Hello again, and welcome back. It's been a
crazy month, so I'm keeping the editorial short. The drama is over and the
latest generation of consoles have made their holiday season debut, and the
results have been surprising. But as a retrogamer, what I have been
focusing on has not been the on the shelf (although Zelda Twilight Princess has
been fantastic...), but rather what the companies are offering online.
Between the 360's Xbox Live Arcade, and the Wii's Virtual Console, it
looks like companies are finally starting to take the retrogame market
seriously, finding new and easier ways to provide retro gaming experiences to
the end user at affordable prices. Even Sony is getting in the act, that
is, if you consider the first Playstation retro.
While many retrogamers
feel that playing a game on anything other than the platform that a game was
originally developed for is not the way to go, this is an easy and comfortable
introduction to some of history's greatest hits for a new potential
retrogamers and casual retrogamers alike. Each service has slightly
different perks. The virtual console has a near inexaughstable library of
Nintendo hits, along with several great Sega Genesis and TurboGrafx-16
selections, not to mention a specially created controller designed to work with
the games (although the Wiimote will suffice for NES games.) While I
personally prefer the Wii's selection, I have to say that the 360's achievment
point system is rather appealing. Having a merit system to officially
display your accomplishments to the world takes a classic like Pac-Man and
infuses it with socially motivated replayability.
While true retrogamers
will always prefer the original to a reproduction, I applaud Microsoft's and
Nintendo's efforts to preserve the game play of the past that served to
establish the game play of today. It will be interesting to keep an eye on
these services and see what games are added to the growing list of classics that
players can choose from. In our never ending search for new authors, we
here at RTM would certainly appreciate anyone who would like to compare Live
Arcade experiences to the original arcade, or to provide Virtual Console
recommendations for the uninitiated. Let us know what you think of these
services, and whether they do the original games justice.
The Many Faces of Bandits
by Alan
Hewston
We continue our string of
honoring titles that are now 25 years old - in the Many Faces of Bandits.
This 1982 home computer game fits the "Death From Above" genre and was easily
one of the best early clones of "Space Invaders" or "Galaxian". SI only
made it onto Atari systems and Galaxians was delayed about 3 years so there was
a void needing to be filled with no official arcade release. I'm pretty
sure that if you get a chance to play this Apple ][ game by Sirius software,
you'll be impressed. If not, then this review may overwhelm you with
verbiage in an attempt to do so. I figure that many of you have not played
it, so I was very verbose this month. We'll be sure to cover a few more
Apple 2 firsts in 2007.
Once loaded, the title & credits are raised
up from the bottom of the screen by our little rocket, the one we employ
throughout the game. An invader comes along and eats the Apple on the
screen, leaving just the core. If you wait, the game will cycle through a
full demo, repeat the intro and also display a screen depicting the enemies,
their names and point values. All of the action takes place on one screen,
but first we see the Bandits' mother ship - it moves upwards and off the screen,
& then just the bottom portion of it is seen along the top left of the
screen - the rest of the game. Each round the enemies deploy in a queue
and then formations of them will be sent out, one group at a time. They
maneuver quite a bit and drop bombs downward & eventually grab one or more
of your "stores" from the bottom right of the screen. I call them stores -
for lack of a better term. Each wave you begin with 5 stores to protect,
losing them all ends the game. Those stores which are not lost in the
enemy mothership, will tally up as bonus points at the end of each
round. Here's a partial list of the stores (& their bonus
values) from the C64 sequence. Note that they vary from version to
version. Grape(100), Orange(100), Pear(200), Apple(300), Screw(300),
Cookie(400), Banana(400).
I believe the bonus remains fixed at 500 the
rest of the game, and the stores seem to be randomized at this point and
include: Submarine, Key, Hammer, Truck, Pencil, Light Bulb, Roller Skate,
Evergreen Tree, Atari Joystick (my favorite), Television, Wedding Ring,
Mug. Other stores from various systems also include: Dart, Straw, Plum,
Lime, Blue Berry, Scissors & a Bicycle. There are probably more,
regardless of what they are, this motivates you to make it to one more round, to
see the next one.
The Bandits can move all about the screen whereas you
(unlike the intro) are confined to moving left or right along the bottom of the
screen. Each invader type makes their first appearance in a different
round. Here is the order, the "Phalanx type I" or II up to 18 per wave;
the "Menace", the worst enemy, a solitary but highly evasive and reappearing
enemy; the floating "Carriers" and their droppings the "Nuisants" (or bouncing
balls), and the "Torrents", long Centipede like formation with bombs on each
segment. The Bandit gameplay is fully loaded, with an unbelievable amount
of simultaneous on-screen action and creativity in attacks, enemies,
combinations, formations and hazards, unmatched by ANY home game from this era -
save Robotron. The action gets intense with something to watch in nearly
all parts of the screen. You would easily be overwhelmed with these
enemies, especially the bouncing balls, were it not for your shields. When
the going gets rough, press upwards on your stick to activate your
shields. Without an instruction manual, shields can be frustrating, and I
may not have absorbed it all - to pass on to you. Shields lie in reserve
(shown on screen) in blocks that last about 5 seconds each. Each
activation causes 2 of your blocks to visibly drain, or about 10 seconds worth
or invulnerability. All blocks can then be re-charged, but the duration
you wait varies from system to system. The C64 takes the longest, at
almost 20 seconds (plus this must be uninterrupted - i.e. cannot use shields) to
restore just one, 5 second block. Others take <10 seconds per
block. Time spent during the tallying of bonus points & between rounds
also counts towards re-charging. Unfortunately shields can fail (before
time is up), & portions of your reserves will instantly disappear (for no
apparent reason). After lots of meticulous play testing, the shields always cut
off (mid block) just as you hit the Menace - so watch out. And, after
multiple contacts with the bouncing balls they may also cut off, and there may
be some other reason why as well. Likewise, when many balls are present,
I've seen blocks instantly disappear - on more than one system. So, these
could be a fluke, or nasty programming, or a feature of the software, but I know
that this is not to be confused with simply running out of shield power.
That is, once all shields are drained, you have no more and they never
regenerate. Good news is that when you lose a life, the next ship comes
fully charged with all shields. The key to this game is to use shields
only when necessary, but better to use a shield than to die. Bandits sits
near the top of my want list for home brew ports to the Atari 2600 (a good
challenge) or any other systems like the CV or 7800 hint, hint. Arcade None. First on the
Apple ][ home computer - all by Sirius Software. Apple ][ 1982 by Tony Ngo &
Benny Ngo Atari 8 bit computers 1982 by
Tony Ngo & Benny Ngo Commodore 64 1983 by Tony Ngo
& Benny Ngo & Len Bertoni Vic 20 1983 by unknown, but
probably one of the above. Home Version Similarities - except those in
< > all home versions have: the title and credits are lifted by a
rocket <Vic>; an information page showing each of the enemies <Vic>;
and the demo mode is full, but silent; you have an unlimited supply of ammo to
fire upwards; but only 3 (or 4) shots may be in action at once; a chance to
pause the game any time; a quick reset button to start a new game <Atari 8
bit not so quick>; the game gradually introduces more enemies and difficulty;
the action is non-stop <Atari 8 bit noticeable loading between every
round> with only a brief break between rounds, with the tallying of bonus
points & sometimes the restocking of the enemy Phalanx; the more stores you
protect, the larger your end of round bonus; the bonus points per store saved
starts at 100 and increases to a max of 500; unprotected, your stores will be
captured and taken into the mothership by either the Phalanx or Torrents; if you
shoot an enemy carrying a store, it is instantly returned to your stash; the
enemies physically enter the mothership <C64> with the stores and then
return to action; if you lose all of your lives or the mothership gets all the
stores then the game is over; you earn an extra ship at 10k and every 5k
thereafter; subsequent rounds increase in difficulty by adding all enemy types
and then combinations of enemies, hazards and attacks; the behavior and attack
formations of the Bandits are very random; up to 18 Phalanx (the main enemies)
will populate each round; a single formation of 1 to 6 Phalanx will maneuver all
about the screen as well as release up to 4 bombs or shots in your direction;
these are both slow & fast moving bombs, plus a very fast low angled shot
from near the bottom corners; after the stores bonus reaches 500, the Phalanx
can send out a second formation while the current formation is raiding
your stores, thus the second formation acts as a shield to protect what they
stole (only verified on C64); the "Menace" is an independent invader that cries
out when it arrives and again with every new dive run; there can only be 1
Menace at a time, but it releases up to 3 bombs and can only be hit while it
makes its weaving attack (dive) from the top of the screen; the Menace is semi
invulnerable (cheats) as it can move discontinuously from one spot to another
dodging shots, or shots go right through it; it is always invulnerable &
tiny during its ascent; as long there is one other bandit remaining, the Menace,
as it's name implies, can return again and again; the "Carriers" appear as 4
balls on the ends of 2 rods aligned 90 degrees to each other & drop off
"Nuisants" or deadly balls that bounces towards you; hitting a Carrier will
split it into the 4 balls, which also fall and bounce toward you; Nuisants and
balls (assumed to be the same) will bounce at least 4 times (up to 6 on some
versions) before they disappear below the ground; bonus points are shown
on-screen for each Nuisant; the final enemies are "Torrents" which come as 10 to
12 segments joined like the arcade game Centipede; Torrents weave across
the screen, & downward, where at the bottom right they will grab your stores
and follow the same escape route as the Phalanx - upward, then left to the
mother ship's opening; each Torrent segment has a bomb that it will drop, which
upon impact, forms a limited duration, sizzling acid bath that spreads out a
bit, then dries up and vanishes; as is always the case, touching anything, such
as a hazard blocking your path, means death; unlike Centipede, when you destroy
the Torrents segments, they are gone, and the remaining segments continue in the
predetermined path as if still joined; around the 18th round, Torrents arrive as
individuals (only verified on C64), appearing every 5 second or so, and similar
to the Menace, they keep on coming until all other enemies are gone; up to 40
hazards/enemies [No kidding] <Apple & Vic 20 (30+?)> can fill the
screen simultaneously; the action is not even slowed down <Vic & Ap2>,
and all the while, the screen is filled with dozens of colorful & twinkling
stars, scrolling along at different rates; if you lose a life, your next ship is
immediately activated, often causing you to die shortly thereafter, or if you
are lucky your shields can save you; or worse, you die again (double-death)
before you can even move, fire or activate a shield; your lives remaining, the
score, and high score are all shown on-screen; there are several sound effects
during the game for; the rocket in the intro <Vic & 64>; firing your
missiles; hitting the enemy <Vic>; the enemies dropping bombs; you getting
hit; activating your shields <Vic & 64>; the Menace starting a dive;
enemy ball(s) released <Ap2 & Vic>; balls bouncing <Vic>;
Torrents dropping bombs; bonus tallying of stores; end of round; end of game.
All versions are highly
addictive with good randomness, a nice progression of difficulty, great
creativity in combinations of enemies and attacks each round, plus bonus lives
that are just within reach to keep a good game going - which keeps you wanting
one more try to get to the next harder round. I did penalize the
Addictiveness of all versions, a little bit for lacking an on-screen display of
the round number, even more for the above noted problems using the shields and
even worse for the double deaths. Without these setbacks, we'd be seeing
some 10s. Likewise, I wanted to give all versions a 10 in Gameplay, as a 9
seems to low for a game so packed with action, complexity and depth. I
wrestled with this, but my past reviews demand that there be at least some
gameplay options, and there are none here. No chance to practice a
specific round, or change any setting or options or to set a greater or lesser
difficulty. On all versions, there is no musical score and there are no
sound effects for: starting the next life; the stores being stolen; or when
stores are reclaimed.
Have Nots: Apple ][
(40)
Screenshot from
apple2games.com
My first reaction was
disappointment that my version only permits keyboard control. I'm unsure
if a joystick option exists, so for a keyboard I scored the Controls an (8) as
they are hard to use & imprecise. The space bar works good for firing,
but the "S" key is not a good choice to activate shields - it is not easy to be
instantaneous - and you need to be, especially during rapid fire. The
cursor keys are great for moving L & R, but the movements are programmed as
discrete chunks, not continuous digital movement - really limiting your
precision. Not to mention a buffer is used to store multiple movement
commands, which when occurring during a graphics slow down, pretty much takes
away any remaining control. The Gameplay is well-done and despite minor
differences on every version, there is nothing significant missing from any
versions so all versions scored a (9). The original is the most different
- well OK, only in 2 or 3 ways. First, the shields operate only in 5
second chunks which will take some getting use to. 5 sec is not enough
time to make a run from one side of the screen to other, or to break up all the
bouncing balls in one pass. So, you'll be fighting to find and press the
darn "S" button even more often here, whereas it is second nature to press
upwards on a joystick. I suppose this is more of a controls and
addictiveness setback anyhow. Second is that here (& the Atari) you
can fire too rapidly, which makes preventing the Bandits from carrying off your
stores too easy - reducing the skill/strategy element here. It appears
that the max on-screen objects is around 30, but I did not find time to
videotape & count. The Addictiveness is superb (9) and the pause is
the <ESC>. There are some collision detection problems (the Menace
is awful) & despite no reset button, it's easy to quickly lose your
remaining lives to restart a new game. Despite disk access every round, it
is always very brief & does not detract. Graphics are sharp (8) with
good details, title screen, full demo, color variety, graphics variety,
multi-colored ship, enemies, fruits, star field & backgrounds. There is some
animation and OK displays, but there is also the action slow down. Even
so, not many games have 30+ objects in motion simultaneously. Sound
is good (6) and most of the effects are in place as noted above in the
similarities section. The AP2 & Atari also provide an audio effect
when you try to use, but have depleted your shields. I did deduct some for
the similar sounding and limited internal speakers. This game is found
only on disk & originals are hard to find & unfortunately, there may not
be a working ROM image online for emulation.
Bronze Medal: Vic 20
(42) My first reaction was how cool
there's at least 1 version on cart. Too bad this one is semi rare, so it
may cost you $20. The Gameplay is superb (9) and all the action is
here. Like the Apple, it appears that the max number of on-screen objects
is around 30. This one seemed to have the best randomness & sequence
of showing many rounds via the demo mode. Note the Nuisants bounce slowly
& unusually high. The Addictiveness is great (9) with the <R/S>
as the pause. There are some collision detection problems here too, as well as
the action slowing. Quickly reset via <Restore>. The Graphics
are very good (7) with loads of on-screen action, although slightly limited in
number. The best features are the full demo, multi-colored star field and
backgrounds. The details, color variety, and graphics variety are a bit lacking,
but the displays and shields are good. There is no animation, no title
screen or attract mode and not much multi-color. The Sound is very good
(7) with most of the effects in place as noted above in the similarities
section. Controls are perfect (10) and not affected by the graphics slow
down. Silver Medal: Atari 8
(43)
Screenshot from
atari.fandal.cz
My first reaction was how cool to
see the intro, where the Apple, when eaten, reveals the Atari logo inside.
The Gameplay is superb (9) and all the action is here. Like the
AP2,you can fire shots much too
quickly. The Addictiveness is enjoyable (8) where <all keys> toggle
the pause. There are some collision detection problems here too, and no way to
quickly reset the game. Actually one of the function buttons does, but
like every aspect of this game, you must wait for the disk drive (every round
and any time the screen needs to change). Every game will take longer to
play on this version not too mention the added wear & tear on your
drive. For this delay, I subtracted 1 point, but you may be even more
critical. Graphics are very nice (8) with a title screen, attract mode,
demo mode, plus loads of on-screen action (40+ objects simultaneously).
There are good details, multi-colored ship, enemies, fruits, star field &
backgrounds. There is some animation & the color variety, displays &
graphic variety are OK. Sound is impressive (8), easily the best version,
with all the effects listed above (& sounding good), plus more. They
are . . . when the enemies arrive, when they start a formation, when shields
regenerate to full and when drained/empty, when the stores enter the mother ship
and when you earn a bonus life. Best of all is the unique sizzling effect
when the Torrent's bombs/acid is active. Controls are perfect (10).
Only available on disk.
Gold
Medal: Commodore 64 (44)
Screenshot from
Lemon64.com
My first reaction was neat to see the
words GAME OVER spelled out in cursive. The Gameplay is superb (9) and all
the action is here. The Addictiveness is fantastic (9) where <R/S>
toggles the pause and <Restore> to restart. There are some collision
detection problems here too. Graphics are outstanding (9) just a bit
better than the Atari, with a title screen, attract mode, demo mode, plus loads
of on-screen action (40+ objects simultaneously). There are very good
details, and good color variety, graphics variety, multi-colored ship, enemies,
fruits, star field & backgrounds. There is some animation & displays are
OK. The Sound is very good (7) with most of the effects in place as noted
above in the similarities section. Controls are perfect (10). Only
available on disk. Acknowledgements, Updates and
Errata since last month. Apple 2 playing Bandits - Darn -
I died by a stray bullet after completing a round, the bonus points were just
about to tally up (which would have earned another bonus life) , but it was my
final life and the game ended without giving me that extra life. New staff writer Don Lee has
already helped some with Apple ][ reviews and noted that in a recent review,
Apple ][ Tapper, the left and right keys are assigned as <L> and
<;>. Many thanks to Apple ][ fan Sir
Thomas McLaren for his enthusiastic support of the Apple ][ hardware, software
and controllers. Come back next month:
where we plan to cover another Apple 2 first, with the Many Faces of
"Serpentine" on these same 4 systems. Contact Alan at:
Hewston95@NOSPAMstratos.net or visit the Many Faces of site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Over two years ago in my first RTM article
I took a look at Super Sprint, which is still to this day one of my favorite
arcade to NES conversions. A very similar game, released almost five years
later, is Danny Sullivan's Indy Heat. The successor to Ivan "Ironman"
Stewart's Super Off Road released two years earlier, Indy Heat replaced off road
trucks with high speed Indy cars. The result is a game that comes back to
the genre's roots, fast and furious open wheel racing, while enhancing the
overall experience with more realism. While Danny Sullivan's Indy Heat
would never become as popular as Super Off Road, it was always the game I
preferred to play between the two. Up to three drivers compete at fourteen
different circuits with a total of five cars on the track at all times.
Non player cars are drones and the yellow car is a force to be reckoned with, as
it's driven by Danny Sullivan and has some decent artificial intelligence.
At the start of the game each player enters their initials and selects a driver
they would like to play as. This information is retained for the game's
ranking system so it's possible to build your stats and lap records over many
visits to an arcade. After each race prize money is awarded that can be
used to purchase upgrades for your car and team. A year after the arcade
release an NES version began to appear on store shelves, developed by Rare and
published by Tradewest.
The NES version of Indy Heat was released
around the same time as Nintendo's NES Four Score and NES Satellite four player
adapters. Both these devices allowed up to four NES control pads to be
connected to the control deck at the same time for simultaneous four player game
play. To take maximum advantage of this, the NES version of Indy Heat
supports four players over the arcade original's three. Non player cars
are still cycled in as drones and Danny Sullivan is still at the wheel of the
yellow car. Steering controls are remapped to left and right on the
directional pad and control is silky smooth. The A Button controls
acceleration, lifting off of it applies the brakes. The B Button is used
to give your car a turbo boost granted that you have turbos remaining.
Although the NES version features player registration just like in the arcade,
this information is not retained once the power is turned off or the NES is
reset.
Without a doubt the largest obstacle a port
of this game has to overcome is graphic detail. The arcade version of
Danny Sullivan's Indy Heat as the most lavishly detailed and colorful non
laserdisc game that Leland ever manufactured. While their layouts may have
been slightly different, the circuits really did suit their real-life
counterparts properly in terms of location theming. One can tell a lot of
care went into the graphic design of each venue to attempt to capture as much of
the grand prix atmosphere as possible. There is no possible way this level
of detail could have been translated onto the NES hardware, so it shouldn't be
expected. What can be expected, and is delivered, is a recreation of the
same over all circuit layout. Sure it's not as detailed but most of the
key visual elements of each circuit and the surrounding areas are present in the
NES version. It looks a little bare bones but all the important stuff is
there. Most of the circuits from the arcade make the transfer over to the
NES but the ones that do are renamed. For instance Vancouver is now
Western Canada and Long Beach is now Southern California. In all, there
are eight different circuits in the NES version, six less than the arcade
original, but the ones included offer a good balance of fun and
challenge.
Prize money is accumulated in the same way
as it was in the arcade and is spent on the same upgrades: Turbos (more turbo
boost), Brakes (faster stopping when off the accelerator), Tires (quicker
turning speed and less sliding), Crew (faster pit stops), MPG (improves fuel
consumption for longer runs between pit stops), Engine (improved acceleration),
and Danny's Choice (Danny Sullivan purchases the most even assortment of
upgrades you can afford). Sound effects are the same as they were in the
arcade however the sparse speech that the arcade game featured is not
present. Music is about the same as well with lazy little audio tracks
playing in the background throughout the game.
While it may not seem like a stellar
conversion it does bring the core of the game into the home. For this
title to truly shine it needs to be played with four players. Danny
Sullivan's Indy Heat and Nintendo World Cup are the reasons I use my NES Four
Score and NES Satellite. It's very easy to spend more than a few hours
with friends playing this game and I honestly enjoy it more than the arcade
original for one simple reason. In the arcade you could keep feeding the
machine quarters to build a bankroll to purchase all the upgrades right from the
start. This is something that can't be done on the NES, so there's a lot
more challenge in building up your stats properly and it adds a lot of strategy
to the game. Any fan of Super Sprint or Super Off Road would love this
natural progression of this type of racing game, in the arcade or at home on the
NES.
Welcome to the second installment of the Apple II Incider column here in Retrogaming Times Monthly (RTM). Hope everyone had a safe and sane holiday/Christmas/New Year season.
After submitting my first column to Scott, I thought about how I wanted to proceed with the column. While I am sure my gaming memories would be interesting, it might be awfully boring to see the same thing month after month.
I decied that While I will continue on with some more gaming memories this month, down the line, I hope to talk about other aspects of the Apple II beyond games. Just like other retro systems, the Apple II has a great history that deserves to discussed. I hope this is of interest to readers.
Continuing on with more gaming memories this month, let's look at a subset of games that could be best called edutainment. In the early to mid 80's, Apple pushed the Apple II's (primarily the Apple IIe) into schools around the country. With the huge base of computers throughout the country, it was inevitable that programs to educate and entertain kids would crop up.
The following are some good educational/entertainment games that I enjoyed in my youth.
Mastertype - Lightning Software This was the first educational/entertainment title I recall playing after my parents bought our Apple IIe. The version I have is the original that was produced by Lightning Software. From the pictures I have seen online, it appears that Mastertype was acquired by Scarborough System later on.
What can you say about this typing tutor program which may have been one for the first ever? I guess I could say that since I fairly young when I played this (maybe 9 or 10 years old), I never thought of this as a typing tutor but more of a standard game. The graphics and sound may be primative now, but I thought they were fairly good for the time.
I don't recally going to the more advanced levels when I originally had Mastertype. I tried some of the higher levels on an Apple II emulator as I wrote this. Even today, with a ton of experience typing, the game is still a challenge and would give some other typists a good run for their money.
Lemonade Stand - Apple According to stuff I read online, Apple included this game with Apple II computers throughout the 80's. Unfortunately, I guess I wasn't one of those who knew about it so I never played the game when I first got my Apple IIe.
However, fate would intervene as I was introduced to the game when I got to middle school. The game was fun but evoked a lot of giggles from my middle school classmates at the time. Many of them had Commodore 64's at the time and they got a laugh out of the primative graphics and sound that were part of the game. What could you say? The game was produced back around 1979 using the Apple II's low resolution graphics mode and sound has never been an Apple II strength.
Even though everything about the game seems primative these days, the business concepts the game tries to teach is solid. Knowing your customers and knowing your business environment is essential to any business person. Some dot-comers could have probably used that lesson. Having gotten a chance to play the game again via emulator recently, Lemonade Stand brought back good memories of those good old days.
Where in the World is Carmen Sandiego - Broderbund Originally released in 1985, Where in the World is Carmen Sandiego was a huge hit that has spawned numerous sequeals and even spinoff TV shows. The premise of the game was to track down a thief who had stolen a valuable artifact or item. The user was dropped into the city where the item was originally located. The user was expected to investigate and gather clues in the city to where the thief's next possible destination might be. Included items (I belive an Atlas or some other information type book) were included in the game package to help your investigation. If you tracked the thief's tracks correctly, you would eventually catch up and arrest them. Otherwise, you would run out time and the thief would get away. There was an ending to the game as you would eventually have to track down Carmen Sandiego herself.
I forget how I was introduced to the game but this was definitely a great game and educational tool at the same time. For an older generation game, the user interface was simple enough that even really young kids could play the game. Like both programs above, I never really thought of this as an educational program. I was so enamored in tracking down Carmen Sandiego's henchman (and later Carmen Sandiego herself) that I never realized I was learning at the same time.
Now, if you asked me now to recite what I learned from the game, I probably couldn't tell you. However, I recalled spending many hours at the game and was happy to finally catch Carmen Sandiego at the end.
1986 started off like any other year for
the Famicom, but Nintendo was facing a slight problem. They could not
manufacture enough chips for their products. There was a general shortage
of silicon at the time, and it was becoming extremely expensive to produce
cartridges for the system, which was cutting in to their profits. So
Nintendo created a plan B and designed the Famicom Disk System. The FDS sat beneath the Famicom and plugged in to the Famicom's bottom expansion port.
It accepted slightly modified 3.5" diskettes. Games loaded in to the
system's memory from the disk, and players would occasionally be prompted to
flip the disk over to the other side. There was also a small writable
space where games could be saved. There was only one small problem with
the FDS; the games were extremely easy to pirate. And as soon as silicon
returned in abundant supply, Nintendo dropped support for the disk format, but
that wouldn't take place for roughly three years, making the FDS a mainstay for
quite some time. As part of the FDS's launch, Nintendo released a handful
of games that had already been released in cartridge format, but they also
release a game that would propel Nintendo's success, The Legend of Zelda.
Twinbee released by Konami on January 4th,
1986. Compared to Gradius, Twinbee is a very
light hearted shooter. Twinbee is supposed to represent a sentient air
craft with boxing gloves for hands. With a nod to Xevious, Twinbee flies
over vertically scrolling terrain and is capable of firing upwards through the
air, or bombing targets on the ground. Unlike Xevious, the ground
crosshairs only appear once a bomb has been launched. Ground targets can
be bombed to reveal items that grant bonus points. Twinbee needs his arm
to throw bombs, and if he is hit by an enemy's bullet, he loses them. An
arm recovery item will appear only once after Twinbee loses his arms and must be
picked up to regain bomb throwing power. Twinbee can power up in several
fashions, such as increased speed, and trailing shadow images which increase
fire power, but you have to work for it. As the level scrolls by, clouds
appear on the screen. If you fire in to them, you may dislodge a bell.
Bells are ordinarily yellow in color, and if you pick them up when they're
yellow, you will be awarded an increasing number of bonus points if you never
miss one. But if you continue to shoot at the bell, bouncing it back in to
the air in the process, it may change color. Picking the bell up when it's
a different color grants you a particular power up. The enemies are
humorous and range from something as benign as vegetables, to something goofy
such as toilet seat covers. The bosses take quite a bit of patience to
defeat, and being powered up helps substantially.
Son
Son released by Capcom on February 8th, 1986. Son Son is Capcom's cartoonish representation of the
famous Chinese tale known as the "Journey to the West" (which Dragon Ball Z was
also slightly based upon.) Ported to the Famicom from the arcade game,
player 1 controls Son Son, the magical staff wielding monkey, while player 2
controls the pitchfork firing pig Ton Ton (2 players play simultaneously.)
Both players simply use their weapons like guns. The screen scrolls
horizontally automatically at a constant speed, stopping occasionally for
mid-boss fights. Son Son (and Ton Ton) can jump up or down to any level of
ground, and some of the enemies have the same ability. Enemies typically
appear in waves of groups, and the game grants bonus points for destroying an
entire pack of them before they scroll off the screen. Enemies come at you
in every direction, so no one position is safe. The stages blend in to one
another, so there is no break in the action. The ground is littered with
bonus point items, and some will only appear if Son Son walks over the ground
where they are buried. A power item can transform enemies in to point
items, so use it when there are a lot of enemies present on the screen.
Mid bosses usually take the form of three floating warriors, whose shields
must first be destroyed before they can be dispatched. This is a
particularly fun early Capcom title.
Twinbee
Son
Son
Goonies released by Konami on February 21st,
1986. I have no doubt that many RTM readers will remember Goonies II
for the NES, and remember it fondly. It was a rather well made adventure
game, and it left many players wondering, "Why Goonies II? Where was the
first Goonies?" Until I knew about this game, I always through Konami was
trying to write the sequel to the original movie. Now I know that there
actually was a Goonies 1, but it was never released in the U.S. Playing
the original gives you a feel for how several of the concepts in Goonies II
originated. Goonies is more linear than Goonies II, with each kid's rescue
taking place on a given stage, and each stages must be completed in order
to advance (although hidden warps exist, allowing players to bypass certain
stages). Enemies such as rats and mobsters are your primary source of
weapons, but special items, such as diamonds or power ups, can only be
discovered by knowing the trick to make them appear in each stage. For
example, in the first stage, you must kick the air where they should appear.
Collecting eight diamonds refills your life meter. Doors must be
bombed in order to find the one Goonie and three keys necessary to complete each
stage within the given time limit. Goonies one is much simpler, obviously,
than the sequel, but it's quite enjoyable trying to discover all of the hidden
items that each stage hold
Baseball released by Nintendo for the Famicom Disk
System on February 21st, 1986. Tennis released by Nintendo for the Famicom Disk
System on February 21st, 1986. Soccer released by Nintendo for the Famicom Disk
System on February 21st, 1986. Golf released by Nintendo for the Famicom Disk
System on February 21st, 1986. At
this point, I get to cheat a little and remind you that I already covered these
games in previous RTM issues, So I won't be diving in to a detailed review of
these games. Sufficed to say, along with the two games mentioned below,
Nintendo saw fit to launch the Famicom Disk System with a plethora of sports
titles, in a manner not unlike the very recent launch of the Wii, which
contained the Wii Sports title. All of these games are good in their own
right, although they would go on to be outdone in almost every respect by other
third party publishers. But FDS disks were much cheaper than regular
Famicom cartridges, so this afforded some players the opportunity to buy
particular sports titles that they may have otherwise passed up in cartridge
format.
Goonies
Baseball
Tennis
Soccer
Golf
Super Mario Bros.
released by Nintendo for the
Famicom Disk System on February 21st,
1986. In the rare and unlikely event
that a Famicom owner in Japan did not
own Super Mario Bros., the Famicom Disk System provided owners with another
opportunity to purchase the game at a cheaper price. Although I'm not sure
why, it is possible that some people bought both versions, but this seems kind
of unpractical since nothing changed in the disk version of the game except for
the addition of loading time. Regardless, Super Mario Bros. was Nintendo's
best seller so it was probably a smart move to introduce a new peripheral with a
strong title. But it was the next title released for the FDS that would
prove to be even stronger.
The Legend of
Zelda released by
Nintendoon February 21st,
1986. Released in the U.S. on August 22nd, 1987. The Legend of Zelda needs no introduction, with it's
award winning on-going series continuing to this day. As far as launch
titles go, it doesn't get much better than this. Releasing the game on
disk format was what really allowed the design of Zelda to permit game saving.
The decision to include battery backed-up memory on the U.S. and European
cartridges was a technological hurdle that had to be overcome in order to
release the game in territories where the FDS did not exist (other games, like Metroid and Kid Icarus opted for a password system.) The Legend of Zelda
was, in many ways, a representation of Shigeru Miyamoto's cave exploring youth
in digital format. It was his memories of the feelings and sensations of
exploring unknown caves and fields that inspired him with the design of this
ground breaking game. For its time, the sheer size of the game seemed
quite daunting, but the escalation of Link's power, through the discovery of a
large inventory of tools and weapons, empowered players to explore territory
with increasing danger. Even today, this game still holds a special
appeal, selling quite well on the Wii's Virtual Console, allowing it to coexist
with its most recent retelling of the story, The Twilight Princess. One
significant difference between the Japanese version of the game and the American
version, involves the use of the microphone contained in the control pad of the Famicom, which was used to defeat the Pol's Voice monster of the game by blowing
or shouting in to the mic.
How
much is your collection worth? Have you ever wondered about how much your
collection or individual pieces are really worth?
I recently sold off my NES collection and discovered that it was worth $2616 (Australian Dollars that
is). Well, at least that is what I got by the time I sold off certain rare items
privately and put the rest up on a series of ebay auctions. But is that really
what my NES collection was worth?
The $2616 is what I received from a
heap of interested buyers, but it doesn't take into consideration the hours and
hours and hours I have spent over the last 8 years collecting NES games and
hardware. It doesn't take into consideration the freezing cold mornings I spent
trudging around garage sales and out-door markets. It doesn't take into
consideration the vast tanks of fuel that I used up driving around to those
garage sales, markets and second hand stores. It certainly doesn't take into
consideration the way I have constantly had to bluff and manipulate and
generally suck up to my wife every time I arrive home with yet another box full
of "old computer game junk".
All of this is just part of the reason why
you simply can't put a real price on our video game collections. The price can
never accurately take into consideration the time spent accumulating the
collection. More importantly, the price can never take into consideration the
sentimental value of your most precious items.
Out of my reasonably
large collection of classic video games, there are two items that I consider the
most "valuable". The first is my Commodore SX64 colour portable in absolute mint
condition. In actual dollar terms it is very valuable. It is a very rare item
that is highly sought after by collectors. But what makes it even more valuable
to me is that I had desired an SX64 for years and years, ever since I first saw
one in a computer magazine when I was just a teenager. At the time, the
Commodore 64 was the ultimate gaming machine. So when I saw a fully portable
Commodore 64, I just about wet my pants. And then when I saw the price, I think
I did wet my pants. The price put it right out of my reach, but it remained my
dream item for years to come. Fast forward about 20 years and I was finally able
to acquire my very own Commodore SX64. My dream had come true and the SX64 takes
pride of place in my collection.
But the most valuable item in my
collection is a Commodore Vic 20 that doesn't work and has three missing keys. I
have 11 Vic 20 consoles that all work perfectly, so what makes this broken one
so valuable? It is the very first computer or console that I ever owned. My Dad
bought for me in 1983, and it kept me company though all of high school. I even
learnt to program my own games on it. I used this Vic 20 a few times a week from
1983 until it finally gave up the ghost in 1999. Even though it no longer works,
I just cannot throw it out. It just has too many great memories. To someone else
it is worth nothing. To my it is the most valuable item in my whole collection.
So how much is your collection worth? What are the most valuable items
in your collection? What makes those items so valuable to you? I guarantee the
actual value is far more than you would ever fetch on ebay!
NEWSBYTES
Retrogaming Fan Fiction: The Story of Gyruss aka "From Neptune to Earth"
One of our former Retrogaming Times Staff Writers, Jim Krych is a co-author of a fictional novel based upon
the arcade game Gyruss. The book is now in print, and while I have only
read the first few chapters, I can tell you that it is a unique book, with an
approach to science fiction from a realistic military perspective - somewhat
like how the new Battlestar Galactica series is on TV. I cannot say that
it is for all readers, (and not the young) but it is a very in-depth look at an
interesting storyline for the arcade game "Gyruss". If you like Gyruss,
than give this one a look. Here are the details.
----- ONLY $9.99 ------ 300
Pages - 51/2 x 81/4 by David Cuciz, James Krych and Michael Thomasson
From Neptune to Earth Inspired by the classic arcade
game Gyruss, this military science-fiction book tells the tale of the thirteen
Outer Colonies joining together and fight a bloody war to free the Earth from a
ruthless and cruel enemy.This is the story of a single squadron during the Ideoclan War. Journey with them as they first meet during a "Call to
Arms", become hardened veterans through exhausting campaigns, lose friends in
battle, re-gain their edge, and in the process help win precious freedom for the
Earth and eventual independence for their Colonies.
SEND US YOUR NEWSBYTES!
Game Over
That's all for this month.
We hope you had a happy holiday and a safe and happy New Year.
Perhaps Santa left you a bit of retrogaming goodness. If so, please
tell us about it. See you next
month!