Another month, and another dose of retrogaming
goodness. Many of you have been notified about our latest issues for a
long time by the site http://www.atariage.com/, whose support we
have always been, and will continue to be grateful for. If you've been
with RTM for a long time, and have never visited AtariAge, someone really ought
to introduce you to a little site known as Google. But just this past
month, we were contacted by another webmaster, who goes by the handle Saint.
He operates and maintains the wonderful site http://www.arcadecontrols.com/.
Saint asked if we would mind if he mentioned our latest issues on his
page, to which I immediately responded, "Yes, PLEASE!" Saint didn't
realize it at the time, but I happen to be a long-time member of his site, which
is also known as BYOAC, or Build Your Own Arcade Controls.
I was trying
to decide if I should dedicate a seperate article to BYOAC or not, but I can't
think of a better subject for this opening editorial than Saint's evolutionary
efforts. When I began trolling his site in its early years, I was only
just becoming fascinated with MAME, and the ability to emulate all of my
favorite classic arcade games right on my computer. There was only one
problem with MAME: playing with a keyboard, or even a SNES or PSX style gamepad
just wasn't as satisfying as griping a real arcade style joystick.
Apparently Saint and a lot of other people that formed his community felt
the same way. And thus, BYOAC was born. But these guys (and gals)
weren't just setting up glorified arcade controllers... they were doing the
unthinkable: building or gutting real arcade cabinets and sticking their MAME
powered computers inside of them!
The idea blew me away. So simple,
and so obvious, yet so mystifying. What formed out of the collaborative
spirit of the site was a community of people, some of whom had technical
know-how, some of whom had carpentry experience, and the rest who simply had a
will to make it happen. When I finally signed up to join the message
boards in 2002, I was mainly signing on to pick people's brains about the best
ways to connect my computer to my TV, feeling that the construction aspect of
the site was simply beyond my ability to enjoy. But after seeing a few
Showcase 33 cabinets (the kind where the joystick appears to be raised on a
pedestal, detached from the screen about a foot away), I thought perhaps
building such a pedestal that I could place in front of my new widescreen TV was
feasible.
Had it not been for Saint's site, and the community that grew
there, I would not have thought the idea was possible, much less think that I
could accomplish it. But with the aid of my then-girlfriend/today-wife, we
set off on a trip to Home Depot with a crudely drawn design in my hands for some
pieces of wood. Several visits to the message boards and roughly three
weeks later, this was the
result which I still use to this day (I'm especially proud of the button
layout) That page, by the way, is another one of Saint's outstanding
accomplishments, having built a Wiki site around the concept of building
emulation machines and arcade cabinets, that anyone with constructive advice and
knowledge can contribute to. All that on the heels of the book that he published
on the subject that can be purchased from amazon.com.
Saint is an example of someone who not only cherishes the love that you
all have for the memories and enjoyment that retrogaming brings, he is a true
supporter of the hobby and one of the largest contributors that has helped raise
retrogaming from an erstwhile pastime to a bonified industry with companies
riding the wave that he helped create to commercial success. So it is with
true admiration that I say, yes Saint, I think it would be wonderful if you
mentioned our issues on your site. And we here at RTM extend an invitation
to all of our readers to check out BYOAC at least once if you've never been
there before. I think you'll be quite amazed at what you find
there.
The Many Faces of... Fast Eddie
by Alan
Hewston
As promised, we continue our
string of honoring titles that are now 25 years old - in the Many Faces of Fast
Eddie. This is a home system game that was never released at the arcade,
and should not be confused in any way with the arcade game “Fast Freddie”.
Perhaps this game should be called “Fast Eddies”, since our hero gets liquidated
when his sneaky enemies get him, thus another Eddie (clone) shows up to continue
playing. The instruction manual inaccurately describes a loss of life as
Eddie getting “tripped” up. You’ll get to see quite a lot of Eddies in
each game, so maybe this is where that TV show “Ed, Edd & Eddie”
got its naming idea from. It is purely coincidence that I am covering this
game this month . . . considering I heard (my children watch a lot of
Nickelodeon) that they recently aired the final “Ed, Edd & Eddie”
episode. Fast Eddie was first made for
the Atari 2600, so the graphics on all versions ended up somewhat lacking, where
the enemies look like large cockroaches that tap-dance about the screen, but in
reality, they are animated Sneakers (i.e. athletic shoes). Eddie must
avoid contact (getting tripped up) with the Sneakers by climbing ladders and
walking and jumping about the 5 floors of an unfinished building - all while
trying to collect 10 prizes and a Key. When you move up/down a ladder, you
are safe from collisions with the Sneakers and automatically moved all the way
to the next floor and are no longer considered on the floor you left. You
cannot go part way on a ladder and stop - there is no place to hide. For
your convenience (but be careful not to over do it), once you begin moving on a
ladder, you can move/hold the stick the other direction and then as soon as you
reach the next floor, you’ll immediately begin heading back the other way.
In doing so, you have not stopped moving and thus are never technically on any
floor – you’re still on the ladder. About 95% of the time one can do this
over and over again and have the Sneakers run safely overlapping you. Starting anew on each screen,
the prizes begin with a value of 10 points and increase by 10 points per prize
up to a maximum of 90 points. After you collect 9 prizes you can then
collect the Key, or get that 10th prize and then collect the Key. The Key
cannot be seen initially as it is protected by “High-Tops” the tallest of all
sneakers. High Tops is initially too tall to jump over, but he decreases
in height each time you collect a prize. After 9 prizes are collected, the
Key appears over his head and follows his movement. Simply jump over him
and touch the Key to end that round. The game play is easy to learn and
begins at a very easy skill setting. But don’t be fooled, the action
gradually picks up and the difficulty on level 8 is more than most Eddies can
handle. Special thanks to Martha Koppin’s very detailed review – read it
online from a 1980’s issue of Creative Computing Video & Arcade Games
at:
http://www.atarimagazines.com\cva\v1n2\fasteddie.php Martha describes in detail the
sneaker layout, size and some strategy. Arcade: none All home versions from 1982 by
Sirius Software & 20th Century Fox Atari 2600 – Mark
Turmell Atari 8 bit computers - Tom
McWilliams C64 - Kathy Bradley Vic 20 - Kathy Bradley
There are not that many Yellow carts
out there.
Moby Games only has screenshots
for the Atari 2600. Someone needs to send them some from other
systems. www.mobygames.com/game/fast-eddie/screenshots Home Version Similarities -
except those in < > all home versions have: a silent attract mode (showing
all the Sneaker action on the level most recently selected); 8 starting levels
of action to select; begin each game with three (and you can never accumulate
more than three) reserve Eddies; if you do not have 3 Eddies in reserve, then
any time you capture the Key you automatically earn another reserve Eddie; the
Key is held by High Tops at the end of each round; you’ll also earn points for
collecting the Key (points will tally up rapidly), and then the next
round/screen will begin; there are always 5 rounds to each level; aside
from when selecting the starting level, in the attract mode, the level and round
numbers are never shown; you’ll know that the level has changed when the layout
of the Sneakers changes; the number and arrangement of the sneakers is always
the same to begin each round within the same level of play; likewise the
Sneakers never change their speed or numbers at any time; all the action takes
place on just one screen; each screen has 5 floors, with High Tops on the top
floor and Eddie beginning on the bottom; the Sneaker on the bottom floor will
wait 5 seconds before becoming active; each floor has 2 ladders connecting it to
the floors above and/or below, for a total of 8 ladders per screen; the 4
ladders on the left half of the screen can take place in a any one of 4 random
<C64 & Vic> positions from the left edge to the middle; the
corresponding ladder on the right half (i.e. on that same floor) is always in
the same position (from L to R from the middle to the right edge) as the one on
the left hand side on that same floor; the layout of the ladders is unique
<C64 & Vic 20> and randomly changes every time you start a game or
begin a new screen; thus you can start the game over and over to get a ladder
setup you like, but only for that one screen <C64 & Vic 20>;
each floor has at least one Sneaker; Sneakers move only horizontally and all
Sneakers move at the same speed always; floors will have a different sized
Sneaker (small, medium or large) or more than one small Sneaker, which can be
next to each other or spaced apart; when more than one, the Sneakers will act as
a set and move together in harmony and either reversing at the walls, or
wrapping around and reversing at a fixed location; each level has a fixed
(unique) <Vic 20 (is similar)> setup (number, spacing and wrapping around
capability of the Sneakers) and is always the same on every screen and every
life on that level; Eddie begins each screen/round and life at the middle
position of the bottom floor; when Eddie begins a new life, the prizes and
motions of the sneakers continue <Vic 20 resets locations> except for the
bottom Sneaker, which always resets to the left edge and waits 5 seconds before
moving; there is not much of a break in the action between screens or lives;
there is a pause that can be used at any time; after completing 5 rounds on each
level, Eddie begins the next higher level, up to level 8, at which point the
game continues indefinitely (I assume); the game number selected and the level
selected are one in the same; as the difficulty level increase the enemies
remain at the same speed, but increase in number, size and/or spacing to become
a little bit harder to avoid; there are always 2 prizes available to collect at
any one time; they can be fixed or moving along at different speeds; neither is
ever on the top floor as that floor is reserved for the Key and protected by the
special Sneaker called “High Tops”; once you collect a prize, the points
earned for it will briefly be displayed in its place (on-screen), and then
another prize will show up, but never on the same floor <C64 & Vic 20>
as Eddie; Eddie cannot move off the screen and does not even bounce off
the screen edge; Eddie and the Sneakers can move right up to the edge of the
floor / screen <2600 & 800 (there is a gap to get used to)>;
when the game ends the screen flashes dramatically <Vic 20>; your current
score and the high score then alternate. The Sneakers are arranged on the
floors for the Atari versions in each level as follows: S = Small, SS = 2 Small next to
each other, SSS = 3 Small next to each other, M = Medium, L = Large, T =
Stationary, + = medium sized gap between, ++ = Large sized gap
between, W = wraparound, H = High Tops Level: Floors from L to R from (Floor 1) . to . (Floor 5) Level 1:
(S)(ST)(S)(ST)(H) Level 2:
(S)(S)(S)(SS)(H) Level 3:
(S)(S++SW)(M)(S++SW)(H) Level 4:
(S)(S+S)(SS)(S++SW)(H) Level 5:
(S)(M)(L)(S++SW)(H) Level 6:
(S)(SSS)(M)(S++SW)(H) Level 7:
(S)(S+S)(M)(S++SW)(H) Level 8:
(M)(S+S)(SSS)(S+S+SW)(H) The C64 uses the same pattern,
but none are Stationary, unless you lose a life. The Vic 20 has the same pattern
through level 5 but then uses: Level 6:
(S)(S+S)(M)(S++SW)(H) Level 7:
(S)(S+S)(M)(S++SW)(H) Level 8:
(S)(S+S)(S+S)(S+SW)(H) The Vic 20 apparently was not
coded to handle all the necessary Sneakers. Scoring the Key. The scoring for the Key is not
listed in any of the manuals, but appears to be similar to the Prizes in that it
does not matter what level you begin at. The more Keys collected, the more
they will be worth and the Atari versions score the Key the same. Both
Commodore versions score the Key the same, but different than Atari. Atari
scores the first & second Key as worth 310, the third & fourth Key 930,
the fifth & sixth Key 1550 . . . seventh 2170 . . ninth 2790 and so on,
increasing by 620 every odd numbered Key. Commodore scores the first set
(level) of five Keys all worth 750, the second set of five keys worth 1000, the
third set of five keys worth 1250 . . . and so on increasing by 250 each
level.
Have Nots: Vic 20
(36) My first reaction was: You
can see above that the Vic 20 is the most different – which does hurt its
scores. Gameplay is good (6) but there is not a lot of meat or extras in
this game – not much strategy. Just stay alive. Although having the
same score, the Gameplay is the worst version due to fewer Sneakers seen in
levels 6 to 8. Addictiveness is very fun (8) with plenty of fast action
and ability to challenge each of the 8 levels. There is no where to hide
and no break in the action so the ability to pause the action, toggled by
<R/S> is great. There are no other glitches or drawbacks to the game
that will turn you off, other than it is not easy but is repetitive. All
versions have an attract mode where the current level’s screen and Sneakers are
in motion with Eddie silently jumping the bottom Sneaker ad infinitum.
There is sufficient effort in all the key graphic areas – details, background
colors, color variety, animation, fast action, multiple enemies, multi-colored
Eddie and Sneakers – so Graphics are decent (6). But most of the Vic’s
drawbacks are here in Graphics, separating the men form the boys. Overall 1
point is lost because of fewer Sneakers; the melting animation of Eddie being
liquidated is replaced by Eddie simply vanishing; the floors and ladders always
change to be the same color; and the game speed is slowed down. AFAIK, the
ladders follow the same limited layout as the C64 (see below) save for one
ladder sequence was skipped here by Kathy Bradley. Sound is fine (6) with
just enough effects but no music in any version. Nothing is missing, but
not much added either. Controls are perfect (10). <F7> is a
screen refresh. <F5> selects the starting level.
<Restore> returns the game to attract mode. This cartridge is a
fairly hard to find, but it may have been released by Sirius onto cassette or
diskette.
Vic 20 screenshot
courtesy of Boris.
C64 screenshot
courtesy of Gamebase
64.
Gold Medal: Atari 2600,
Atari 8 bit computer & Commodore 64 (37) My first reaction is – a three
way tie for the gold is well deserved as there are not that many differences.
This is easy to understand when a simple 2600 game was pretty much copied and
not enhanced at all for the home computers. You’d think a musical score or
more effects could have been added. All versions have some differences in
the scoring categories, as noted at the end, but none are significant enough to
reduce the score. Thus the same scores and basic descriptions work for all
Gold medal winners. Gameplay is respectable (6), but
there’s not too much strategy or meat here. The Addictiveness is enjoyable
(8) with a pause on all versions and as many as 256 different ladder (position)
combinations to make every game very unique. And then, with each new
screen, and sometimes when the action resumes from a pause, the ladders and
floors can both change to one of 8 different colors – for up to 64 color
combinations. Graphics are pretty good (7) in all ways: details,
animation, action, multiple enemies, multi-color and color variety; but nothing
really stands out either. The computer versions could have been
graphically enhanced, or musically enhanced but were not. The Sound is OK (6),
and nothing needed is missing, but I could have given them a (5) since there are
not that many sound effects and no music. The best audio effect is that of
the Key points tallying up at the end of each round. There are audio
effects for jumping, climbing, collecting Prizes, death, and the end of the
game. Controls (10) perfect control for all versions. Commodore 64 This version has both the most
shortfalls and the most improvements. There is both a non-silent demo mode
and an attract mode which cycle back and forth. Unlike the Atari versions,
When Eddie or the Sneakers move all the way to the edge of the floor, they
actually are at the edge. The randomness of the 4 ladder positions (screen
layout) is lost here. Instead of 256 different combinations, there are
probably only 40, as every game begins with the same ladder arrangement and each
succeeding screen follows the same predetermined layout of all 8 ladders.
The first round has ladders at positions 4,2,1,1, the next round 3,2,3,4 and
1,1,3,2 then 3,4,21, and 1,3,2,1 etc. You can go on for a while checking
the patterns and every game is exactly the same. Fortunately, the
floor and ladder colors are still varied. This is the only version with an
audio effect to signify the start of a game. A drawback to the gameplay,
making it easier - is that the next prize will sometimes arrive on the same
level, and can even arrive at the same spot where the previous prize was just
at. C64 is only found on diskette/cassette. <R/S> is the
pause. <Restore> returns the game to demo mode. <F5>
selects the starting level. Atari 8 bit <Select> selects the
starting level. The pause is toggled by the <Option>, plus the
ultimate in controls, fire button more safely resumes the action from a
pause. Eddie and the Sneakers cannot make it all the way to the edge of
the floor, so there is some added difficulty or frustration to learning where
the limit of their movement is. Available on cart (uncommon) and (rare)
diskette.
Atari 8 bit
computer screenshot courtesy of
Atarimania.
Atari 2600
screenshot courtesy of
AtariAge.com
Atari 2600 This version is the original so
it is quite impressive that the <Black/White> was used to add a pause
feature. The edge of the floor problem is not quite as bad as the
Atari computer version. The displays for lives remaining is simply 1 to 3
bars, not a graphic depiction of 1 to 3 more Eddies. This version is
obviously only available on cart, and is the easiest to find. This version
is the best, relative to the system it was programmed for. Acknowledgements, Updates and
Errata since last month. Nothing new to report. On
Ebay I keep falling well short of securing the elusive Vic 20 Lode Runner – I
guess everybody wants that game. Might be my own fault for asking for so
long to get one for my reviews here. Isn’t it supposed to be the other way
around - I write a review and tell how great a game is and then everyone goes
looking to add it to their collection. Oh well. Announcement / Shameless
Plug Those living
near North East Ohio do not forget to come to the CCAGShow.com 2007, on Saturday
May 26th. We’ll have
AtariAge.com , Treyonicscontrols.com , VideoGameConnection.com and other great
vendors as well. I’ll be there with my Pitfall Harry costume and hopefully
my one-of-a-kind, always unique Pac-Man and Dig Dug Murals. Put yourself
into the game. Come back next month: for
another 1982 release, currently planning the Many Faces of “Front Line” on the Atari 2600,
Colecovision & Commodore 64. Contact Alan at:
Hewston95@NOSPAMstratos.net or visit the Many Faces of site:
www.my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Unique yet simple concepts have been the
heart and soul of the video game industry since its birth. Although things
have become increasingly complex in the modern era, the games that continue to
be regarded as favorites are those that take an easy to understand concept and
put a new twist on it. Such is the case with Joust, medieval mounted
combat with something different. Instead of traditional riders on
horseback, the knights in Joust take to the skies atop giant flying birds in an
all out battle to the death. Player one rides an ostrich while player two
rides a stork and the enemy knights come mounted atop buzzards. Although
the mounts may be surreal, the core game play mechanic couldn't be simpler,
"highest lance wins." As long as your lance is higher than that of your
foe when you run into him, you will win the joust and he will be tossed off his
mount. Colliding with an enemy at equal elevation will cause both knights
and mounts to be turned away in the opposite direction, no one dies, and the
joust is a draw. If an enemy's lance is higher than yours during a
collision you will be destroyed and your mount will fly off. Knocking your
foes off their mounts is just the beginning however, as once dismounted they
turn into eggs. Eventually these eggs will hatch if not captured, becoming
the next most powerful enemy knight, and a fresh mount will swoop down so that
they can return to battle.
Things start off slow but quickly become
more hectic as the screen is filled with enemy knights of varying skill.
As waves of enemy knights are defeated the landscape changes, platforms
disappear and lava pools rise. Within the lava pool lurks the deadly Lava
Troll, a powerful enemy that reaches up with its burning grip, pulling any
knight not swift enough to escape to a fiery death. Yet the most deadly
enemy in the game is the pterodactyl which appears if the player takes too long
to clear a wave. Only a direct joust to the pterodactyl's mouth will kill
him, any other contact results in death for the player. With its unique
concept, detailed graphics, simple play control, and frantic pace Joust became a
favorite of the arcade patron for many years to come. As with many games
of this level of popularity, it was ported to the home game systems of the era
and beyond.
An NES version of this game seems like a
simple enough project but things have to be executed properly to pay any respect
to the arcade smash it set out to recreate. Thankfully things go off
without a hitch. Graphically the game is very nicely presented with the
level detail recreated pretty much verbatim. Platforms disappear on the
later levels and the bridges slowly burn away to free the Lava Troll just as
they did in the arcade. The player sprites are nicely detailed as are the
enemy knights and their mounts and all are animated fluidly and accurately to
their original counterparts. Play control is spot on with the directional
pad controlling horizontal movement. Varying degrees of walking speed are
easy to work out which perfectly recreates the movement in the arcade
original. Holding the B button down causes your mount to flap
consecutively to gain lift while you get one flap for each press of the A
button. Flight and game physics are nicely recreated and feel fluid and
accurate, including the egg physics. To round out the package an admirable
job has been done to incorporate as much of the original sound effects as
possible.
It is also worth mentioning that there were
actually two similar, although slightly different, versions of this game
developed for the NES hardware. In Japan the Famicom version of Joust
featured sprites more closely designed after the arcade originals but over all
the graphics came out looking plain. The NES version featured some slight
enhancements such as the knights having feathers atop their helmets and a full
rework of the rock design of the platforms. While this strays from the
original presentation just a bit, it gives the game much better contrast on the
eight bit hardware. Additional graphic tweaks such as the buzzard's beaks
and the knight's lances having more color are a nice touch that make the NES
version an all around better game than the Famicom release.
Joust stands one of the true arcade
classics from the golden area of the arcade industry. While I've never
been that great at it I've still played it for years and will continue to do so
for one reason - it's fun. After all, that's the mark of an excellent
game, challenging yet extremely entertaining. Those looking for one of the
best home ports of this arcade legend for a bit age console need look no further
than the NES. It's still a ton of fun to throw hours away in two player
mode and the NES version has stood the test of time, just as much as the arcade
original of which it is based. Yet another must have title for anyone's
NES library.
I've been meaning to write some articles on one of the the lesser known members of the Apple II family of computers. However, due to various circumstances, the RTM deadline was suddenly upon me and I wasn't quite ready. However, as it turned out, the 30th Anniversary/Birthday of the the introduction of the Apple II at the West Coast Computer Faire just passed on April 16th. Yes, it has been 30 years since the original Apple II computer was introduced to the world.
What good timing! This gives me an
opportunity to talk about my experiences over the years with the Apple II and how it has affected my life over the years. Plus, I can fulfill my obligation to RTM this month as well (hahahaha).
I recall my parents picking up our Apple II computer (the Apple IIe) sometime in 1983. Harking back to the 80's, where you could pick up computers at department stores, the Apple IIe was purchased at a Macy's department store. Interestingly enough, that was where my family picked up our Atari 5200 as well.
As I noted in one my earlier columns, Apple Panic was my first game. I also loved playing with the introductory disk that came with the IIe: "Apple Presents......Apple IIe". It was a cute little program showing the various features of the Apple IIe with some mini games that I thought were quite fun.
As it turned out, my grammar school (I was in 3rd/4th grade around 1983) also used Apple IIe's. So I got a chance to play around with the IIe a lot. I was mainly a software guy so I got a chance to play with various games and other programs including one well known application: "The Print Shop".
I can't claim to have any type of artistic ability or inclination to create anything artistic. However, I fell in love with the Print Shop. I convinced my parents to buy me a copy and for the next few years I was printing all sorts of cards and other things with my trusty (and still around) Epson MX-80 Dot Matrix printer.
The mid 80's to the early 90's were a blur to me. Those were my teenage years and like most teenagers, it seemed to fly by quickly. Despite the introduction of many technologically advanced computers during those years (Atari ST, Commodore Amiga, etc), I kept using the Apple II through my middle school and high school years. I don't have any stand out memories of the Apple II during those years. However, i was an avid gamer and looked forward to any games that were released for the Apple II.
It was when I entered college (1992) that my love for the Apple II was re-kindled. I went to a community college initially and was exchange written letters (yes, hand written) with a high school friend of mine who had gone to Massachusetts. Through my friend, it was the first time I had heard of email and the Internet. I tried to find out more from my community college, but I didn't know where to look and what to ask for. Despite this, my trusty Apple II was an important part of my college life. I used it to write papers and also started learning how to use word processing, databases and spreadsheets. Despite the fact that the community college used old DOS mainstays such as Word Perfect and Lotus 1-2-3, I used an old Apple II standby, AppleWorks.
It wasn't until 1995 when I
transferred to a 4 year university that I finally discovered the joys of email and the Internet. I signed up for my free dial up account at the university and began to spend hours at the computer lab reading/sending email, surfing the web with Mosaic, and reading Usenet groups.
Thanks to a friend (another computer geek), I also finally discovered the joys of telecommunications. In all the years of using the Apple IIe, I had never used any online services like Compuserve or Delphi. My friend and I went on a shopping trip to some computer clearance shops and I picked up a 2400 baud modem (!!!!) and a serial card for the Apple IIe. After picking up some cheap telecommunications software, I soon find my way onto the Internet from home.
My Apple IIe would still be used up until the late 90's. However, I had to join the world of Windows when a programming class required I used a complier that only ran on a Windows machine. I soon discovered what a modern operating system (Windows 95) was like and began to slowly move away from my IIe. However, I was happy that my IIe, despite it's age, could be part of the Internet generation even if it was just through the use of dial up account and text based applications (Lynx, Pine, Tin, etc).
Now, it is 2007 and my IIe is all boxed up and unused (the video chips failed). Yet, it is hard to believe, it was 24 years ago that I first got my IIe. Though the IIe is a machine, I almost think of it as a friend that has been with me through many parts of my life.
Happy 30th Birthday to the Apple II family of computers. Here's to many more!
Most
of the regular readers know this as the section of RTM where I review the next
six or so Famicom games on my chronological release list. But I recently
completed a project that I wanted to share with you. Part of retrogaming is keeping older titles alive by playing them and sharing them with others.
Another part, for me, is discovering games that I never knew about, or
couldn't play before, and finding out how to play them. This usually
happens when I discover a translation of a Japanese ROM into English. (And
if you're not familiar with this trend, and have a look at http://www.romhacking.net/ to learn more.) And just
last month, I increased the number of these translated ROMs by one. So I
thought I would describe what the was like.
It all
started because I was doing a lot a research about the Tower of Druaga.
This is the game that I spoke of in my editorial last month that did phenomenally well in Japan, and was a complete failure in the United States.
I was interested in what platforms that game was ported to, and I
discovered that it was converted for the TurboGrafx-16 (otherwise known as the
PC Engine in Japan). At first I figured it would just be highly accurate
conversion of the arcade game, but it turned out that it was much more of a
makeover and improvement. While the arcade featured random solutions that
revealed the (often necessary) treasure chests on each floor with no clues to
help you discover them, the PC Engine version gave you hints to help you along.
Obviously, due to the game's unpopularity in the states, it was never
translated into English. Without an ability to understand Japanese, I was
just as helpless as when I played the arcade game.
I lamented this fact,
and wondered if anyone would ever take up the mantle for me and translate the
game. Having never translated a game myself, I figured that I would be an
unlikely candidate. However, I've been a programmer for a long time, and
have navigated my way through assembly, so I was no stranger to hexadecimal (base 16) which is what ROMs look like when viewed in a hex editor. I
decided to take a look at it just to see what I could see. And at one
point, I noticed the word "NAMCO". Then it occurred to me: the text is
probably neither compressed nor encrypted, two aspects that would have
immediately disqualified me as a translator. Figuring out the compression
or encryption algorithm would have consumed more time than I was willing to
dedicate to the project, much less knew how to even start. But I had to
find out for sure.
So I took the space in the ROM where "NAMCO"
was, and I replaced it with every number from 0 to 255 (or "00" to "FF").
I did this to see what the results would look like, and in a small matter
of time, I had a complete ASCII chart of what letters mapped to what numbers.
Now I had to see if I was right. I started the game, and copied the
first hint that the game provided. I translated it according to my ASCII
table and searched for that sequence of numbers, and... viola. There they
were. Interestingly, they were preceded by a series of numbers that I
didn't yet understand. Some were spaces, and some were little symbols that
change the sound that a letter makes. (For a very simplified example, in
Japanese, two little dashes over a letter that normally has a T sound becomes a
D sound. A little circle over an H letter makes it a P letter.)
Eventually it occurred to me that every line of text was actually written
across two lines. The first time was for the dashes or the circle, while
the bottom line was the actual text. This turned out to be a blessing in
disguise. Here's why.
You need fewer Japanese characters to express
things than you do in English. This meant that since I had to fit all of
my translations in the same sized block of text that the game used for Japanese,
I could not express nearly as much and would have to "shrink ideas to make fit
good." That last sentence shows the dilemma. However, since I
discovered that every line was made from two lines of text, I actually gained a
lot more room in the ROM for the translations. At this time I felt the
hard part was over, now the more difficult part: doing the translation.
What I needed was a partner. And I found such a partner at work, a
woman named Keiko who was originally from Japan. While she wasn't a gamer
by any means, she could translate every block of text I could find. Over
four lunch hours we translated every screen that I could find. Once I had
all of the literal translations, I still had to truncate many of the ideas in
order to make them fit. That was a long, slightly boring, process but the
effort was well worth it.
I ended up
translating about 95% of the game, omitting a few things that I was unaware of
or did not know how to find. There was only one major thing that I knew
was un-translated. This happened to be a status screen that was written in
Japanese, not in ASCII, but directly through graphic tiles. You can't
translate graphic tiles, all you can do is redraw them. The problem was, I
had no idea a) where those tiles were and b) how I would ever find them. I
submitted my 95% translated patch, believing I was done with the project, but it
turns out that I would get a little bit of help, in the form of RomHacking's message boards. Using a tool known only as YY-CHR, a board member was able
to look at the ROM in the proper format (it happened to be four bits per pixel,
just like the SNES) and locate the precise point where the tiles were stored.
Now that I new how to find them, all I had to was edit them, and this
wonderful tool YY-CHR helped me do that. It wasn't easy because some tiles
were utilized more than once, so I wasn't free to rededicate each tile's
functions, and had to stick to their original purpose. But I was able to
complete the translation.
Even I thought I was done now, but I searched
around the ROM a little more, and I discovered the location in the ROM where the
glyphs (letters) were stored. After a moment of inspiration, I decided to
add a lower case set of English letters to the game (all of my translations were
in upper case.) That meant I would have to rewrite most of my
translations, but it was worth it, as it made the translations look more
polished. Again I thought I was done, but I remembered that I had to
abbreviate certain words, like gauntlet. I only had 12 letters for every
item name, so the white gauntlet was translated as "WHITE GAUNT." which was less
than ideal. I had a few tiles left over and I borrowed a trick from many
terrific translators before me: I made a tile composed of two letters. I
made one tile for "tl" and one for "et". Thanks to this technique, I was
able to construct the name of the item as "White Gaun(tl)(et)", 12 tiles
exactly. That was the final touch and I felt like the patch was finally complete. And if you would like
to see and download it for yourself, you can find it at: http://www.romhacking.net/trans/1104/.
You'll need the original ROM and an IPS file patcher and if you need
assistance with file patching, romhacking is an excellent resource. If you
try it out, please let me know what you think, I would love to know.
Old Wine in New Bottles: Retrogaming on Modern Hardware
by Jonathan H. Davidson
Probably
because of the widespread distribution of Stella and similar free emulators,
there have only been a very few commercial releases of Atari 2600 emulators for
the PC. Indeed, I am only aware of two examples: Atari: the 80 Classic
Games and the
Activision Action
Packs.
The Atari collection was originally released in 2003.
After its initial commercial run, it was later re-launched (in
Canada, possibly also elsewhere) as a
free bonus with purchase with certain types of General Mills cereal. (I got mine
with a box Cheerios!)
The title is somewhat misleading as the collection
actually includes only 62 Atari 2600 games. The balance of the 80 titles
consists of 18 Atari arcade games. This review will focus on the 2600 games
only; I plan to cover the arcade games in a future article.
The range of games is nothing short of comprehensive! It
includes about three-quarters of the original Atari-made games. Obviously
excluded are ports of (non-Atari) arcade games and games that used licensed
content (e.g. the Disney children’s games). Titles included range from very
early releases such as Star Ship, Space War through games released at the very
end of the system’s lifespan such as Quadrun, Motoredo, and even Swordquest Waterworld. Many of these games are so very rare that a typical collector will
never otherwise get to play them.
Some of the game choices are a bit
odd (e.g. Video Chess, Fun with Numbers). There is also some redundancy with
different versions or editions of games. For example the collection includes three different baseball games: Home Run (1978), Realsports Baseball
(1982), and Super Baseball (1988). It almost seems like the producers were
trying to pad-out the size of the collection.
The main interface screen is very well designed. The games
are grouped into various categories and clicking on the game launches the
emulator. Each game includes a mini-manual that explains the objectives and
controls. It also has a quick-reference guide to the switch settings and a list
of the levels/options. Some of the colours appear to be very slightly off.
Otherwise, the quality of the emulation is excellent.
In terms of control, there are options for keyboard
controls as well as joystick. The keypad game controls are mapped to the PC
keyboard in an intuitive way. Unfortunately, the paddle games are stupidly
mapped to the keyboard, using the Z and C keys, rather than the
arrow keys. Indy 500, which used a unique driving controller, is not
included.
The extras and bonus content are also very comprehensive.
There are full-colour scans of all of the original game manuals, cartridges, and
boxes. Sometimes there are even multiple scans of variations, such as Japanese
and/or European releases.
Next month, we will look at another PC collection of 2600
games: the Activision Action Packs.
Feedback on this column is most welcome; special thanks to
everyone who has sent positive comments so far. Please send e-mail to jhd@interbaun.com.
Game Over
Short, but different. We
mixed it up quite a bit this time, but they say variety is the spice of life.
We hope you enjoyed it, and keep the feedback
coming.