their drink and leave;
patrons finishing a glass will return it to you; patrons will occasionally give
a nice tip if you are prompt <2600 never> & <800 (not routinely
part of the game, only after forcing 3 glasses on same patron)>; if the tip
is collected, the stage area will come to life with a short show, where most
patrons (already inside) will stop and watch; if you stall, more patrons will
keep coming, so you can earn more points per round, but eventually they will
move too fast, or hurl the glasses back too fast for you to keep up <AP2
& 800 unsure>; the wave ends when all patrons have been sent away
satisfied or you lose a life; you lose a life when a patron reaches the end of
the bar, or if you drop a returned glass, or if you hurl an extra glass; you see
the glasses break and even more animation if the patron reaches the end of the
bar, they grab and throw/drag you along the bar top <800>; you’ll earn an
extra life at scores around 20k & 50k or every 10k etc; some text info is
displayed on screen such as “watch closely” <800>.
During the
game there are many sound effects, but the unique musical scores for each level
and the bonus rounds are well done. These tunes play non-stop throughout
the action <AP2 – in demo and prior to action>; and there is different
music for the dancing/stage show <AP2 only noises>. Sound effects include:
pouring and serving a drink; switching bar lanes <C64, AP2 & 800>;
walking <800 & AP2>; a patron arriving <800>, leaving a tip
<AP2, 2600 & C64>; collecting a tip <2600, 800 & AP2>; drink
falling; drink smashing; getting beaten up <800>; end of round
<800>; and earning an extra life <AP2, 2600, C64 & CV>. In the
bonus round you’ll hear: shaking the cans; the pounding fist <C64, CV &
800>; shuffling cans; tick-tock while deciding <800, CV & 2600>;
getting a wet head; revealing the correct can <800>; opening the right can
& getting the bonus.
Scores for the previous. I’ll list the new
score and the old score (x, was y). And some details and justification for
the scoring changes.
Not covered here: Sinclair Spectrum
(?) I do not have this system, but a
quick review of the World of Spectrum reveals that the version has all 4
screens, plus the bonus round, but with a Pepsi logo. Choice of 1 or 2 players
and 3 starting difficulties, good displays including the text alerts. The usual
limited color variety and details of the Speccy, but very playable and fun.
Original theme music by Robin Muir can be toggled and choice of joystick or
defining keyboard keys etc.
Spectrum screen shots and instruction
manual are online - courtesy of WorldofSpectrum.org
Have Nots:
Atari 2600 (40, was 38) A great 2600 game – somewhat rare
cartridge. Gameplay increases to (8, was 7) as I now realize it does have 4
skill levels. But stays a point below the other versions for having fewer
patrons & mugs in action, plus there’s no stage show, as you can never earn
a “tip”. Addictiveness (8). No pause. Graphics (6). Smooth, colorful
& clear, but fewer patrons, details & animation. No
multi-color. Sound (8) decent music throughout & nearly all the
effects.
Bronze Medal: Apple 2 (41) & Atari 8 bit (41,
was 41)
Atari 8 bit (41, was 41) The game is either
incomplete, or was rushed out early. Somewhat hard to find & only on
disk. Gameplay (9). I should deduct a point since “tips” are rare.
Instead of semi random (for a fast delivery), you must force a patron 3+ drinks.
In the heat of the battle you don’t have much chance to plan to do this, so we
lose this strategy/trade-off. Addictiveness increases to (9, was 8) as I
missed the Pause <Esc>. Also select the Expert game to see level 3
first! Graphics increased to (6, was 5). Good background, some details and
enough animation, but really unfair and hard to tell who is who. Sometimes
two same colored, identical patrons overlap, or one patron has a graphics glitch
making it look like two. Arrg! The 4th level (Space Port) is bloody
horrible and impossible to discern/enjoy. Sound drops to (7, was 9). What was
I thinking/hearing. Yes, possibly the best music, but we don’t hear the stage
show music (from tips) very much. Nearly half of the sound effects are actually
missing (previously didn’t track this well enough), most critical being a patron
arriving. The lack of the arrival effect, coupled with two overlapping
same-colored, identical patrons really makes it unfair and keeps the
Addictiveness from being a (10). Wouldacouldashoulda scored a
46.
Apple ][ (41+) My first reaction was there is only
music prior to the action – and during the attract mode, where each screen and
its music are nicely played out while only the patron move. The slight delays in
loading each screen are acceptable. Gameplay is nearly all there (9), nothing
much missed. Addictiveness is awesome (10) with the Pause <Esc> and
moving the stick resumes play! There may be a slight slow down in the action
when a lot is going on, but not enough to lose your rhythm. Graphics are
impressive (8) with good details, decent graphical variety and probably the best
animation with wiping the counters, patrons walking, filling a beverage, patrons
drinking, the dance show, Sneaky Pete shaking cans, Sam scratching his head,
then getting a wet head, a glass falling or shattering and finally the patrons
dragging you across the bar. The patrons are mostly distinct, but sometimes you
get the same colored, identical patrons overlapping. More color variety is
needed. Patrons with their back turned (watching the show) and motionless are
well done – easy to tell they are different. Empty mugs look nice. Mirror
reflection of Mountain Dew logo is most excellent! Sound is very good (7)
with nearly all the music, but only prior to the action. Some non-critical
effects are missing. Controls scored (7), as the analog controls ruin it
again. For instance, to move “up” 2 rows, you must move “up”, then re-center
completely, then move “up” again, making extra work for your hands and wrist.
Whereas the non-analog systems move “up” as fast as the game input allows –
either holding it up constantly, or tap, tap, and you move up twice. There is a
keyboard option, but no key selection and there was no key(s) for moving L or R,
so the keyboard is useless. If there is a version with a fully working
keyboard control then give this at least a (9) and sole possession of the Bronze
medal. Pretty hard to find & only on disk.
Apple ][
screen shots are not on the web
Silver Medal: Colecovision (44,
was 44) Very good, but pastel colors & identical patrons hurt.
Semi-rare Cart. Gameplay dropped to a (9, was 10) only because I had
previously given an extra point for the Pause. The pattern of scenes is not the
same as the others, but all 4 are there – no penalty. Also no demo or attract
mode. Addictiveness (9), increased due to Pause <*>, but penalized for
the frustration of the all-the-time identical, hidden, pastel colored
patrons. Graphics (7) are choppy. The glasses do not flow at all, but skip
in/out of view. The pastel colors and poor color mix & limited multi-color
really hurts. Sound (9) good music and most of the effects. Controls (10),
but awkward controllers and the closest to scoring a 9.
Gold
medal: Commodore 64 diskette version (47, was 45) Gameplay is the
best (9). The only version where you can see for sure the patrons drinking and
can even see that some drink faster than others – nice! Addictiveness (10,
was 9) as I missed the Pause <R/S> previously. Graphics are the best
(9) with plenty of action, clearly defined detailed, uniquely colored patrons
who do not hide. Animation is as good as the AP2, plus the empty glasses even
rotate! Sound (9) is the best with beautiful scores and the fewest effects
missing. Cart version is uncommon, but missing the 3rd and
4th level, thus Gameplay would score (-2) on that
version.
Acknowledgements, Updates and Errata since last
month. Special thanks to Sir Thomas McLaren (http://www.digitaldinos.com/) for his
help in getting me my first (& second) Apple ][ systems & joysticks,
plus lots of great games, not to mention some user support. His generosity has
enabled me to share these reviews with you. This is good because our classic
gaming community has few gamers who collect, play and write reviews about the
Apple 2. The Apple 2 owners of old certainly owned & played a lot of
games, but they have pretty much stayed away from other (game & computer)
systems, moved on to the Mac and stayed there – almost like they abandoned their
old games. There are still folks selling original disks on Ebay and there are a
few game sites, but nothing like the dedicated Atari & Commodore followers.
Sure the Apple ][ is older with most of its hardware inferior to other systems,
but it still deserves our attention and its place in gaming history.
Hopefully my reviews will ignite some fans & we’ll see more AP2 games web
sites.
From last month, I did download a different ver of C64
“Stargate” with slightly different loading/title screen, but it plays the same
as my other copy, with the impossible (unplayable) controls. I guess I’ll need
to find a C64 guru to help determine if a good copy still or ever existed
somewhere on the net, or on floppy.
WANTED: To buy, trade for, or
borrow: Vic 20 “Lode Runner”. Can anyone help? Or can you help review
it for me?
While
many Atari arcade titles ported to the NES hardware were produced and published
in-house under Tengen, the company could not last forever on the NES. Worn down
by lawsuits and the massive losses from pulling their release of Tetris from the
shelves before it ever really got going, Tengen stopped fighting the good
fight. The mysterious black cartridges would be produced no more but that
did not mean quality ports of Atari arcade games were never to be seen
again. There was still a lot of money to be had and a huge library of
titles ripe for porting onto Nintendo's wonder platform. The solution was to
have Tengen use other publishers to release their games, ones in good standing
with Nintendo, that would be licensed legally. Tengen would either do the
development themselves and have the game published by a third party or license
the rights for the home version of an arcade game to another developer. The
third party developer would then use a publisher of their choice or publish the
game themselves. One such arrangement is the case with RoadBlasters, published
by Mindscape, which made its way onto the NES in early 1990.
RoadBlasters is yet another game that pairs
two tried and true video game concepts: driving and shooting. In a
futuristic time you must navigate your high performance armored vehicle through
a series of fifty rallies. However this is more than just a speed race, along
the way you'll face swarms of enemy vehicles and obstacles that will stop you
dead in your tracks. More deadly than anything else though is the threat of
running out of fuel, out here when you're out of gas you're out of luck. Fuel is
replenished by crossing mid stage checkpoints as well as picking up fuel globes.
Green fuel globes drift along the roadway, Red fuel globes (orange on the NES)
are revealed by shooting enemies on the road that are carrying them.
Thankfully your armored vehicle is equipped with powerful guns and can utilize
even more powerful special weapons flown in by a support plane. Consider
it Pole Position with shooting as that's a fairly good way to describe the basic
gameplay.
With fifty stages in the original, one
would assume that the NES version would truncate things somewhat but amazingly
all fifty stages are present. Sure they may not follow the arcade layouts
exactly but they're pretty darn close. Every few stages is bundled into a
different region that you drive through. In both the arcade original and NES
version you may start at one of the three first regions: Bubble City (rally 1),
Forest Section (rally 4), or Desert Region (rally 11). This starting stage
select was a common practice among Atari arcade games of the time and it's a
pleasant surprise to see it included in the NES port. In fact nearly every
screen is a carbon copy of the arcade original, albeit less detailed. The
starting stage select, in-game, and post rally summary screens all look very
nice and some real care has gone into bringing as much of the original over as
possible. The in-game graphics aren't as colorful as they were in the
arcade but there is a decent level of detail and the sensation of speed is
recreated nicely. When the support plane drops special weapons they attach to
your vehicle just as they did in the arcade, again showing the attention to
detail present in this port. The fuel gauges, mine warnings, special weapon
quantity readings - all the heads up display items are present and work exactly
the same.
Audio is replicated as well as could be
expected. The original had quite an assortment of sound effects and speech clips
and while most of the sound effects make it onto the NES, all the speech has
been cut due to technical limitations. The limited musical soundtrack is
faithfully recreated for the most part although there wasn't much music in the
arcade game to begin with. The controls are well adapted to the NES control pad
considering that the arcade version used Atari's well know steering yoke.
Acceleration and deceleration are controlled by up and down on the directional
pad respectively. The only way to decelerate in the arcade was to lift off
the accelerator pedal but the NES method of speed control simulates analog
acceleration very nicely. Steering is controlled by left and right on the
directional pad and feels tight and accurate. While there were two triggers for
the guns and two buttons for the special weapons in the arcade, they were simply
mirrored on either side of the control yoke. On the NES the A button fires the
guns and the B button is used for special weapons, nothing is lost over the
arcade original.
There are few NES arcade ports that have
the amount of polish that RoadBlasters does. Instead of a lackluster port or a
stripped down version of the original, a solid effort was made to cram
everything possible from the arcade onto the NES. All the regions are present,
all fifty rallies are here, every special weapon has been carried over and works
exactly as it did in the arcade, and all the gameplay mechanics are reproduced
perfectly. Simply put, this is one of the most accurate ports of an arcade game
onto the NES hardware platform ever created. Sure it doesn't look as nice but no
one should expect it to, the graphics are still very well done and are more than
adequate. Gamers didn't get shortchanged with the NES version of
RoadBlasters, the port lives up to the fun and challenge of the original. After
all, that's how things should be done when a game is being recreated on an
alternate platform. Anyone that enjoyed RoadBlasters in the arcade or that
thinks that the NES can't produce an accurate version of an arcade title should
give this game a try. It's a very pleasant surprise among the stack of arcade to
NES conversions.
Ask and ye shall receive. At least according to the Bible. In all seriousness, I eagerly read the November issue of Retrogaming Times Monthly (RTM) and noticed Scott's request for contributors. Ever since I had been introduced to RTM, I always thought I could contribute something. However, I had been lazy and never really got around to it. Besides Scott's request, I noticed Alan Hewston was taking a break as well. RTM has been such a good read, I figured it was time to put in my "two cents" on retrogaming and try to keep a good thing going.
First a little background on myself and my experiences with Retrogaming. I was a child of the 80's and grew up a diet of Atari 5200 and Apple IIe games. Looking back to those games, while the Atari 5200 games were quite good, most of my best memories come from the Apple II side of things. When I created my "Apple II Game Museum" (http://www.angelfire.com/80s/apple2), I created a "Apple II Gaming Memories" section as well. Since the Apple II hasn't been too heavily discussed in RTM, I thought it would be appropriate to take some of my gaming memories and contribute it to the RTM. These first memories are edits of what I already had on my web site. I hope you enjoy my trip down memory lane.
Apple Panic - Broderbund Software When my parents first purchased our Apple IIe back around 1983, I remembered playing around with the "Apple Presents.....Apple IIe" disk as well as some games on disk like Brickout. However, I distinctly remember getting "Apple Panic" real early and it was my first game that I played with my IIe. I don't recall if I picked the game or if my parents picked it up. Regardless of who decided to buy this, this game kept me up for nights as I tried to whack evil apples into submission. I remember spending quite a bit time fiddling with my joystick or paddles for a long time before just playing the game on my keyboard. I don't recall if the game was meant to be strictly for the keyboard or not.
Ultima IV: Quest of the Avatar - Origin Software If I recall correctly, this was my first "adventure/RPG" type game I had played. It was also the first game in the Ultima series I had played. To this day, I still have yet to finish the game! There are a couple of reasons for that. One, after going through most of the game and getting to the Stygian Abyss, I battled to Level 6 where I promptly got lost in the criss-cross maze that is on that level. I eventually got a map from Origin to manuver through the maze and got to the end of the game at Level 8 of the Abyss.
Alas, at the end of the game, I couldn't answer the questions and was sent back outside the Abyss! I think I tried several more times to get back to Level 8 but it was tough and I gave up. Perhaps one day I will try it again.
Computer Baseball - Strategic Simulations Inc. I recall I picked this game up at a Sears store that was across the street from my high school in San Francisco. That would put the time frame around 1988 to 1992 (probably earlier than later). Interestingly, Computer Baseball came out around 1981 so the game was fairly old when I got it. However, it was still great fun. I spent hours playing the 78 Yankees, taking on everyone from the 1927 Yankees to the 1978 LA Dodgers.
Comparing Computer Baseball to other baseball games of the 80's is a little unfair. Computer Baseball harked back to the old days of a true baseball simulation rather than an arcade game. Compared to even the other baseball games of the 80's, Computer Baseball's graphics and sound were primative. There was no real animation as we know it and minimal sound. Even the game play was fairly primative. There were no balls and strikes. There was one only "pitch" and it was either a hit, strike out, walk, etc.
The simulation was fairly realistic. You could pinch hit, warm up relivers and do most things most real baseball managers would do. I really had a great time being the manager of the 78 Yankees. However, there was one unrealistic thing that I found. I had relivers with great stats (i.e. Dennis Eckersly from the 80's) and I put them as starting pitchers. They would pitch 7 to 8 inning and they would dominate in reality probably wouldn't happen. However, it was fun to see!
Given the limitations of the 8 bit machines, getting new teams and keeping track of real time stats was difficult. However, Computer Baseball did allow you to save stats and also create new teams on blank disks. I spent a lot of time creating new teams and that was quite fun as well. While I enjoy today's NBA games for the PS2 and other systems, I have yet to find a baseball simulation that was as fun as Computer Baseball was.
In the process of constructing last month's
editorial, I forgot to supply one for Nintendo Realm. That's OK though,
there really wasn't a lot to say about last month's batch of games.
However, we have made it to the very end of 1985. And the Famicom ends 1985 with a bang, as a number of unique and interesting games hit the
market. The Famicom is just about to hit it's stride in 1986, which will
see the release of the Famicom Disk System, as well as the very first Legend of
Zelda. By this time, the Nintendo Entertainment System has officially
launched in the United States. While the inclusion of R.O.B. makes the
overall package attractive, the NES really takes off when Super Mario Bros. was
officially ported over in October of 1985, roughly one month after its release
in Japan. Now all Nintendo has to do is sit back and watch the system sell
itself. Let's dive in to this month's chronological selection, one of
which spawned a series of games that is still being developed to this day!
Zunou Senkan Galg released by DB Soft on
December 14th, 1985. Also known simply as Galg. Galg is a shooter of the vertical scrolling variety.
It features a very smoothly scrolling background that takes you through
areas that contain branching pathways. It appears that in addition to your
"blast everything in sight" objective, you must also collect 100 "parts" that
can be found in each of the areas. The parts, which appear as red
triangles against a white background, scroll by and must be touched to be
collected. Enemies range from motionless obstacles to creatures which move
about the screen and fire at you, all with predictable patterns. The contols for the game are smooth, and the double shot offensive capabilities of
your ship work effectively to eliminate two enemies at once. The music is
a little too high pitched, and nothing else remarkable stands out about Galg,
but it's a decent game.
Obake no
Q-Tarou: Wan Wan Panic released by Bandai on December 16th, 1985.
Released in the U.S. as Chubby
Cherub in 1986 As an American gamer,
you may only be familiar with the game "Chubby Cherub," in which you play a fat
naked cupid who seemingly flies over several neighborhood in search of fruit,
lollipops, and rice balls, all the while avoiding dogs. The game made very
little sense to me as a child, and after seeing the original Japanese
counterpart, I understand why. Obake no Q-Tarou was an anime produced in
Japan in 1985, based on a manga about a ghost (obake). It was designed by
the same man who created Doraemon, anime's famous blue cat. Q-Tarou is a
silly ghost who freeloads in the household of some children, and they have some
adventures together. In the Famicom game, it seems like Q-Tarou's
objective was to collect all of the food he could find and avoid the
neighborhood dogs. Q-Tarou (and consequently, our American version
cherub), has a power meter that constantly drains, and food refuels the bar.
By pressing jump twice, or pressing and holding jump, you can make your
character fly, which makes avoiding dogs and their dangerous barking much
easier, but it doubles the consumption of the power bar. Regardless of
which version you play, both are somewhat fun to try, although they get a little
repetitive as the game advances. I suppose the Japanese version makes
slightly more sense, but only marginally so.
Galg
Obake no
Q-Tarou
Thexder released by Square Co. on December 19th,
1985. I'm going to start out by saying: Thexder is an awesome game.
And no, I'm not saying that just because it happens to be the first game
ever released by Square (later Squaresoft, later Square-Enix) on a Nintendo
system. Square was only licensed to port the game to the Famicom by Game
Arts, Thexder's original developer. If you were a child of the 80s who
loved the Transformers, you couldn't help but fall in love with Thexder, which
put you in command of your very own "Jetfire" or "Starscream." That is,
you were in control of a robot who can transform in to a jet plane and back.
Each mode had similar, yet slightly different capabilities. As a
robot, you could jump very high, and fire a target lock-on laser. As a
plane you could move in eight directions non-stop, and fire your laser straight
on. The goal was to make it through each area, but the levels were like
mazes that were heavily patrolled by enemies. Some of these enemies were
passive while others were very aggressive. As a robot, you could stand in
one place and fire your laser, and it would automatically target any of the
enemies within range. But it constantly cycled through those enemies, so
it wouldn't necessarily fix on one enemy and destroy it before moving on.
This meant that you couldn't safely stay in one area for too long.
You also had an energy meter that drained the more you fired. Enemy
contact wore it down substantially. You could also erect an energy shield
around yourself at the cost of some energy. Destroying certain enemies
released energy back in to your meter. My first experience with Thexder
was on an IBM PC with an EGA card, which was very accurate to the original MSX
version. Having played the Famicom version more recently, I was
disappointed with some of the sacrifices that Square had to make with the game.
These sacrifices had less to do with Square and more to do with the
limitations of the Famicom. The most glaring change was the switch from a
point-to-point laser, to a bullet system. Other changes include slightly
less than smooth scrolling, and reduced sprite sizes. If this is the only
version you can try, it's well worth the play, but I would recommend trying to
find the MSX, PC, or even Amiga versions as well.
Binary Land released by Hudson on December 19th,
1985. In this age of penguin popularity, this is one of
two games reviewed this month that would have benefited from the media boost
(the other being, of course, Penguin-Kun Wars.) Binary Land is an
interesting puzzle/action game featuring an aqua penguin and a pink penguin-ette
who begin each stage at the bottom of opposite halves of the screen.
Before you start the game, you are asked to choose one of the penguins.
The penguin of your choice is the one that you will be in direct control
over. The other penguin will still appear, but your control over this
penguin is mirrored in the left and right directions. Your goal is to
direct both penguins from their starting location to the caged heart beneath the
goal. Most of the time, you will be in control of both penguins at the
same time. The only time this changes is if you get one penguin trapped in
a spider web, in which case you must direct the remaining penguin to free the
other before a monster gets to it first. The penguins are not helpless.
They are armed with some kind of conic wave that takes down spider webs
and enemies easily. Destroying an enemy sometimes has the added benefit of
a bonus item or power up being deposited in the maze. Hudson recently made
this game available again as part of a Famicom compilation on the Game Boy
Advance (it was not part of the Famicom Mini series.) It's a cute game,
and it's definitely original.
Thexdar
Binary
Land
Bomberman released by Hudson on December 19th, 1985.
Released in the U.S. on January 1987. Bomberman probably needs no
introduction to modern gamers and retro gamers alike. Still very much a
viable franchise in this day and age, Bomberman's early fame can be attributed
to his Famicom and NES release. But this was not his very first
appearance. Bomberman first arrived on the MSX computer systems with a
very different look. In Europe, the MSX version, as well as a port to the
ZX Spectrum was known as Eric and the Floaters. But it was the Famicom
version that served as the origin for his now famous look as an anime inspired
white robot, complete with antenna. Whether it was intentional or not is
unknown, but the sprite used for the Famicom version of Bomberman was the same
as the enemy sprite found in Hudson's version of Lode Runner. The gameplay
in this version is a lot more formulaic than the subsequent Bomberman releases,
which tended to vary up the playfield from one stage to the next. In this
version, it's the same horizontally scrolling stage in every level with bricks
laid out at random. The only thing that changes from one level to the next
is the assortment of enemies that must be defeated before locating and leaving
through the exit, and the single power up that can be found in each level.
A player had to complete 50 stages before being treated to a very short
ending, with a bonus stage occuring every five stages. This version is
obviously eclipsed by the over 20 different releases that have occurred since,
but it's very interesting to see the roots of the
series.
Exed Exes released by Tokuma Shoten on December 21th, 1985. Based on one of Capcom's earliest arcade games, Exed
Exes was also known as Savage Bees outside of Japan. Exed Exes can best be
described by starting with 1942, replacing the World War theme with a Sci-Fi
theme, and replacing the enemy planes with bee-like insects. But Exed Exes
has more of an organized feel than 1942. Enemies come out in packs in
difficult but predictable patterns. Larger enemies appear periodically,
and power-ups are provided for extra fire power. The usual shooting
sections are broken up with bonus areas, where POW symbols can convert difficult
to destroy skulls in to easily captured bonus fruit. At the end of each
level, a floating platform containing multiple cannon targets appears as the
stage boss. The game is fun, but otherwise unremarkable except for one bit
of history. When the game was released, a contest was held, and players
who reached a score of over 1 million points were provided with a special
password. Players who photographed this password and mailed it in to
Tokuma, which was also a magazine publisher, you were given a special silver
label to apply over the original. The label, and cartridges that still
contain one, are extremely rare.
Bomberman
Exed
Exes
Lot Lot released by Tokuma Shoten on December 21th,
1985. Lot Lot is an incredibly original puzzle game. The game is
played on what can best be described as a four by four grid. Above the
grid are a number of balls (think pachinko), and occassionally the barriers
between the grids desolve, making it possible for the balls to drop down or move
laterally from one box to another. You control an arrow, or rather, two
arrows. You are in direct control of one arrow, while the other arrow
trails behind, moving in step with the first arrow, but delayed by three
seconds. When you push the button, the contents of the grid that each
arrow is point to are swapped. The goal is to safely deliver the balls in
to one of the point locations, either on the right side of the screen, or in all
of the bottom locations but the left. If any balls fall in to the bottom
left most grid, a crap begins to rise, eager to cut the cord that keeps the
balls from falling in to the "OUT" deposit. If any ball falls through
"OUT" you lose one chance. To complete each stage, you must cleanly
release a set number of balls, regardless of points. This game won't be
for everyone, but it's definitely worth checking out to see if it's for you.
I'm not positive, but I believe this is one case where the Famicom game
preceded the arcade game, and not the other way around.
Penguin-Kun
Wars released by ASCII on
December 25th, 1985. We end 1985 with a very
unique and fun game. Penguin-Kun Wars is an unlikely title for a game
involving healthy competition between cute animals with... balls. This war
is all about who can get the most balls on their opponent's side of the table
before 60 seconds runs out. Each player starts with 5 balls on their side.
They can throw one ball at a time and if a rolling ball makes contact with
a player, that player is knocked out briefly, giving the other player precious
moments to send balls over uncontested. The game is played in best
two-out-of-three rounds, in an elimination style tournament. If either
player manages to get all 10 balls on their opponent's side, they automatically
win the round. After 30 seconds, each player is given small control over
the lateral movement of the balls, and when only 20 seconds remain, a partial
barrier appears to reflect the balls back when they hit it. Upon winning
two rounds, you (the penguin) are transported to a bonus round with various
objectives, including bombing a whack-a-mole like arena. Your ultimate
goal is to get the penguin to the top of the elimination chart against the evil
empire of koala's, mice, beavers, and pandas.
Greeting RTM readers! Besides gaming, and classic
gaming at that, one of my other hobbies is building papercraft models. Mainly of
sci-fi stuff such as robots, spaceships, and the like. As for gaming, I’ve
seen some video game related papercraft models such as arcade machines, popular
Nintendo characters like Mario, and even paper versions of game systems like the
Game Cube and the original model Game Boy Advance. While these were cool, I
noticed there weren’t any papercraft models done on the really classic stuff
before the Nintendo age.
So with that in mind, I thought I’d try my hand
at creating my own papercraft models based on a classic game before the Nintendo
era. Being my first try at designing a papercraft model, I wanted something that
was both simple to build, yet would make for a cool 3-D model.
Then I
thought of the perfect classic game that had characters that would be easy to
turn into neat paper models. And that game is Space Invaders! So for classic
gaming fans, and anyone interested in trying their hand at papercraft model
making, I present to you my 3-D papercraft renderings of the aliens from Space
Invaders.
Just click on the
link below to be taken to the download page of my site where you will find the
papercraft file. The file contains part sheets and assembly instruction diagrams
to print out and build all 3 Space Invaders aliens shown in the image. These are
good sized models. The smallest being 6 x 6 inches, to the largest being 9 x 6
inches.
All you’ll need to build these models are white glue, a X-ACTO
knife, and a metal ruler (to use as a cutting guide when cutting out parts). For
a building tip, be sure to lightly score any folds with a X-ACTO knife to get a
nice clean sharp fold. Enjoy!
After Space Invaders, the next classic
game I plan to make papercraft models from will be Galaga. Look for those to be
posted on the download page of my site soon. http://jims_digital_domain.tripod.com/dwnloads.htm
For those interested in getting into papercraft modeling, you can find a
wide variety of FREE models available for downloading at http://www.ss42.com/toys.html
NEWSBYTES
I wanted to bring this section back to RTM because
I'd like to encourage people who may have retro gaming related news to submit
that news to us. You don't have to have an entire article to contribute to RTM.
If you'd simply like to submit a newsbyte, feel free to send them in before the
20th of each month. Since we don't actually have any contributions this month,
I'll take this opportunity to be a little self-promotional.
I'm wearing multiple hats these days. In
addition to being the new editor of RTM, I am also a staff member at a fledgling
gaming site knows as http://www.abxy.org/
where you can find my postings under the nickname "Procyon." The site is still
heavily under development, but it promises to be a rising star among popular
gaming news sites like IGN and Gamespot. It primarily focuses on modern day
gaming news, but some articles occassionally pertain to classic or retro gaming
that would delight many of you. Give it try.
The site that lead me their in the first
place happens to be another wonderful site known as StrategyWiki.org, which is a sister site
to abxy.org. If you've discovered wikipedia and the joys of editing wiki sites,
and you happen to like writing about video games, this is the site for you. I
have been editing there for about half a year, and have contributed pages for
classic games like Pac-Man, Donkey Kong, and Galaga, among many others. While
the site is receiving a healthy dose of modern day game contributions, there are
still plenty of wonderful classic games that need some wiki loving. So head on
over there, and see if your favorite game is covered or not. If it is, see if
there is some special bit of information that you feel is missing and that you
can contribute. If it's not there, why not start a guide for it? You must
register to edit, but it's a quick a painless process. Just try not to get
addicted! (To check out the work that I've done, plus a picture of me, see my user page.)
An interesting article has appeared
documenting as much factual evidence as is available concerning Atari's dumping
of cartridges and hardware in Alamogordo, New Mexico. You can read
everything that the author has managed to dig up, and the interviews he
conducted at http://atari.digital-madman.com/.
(He also happens to have an interesting account of his bad experience
waiting on a line at Wal-Mart for the Nintendo Wii.)
Before going into what I’ll be talking
about in this column, let me tell you a bit about who I am—my name is Erik, I’ve
been playing video games since my father brought home a home Pong system in 1974
(I don’t remember if it was a Coleco or Radio Shack Pong system, but it was
definitely one of the two), and my obsession has gotten to the point where I’ve
worked in the video game industry for almost ten years now. In other words, when
I used the word “obsession” in the last sentence, it really wasn’t much of an
exaggeration. Much of my interest in games centers on the early 80’s emergence
of home systems (specifically the Atari 2600/5200, Intellivision &
Colecovision systems, with a bit of Odyssey2 & 7800 stuff here). This time,
though, I just want to have some goofy fun with the evolution of PacMan.
Back in the
early days of the video game industry, 5 B.C. (Before Crash), Namco released a
little game called Puck Man on the Japanese public.Before coming
to America, the name was changed to Pac
Man due to concerns over people defacing the machines so that the “P” in Puck
Man was an “F”.I’m sure you can figure the rest out from
there…Anyway, this is all information that anyone could find on
Wikipedia or any number of gaming sites.What they DON’T tell you
is what happened after the arcades closed & the home consoles turned
off…
Behind the Pixels: Pac-Man
The 1970’s were the
beginning of the consumer video game industry, and the birth of the character
based video game can be traced to a pizza parlor in 1978 Japan.Puck Man was conceived here, and one year later Namco witnessed the birth
of the world’s most popular video game, naming it PuckMan.Puck Man grew up like many
child stars, in the public eye, and unfortunately, like many child stars,
trouble was on the horizon.Namco, the precocious little game’s
parent company, decided to bring their young progeny to America in 1980, changing his name like so many
Ellis Island immigrants from the early
20th century. To better fit in with American
culture, Puck Man was forever after to be known as Pac Man, and that’s when his
famed rebelliousness truly came to light.
Fame came easily
to Pac Man, and seemingly overnight, he had gone from being a “neat” video game
to a world phenomenon.The young sprite was featured on everything
from t-shirts and lunchboxes to having his own cereal and a permanent penthouse
suite at Caesar’s Palace in Las
Vegas.It was almost impossible to walk down
the street and not see something with Pac Man’s face staring back at you.
This was his time to shine, but a tarnish was already beginning to
dull it… Pac Man had developed a drug problem.
Mario:“Yeah,
those were the good old days.I remember one particular night; P.M,
Double D, Doodoo (Pac Man, Dig Dug, and Mr. Do.-ed.), and myself
were in Atlantic City snorting power pellets off of a new cocktail version of
his game, when he just lost it.You know all of those stories that
you hear about rock stars trashing hotel rooms?P.M. outdid
them.Couches, one of the end tables, and every towel in the room
were thrown out the window, and just about everything else was broken
somehow.The only thing left untouched was that damn cocktail
version of his game that we’d been snorting off of.He didn’t care
though—he was the biggest game star in the world, rolling in money, and he knew
it.The damage was pretty bad, but P.M. just shrugged it off &
said that it didn’t matter to him-- he had plenty of quarters to pay for it
all.”
In 1981, Pac Man
met the woman that he’d spend the rest of his life with, but not until years
later.Ms. Pac Man came to America from Japan
that year, and although many people thought that she was MRS. Pac Man, that has
never been the case, even to this day.By summer of that year, Ms.
Pac Man was becoming a star in her own right, and Pac Man’s good fortune began
to head south.People were flocking to Ms. Pac Man’s machines, and
Pac Man himself was being slowly left out in the cold, causing him to become
more & more reclusive as the year went on.By March of 1982,
Pac Man refused to leave his Caesar’s Palace penthouse.There is a
blank time here that not even Pac Man himself will talk about, fueling
speculation that he suffered a nervous breakdown and was considering
suicide.
Ms. Pac Man:“I couldn’t stand him.The first time that we went out was a
double date with a couple of the robots from Berzerk-- I think it was Steve
& Shelley.Anyway, we went to a pretty nice place, but Pac
obviously didn’t want to be there.He kept looking at the timer on
the wall & telling Steve that he had to get going by 11 because he had some
‘thing’ to do with Donkey Kong.Finally around quarter of 11, Pac
just disappears.Later we found out that he had ducked out of one
of the emergency exits on the side of the building to keep his appointment with
Donkey Kong.We didn’t see each other again for years after
that.”
The Caesar’s Palace
meltdown started a new, darker chapter in Pac Man’s life, although it didn’t
seem that way to him.In May of 1982, he decided that his entire
life needed to change, and he left the video game industry. Joining
Billy Idol on tour for the rest of the year, Pac Man’s every craving was
satisfied, no matter how deviant.His addictive personality led him
to eventually collecting first aid kits and flags, but he refused to tell anyone
why, and he very rarely shared them with the groupies that were so plentiful on
the “White Wedding” tour.
Namco, on the
other hand, wanted Pac Man to star in another sequel to his original hit, but he
refused, and the first of Pac Man’s many legal battles began.Having no other choice, Namco hired a new Pac Man for the upcoming Super
Pac Man game.To generate interest in the upcoming sequel, Namco
courted Richard Pryor for a supporting role in the game, but he had already
signed on for a similar role in the upcoming Superman III.Super
Pac Man was eventually released in 1982 with a recast Pac Man, but the gaming
public would have none of it, and the game was a relative
failure.
Dirk The Daring:
“I found Pac Man at the Long Beach Arena Billy Idol concert, and I
almost didn’t recognize him—scraggly beard, half-lidded, bloodshot eyes, nursing
a bottle of Jack Daniels that he’d stolen from one of the opening band’s
roadies.The poor guy was a mess.I stayed backstage
with everyone until he passed out, then carried him out to my car & straight
to rehab.”
In 1983, six months after
leaving rehab, Pac Man was still clean & sober, and was once again dating
Ms. Pac Man.By the end of 1983, Jr. Pac
Man came into the world.Although Ms. Pac Man had another child
from a previous relationship (Baby Pac Man, born in 1982, is the son of Duane
Murphy, Pac Man’s replacement in Super Pac Man), the four formed a strong family
bond that translated well to their Saturday morning reality TV series
“PacMan.”The lone hold-out for the
show was Jr. Pac Man, whom Pac Man didn’t want becoming a child star like he had
been. Baby Pac, on the other hand, wasn’t Pac Man’s natural child,
and Mr. Murphy, the baby’s father, encouraged the family to make his son a
star.
Pac Man has led a clean
life since his tumultuous 4th year, and the future looks
bright.Namco now releases Pac Man games directly to home video
game consoles instead of the arcade, but Pac Man, older & wiser, prefers it
that way now.
Pac Man:“Would I do it all over again?Yeah, probably.I mean, those years of partying in the 80’s made me who I am today… well,
that and extensive plastic surgery.I’m not ashamed to admit it:
I’ve had some work done.With all that I’ve done in the past 27
years, I think I’m doing OK.”
Stay
tuned for next month, when Behind The Pixels looks at Donkey Kong’s bi-polar
disorder.
Game Over
This is another issue that
came together nicely. As you can see, in addition to some of our regulars, we
received contributions from new authors. They weren't all game reviews either,
some of our contributors showed their creative side as well. If you would like
to submit an article for the next issue, just contact Scott before December
20th. Anything is welcome as long as you have a passion for what you're writing
about. Don't wait for my next plea for contributions, go ahead and submit
something anytime you are inspired. See you next
month!