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| COVERING 3 DECADES OF CLASSIC GAMING | |||||
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| Welcome to Spring everyone! Even though it does not feel like Spring at the moment, with snow falling all around me, I have faith that it will get here sometime before the end of the month (at least I hope!). Anyway, this month we have a HUGE surprise, and I mean HUGE. Remember back in the early days of Retrogaming Times when there was a column called "The Many Faces Of..." which was originally written by Tom Zjaba himself (upon getting the idea from future columnist Doug Saxon)? Doug Saxon eventually picked up the column before Alan Hewston made it his own and added his personal touch to what was then already the most popular column in the magazine. Anyway, the reason I bring up this historical tidbit is because the column is officially back and in business! This is after I got countless e-mails asking for it to return as well as seeing posts on on-line message boards saying that RTM was not the same without "The Many Faces Of..." It was hard finding someone that would be able to step in and fill Alan Hewston's shoes, but Sal Esquivel seems to be up to the challenge. He has a massive classic gaming collection and will be working with Alan himself to make sure each "Many Faces Of..." lives up to its name. Even though Sal is now at the helm of the main Retrogaming Times Monthly column instead of Alan Hewston, it should prove to be just as good if not better than it was in days past.
Now that I've got the massive groundbreaking news out, I want to shift gears (only slightly) and make another big announcement. Yes, another big piece of news! RTM columnist and promoter Paul Zimmerman is being interviewed by the Pioneer Press which is a free weekly newspaper delivered to the Chicago suburbs. In the interview he will be discussing the Midwest Gaming Classic which is being held March 27-28, as well as mentioning our magazine. I might have to get a copy of that article and frame it on my wall, just kidding. I wish Paul the best and can't wait to see how the article comes out. Now let's get on to this month's issue! |
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| Atari Party 2010 This year's Atari Party is being held Sunday, March 14th from 12:00pm - 8:00pm. at the Redwood Park Community Building in Davis, CA. They've got nearly 300 different games lined up to be available this year, running on 17 different types of hardware. There will also be a raffle and a screening of the movie "Once Upon Atari" and possibly "TRON". Doesn't sound like a bad way to spend an afternoon/evening! More information can be found out at http://www.newbreedsoftware.com/atariparty/. Texas Pinball Festival 2010 Midwest Gaming Classic |
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| I have been a fan of the game “Tunnels of Doom” since I was 4 years old. I have fond memories of sitting in the basement at 2 AM crawling through dungeons in search of various orbs and amulets, hoping the loud hum of the fan from the computer would not wake up my parents, who would certainly not approve of my being awake at that hour. For many of us, retro gaming is more than a hobby, it’s an emotion… it’s a bridge between the now and the then. The same can be said for Howard Kistler, a friend of mine and a uniquely talented individual.
Two years ago, I was sitting at my computer looking up information on the TI-99/4A computer when I stumbled across something very interesting. Halfway down the third search page, I found an entry for something called “ToDR” or “Tunnels of Doom Reboot.” I was immediately drawn to this page because (as previously stated) I have a strong affinity for the original game. What I uncovered would inspire me to begin writing video games, a hobby which has become a major part of my life. If you do not know Howard or have not seen his work, you are about to enter the world of DreamCodex “Retro-Remakes.”
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| Any retro gaming is like time travel, and for TI 99/4A users the Wayback Machine is usually set to 1982 or 1983. In those final two years of the computer's production, when its price dropped and its market share exploded, we saw the release of most of its most beloved games. Parsec, Hopper, Microsurgeon, all those Atarisoft coin-op conversions... a cornucopia of classics came out of that era.
But today, let's set the dial back even further... back to a time before Extended BASIC, and indeed before the 99/4A itself. In 1980, its older brother, the 99/4, was wowing early adapters with its chicklet keyboard and overheating power supply. Hunt the Wumpus and Early Learning Fun were about as exciting as it got in the realm of official software. But the first few kitchen-table programmers were beginning to explore the 99/4's possibilities, creating new software using the console's built-in BASIC.
While I'm sure earlier examples exist, the oldest commercially released game I own for the 99/4 is from 1980, from a company called Instant Software out of Peterborough, New Hampshire. Their version of Santa Paravia and Fiumaccio came on cassette, with a nice-looking folded instruction sheet, complete with instructions on how to send the tape back if you accidentally erased it. The game was apparently also released for the TRS-80, Apple II and Commodore PET, and originated from a type-in program published in SoftSide magazine in 1978 by George Blank. Loosely based on the even older computer game Hammurabi, Santa Paravia and Fiumaccio allows 1-6 players the chance to run an undistinguished city-state in 15th century Italy. You control every aspect of your subjects' lives, be it harvesting crops, building markets and industry, attracting nobles and clergy to your city-state, or buying up more land to expand your domain. The goal is to rise to the rank of king (or queen -- this is one of the few early games I've seen that makes allowance for a female player). Santa Paravia is a game of formulas. Raise taxes too high and commerce suffers. Train too few serfs to be soldiers and your territory gets invaded by rivals and annexed. One bad harvest can lead to famine and the death of a large chunk of your population. This being 1980, and a port from another system, graphics are nonexistent -- information scrolls up the screen and a series of menus gives each would-be baron and count the choices to make for each year of rule. I spent an evening playing Santa Paravia, and my performance could hardly be classified as kingly. I went bankrupt twice, routinely mismanaged the grain supply, lost most of my population during famines, and at one point wound up somehow with -1 noblemen in my kingdom (although I'm blaming that doozy on a game bug and not my poor management skills). I never rose from Sir to Baron, the next rank up, much less made it to King -- although unlike Hammurabi, even in my worst turns the people didn't rise up to behead or otherwise depose me. Perhaps they were too weak from lack of food... It took some doing to even get the game to work -- curiously, though it loaded just fine in TI BASIC, it kicked out an error when I tried to load in Extended BASIC. With a disk system attached, I got a MEMORY FULL error when I tried to run the game, so I saved it to disk and reset the computer booting into Extended BASIC. No dice -- it wouldn't load from disk in XB either, though again, the disk copy would at least load in BASIC. It took saving the game to my compact flash drive, copying the listing in the TI-Dir software on my PC, and then pasting the listing into Extended BASIC on the Classic99 emulator to get Santa Paravia running in Extended BASIC. All that for a program that, by rights, should run just fine in XB -- it doesn't use any of the graphic character sets that only BASIC can access. My hunch is that something in this native 99/4 program's code just didn't like the 99/4A and the Extended BASIC environment, or vice versa. Admittedly, even by retro standards Santa Paravia is primitive. This is a relic from the Stone Age of computer gaming, barely graduated from time-shared mainframes when "graphics" meant that your Star Trek game drew a map onscreen with asterisks and minus signs and "sound" meant a beep. But nostalgia, again, wins out -- heck, someone has made an online version of the game and there's a Wikipedia entry for it. And really, this is the first "God game" -- here in these lines of BASIC are the seeds of everything from Populous to Civilization to The Sims. And it's still a challenge, three decades later, to walk that fine line and balance your city-state's needs in an unforgiving virtual world. Give it a whirl, and you'll find a new respect for the Paleolithic roots of the gaming subculture. Last month I told you about Atlantis, a TI BASIC game from England that pushed the limits of the unexpanded 99/4A. I promised a gripping account of my efforts to convert it to Extended BASIC and save it from its fragile original cassette (and ten-minute loading time) in an emulator-friendly way. Well, a shorter-than-usual month and a programming project of my own didn't help matters, so I regretfully must postpone this project until next month's issue. I'll make it up to you with a double-sized column, with an extra helping of 99/4A rarities and a surprise or two from some other platforms as well. Until then, may your volume and tone controls always fall within suggested industry parameters... |
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| Recently I discovered a game that I should have known about but never did. It seems to be well known in some circles and has been around since 1993, but many of my friends, who like me claim to be life long gamers, were just as surprised as I was to recently learn of it. I’ve got to tell you that this game has everything I love all rolled into one simple 9MB download. What is the game you might ask? Well, it appears to be the answer to a big 'what if' question, 'What if Battlezone were multiplayer?' If you haven't heard of BZFlag (Battle Zone: Capture the Flag) before, this is the game that answers that question.
When you download BZFlag and install it on your system (it is an Open Source project and can run on many systems like Linux, Windows and Mac) it installs in a few quick seconds. When you start it up, you will need to give it a call-sign and a password. It will accept anything in these fields. They are there for you if you choose to register them with the stats site to track your in-game abilities. The stats registration is also free and there is no cost involved in playing this game. About the game: This game is very simple, and this is why it and any other classic game appeals to me. I just want to be able to turn it on, play for a few minutes, then get out cleanly. It is a fun time waster if you have only a few minutes to spare, but beware, you might find yourself hooked. It’s possible to spend all night on-line blasting away in heated closely contested battles. In the game, you are a tank driver and given the same perspective as you remember from the old arcade game Battlezone. The games’ graphics engine scales from simple polygons all the way up to textured objects and cool lighting effects. It can run well on some pretty old machines as well. The graphics aren't the best compared to today’s high end titles, but for us classic gamers, we understand that the graphics aren't what makes a game fun. BZFlag has many servers to choose from, each server may have a unique custom battlefield configuration (Map) as well as its own variant of the in-game rules (note that you can also download many map editors for free and host your own server if you wish). Some servers are simple drive and shoot ones using a single weapon around flat battlefields, while others give you the ability to jump or fly taking the battles into surreal Escher-like vertical challenges. The game may have dozens of power-ups in the form of little white flags strewn about the map which give you everything from specialized weapons or the ability to go through barriers to others with a more negative impact, like only allowing you to make left turns. The basic game variants are 'Capture the flag', 'Rabbit Chase', 'King of the Hill' and 'Free for All'. The main idea is to kill other tanks in order to up your score, in team based games you want to avoid shooting tanks that are the same color as you are. There can be up to 4 unique teams playing at the same time, with an additional player type simply called a Rogue. The Rogue role is for players who would rather shoot at everything than be part of a team. They get no points for captured flags and are simply there to get kills. In any case, each game is fast, furious and usually filled with players who have become v-e-r-y good. It might be overwhelming at first, but once you learn some of the strategies that are commonly used you begin to score some points of your own. The game defaults to keyboard and mouse for controls, but I found setting it up to use a joystick gave me quicker reflexes and higher scores. I thought that this now 17 year old game was worth a mention here, since it was obviously inspired by the old Atari arcade classic and brings to life my old fantasy of playing Battlezone against real people! If you try it out, look for me on the battlefield, my call-sign is ‘RedRum65’ and my stats are downright embarrassing, but I’m hoping to redeem myself in the near future! Happy hunting! |
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Hello, this is James Sorge bringing an editorial on an interesting issue regarding one of the more recent trends in the video game market today. If you have been following Paul Zimmerman’s “A Pixilated 21st Century” column, you already know that a new genre of games have been popping up: “New” classic games, which are appearing on WiiWare and others as downloadables, and sometimes as regular sold-in-store titles. Some of these titles include: New Super Mario Bros, Castlevania: The Adventure Rebirth, Mega Man 9, Bionic Commando Rearmed, and Blaster Master Overdrive.
I say that these games are a shot in the arm to what the industry needed. A lot of the new games (like for example Call of Duty 2: Modern Warfare and Halo) are first person shooter clones of Goldeneye that really lost their luster 10 years ago and promote old fashioned brainless play. It also brings back a lot of games the way they should’ve been made but were restricted due to system limitations, like for example Bionic Commando Rearmed. This whole “retroware” concept reacquaints people with why classic games were good in the first place, the challenge and charm that up until recently has been lost. Interestingly, it brings up some ratings issues that were never addressed in the old days. Castlevania still cracks itself as a T rating, while Bionic Commando Rearmed got an M rating. You would’ve never guessed this 20 years ago, and these are games we played as kids. From a price standpoint, a lot of these games can be had very reasonably. Castlevania: The Adventure Rebirth and Blaster Master Overdrive can be purchased for as little as $10. These are great for people without a lot of money and are out of work in today’s economy. While some demand a lower price range, like Space Invaders Extreme at $20, others like New Super Mario Bros. Wii demand a full game price of $49.99. I think that one is a little bit overpriced if you ask me. Some of these titles are clearly not as long as most newer games though. Castlevania: The Adventure Rebirth has 6 stages and lasts about a half hour on a speed run, while New Super Mario Bros. Wii will probably last you two to three hours and it includes warps. This isn’t necessarily a bad thing though. I have an insane amount of backlog playing games and sometimes I need a shorter time playing a game rather than 40 hours which is quite a significant investment. Sometimes I want to just pick up the game for an hour and put it down instead of playing it for a month straight for 40 hours, like for example Mega Man Star Force 2, or worse, Pokemon. Those games eat way too much of my time. In a final note, this goes out mostly to the game industry people, care about your old gamers as much as new gamers. If you keep making new games that cost $50 every time and we can’t afford them, then we won’t pay for it and play it. Downloadable games at $10-$15 are a nice alternative to recent expensive titles, even if they are shorter like Castlevania: The Adventure Rebirth. It’s not bad to make a short game if the price comes down as people will buy it. |
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| No, I'm not back . . . yet, but we know that our readers would like to have more reviews like those that I used to love to write. While I am hopeful that I'll have more free time in about 16 months, I'm still too tied up with my family and ever growing list of things to do in life. So, in the mean time, and in case I do not make it back, we'll be passing the torch to Sal Esquivel. Sal will write reviews that continue my articles, the "Many Faces of . . . " and possibly from time to time write those for the next generation, the NES and SMS. You may recall Adam King's series, the "8-Bit Face Off". If all goes well, Sal may have a double review this month, where he reviews Gauntlet for both of these formats.
Sigh. Deep down, I am greedy and do not want to let go of my Many Faces of reviews, but I know how hard it is to find the time. I've tried, and failed, so we'll let someone else take over. Our readers keep asking for more of those reviews and we're confident that Sal has the experience and volume of titles in hand that he'll do a good job. I do hope that Sal can be creative and write new reviews each month and not go back and redo the ones that I did. There are plenty more titles to go, and thus Sal will be able to introduce you to some of the titles that not everyone will know. That's what will keep the RTM unique and fresh. Sal may also tell you from time to time about projects that his classic video game team are working on. I am also hoping that Sal puts together reviews that cover as many of the Faces that he can get his hands on. If there are 5 faces out there, hopefully he can cover all 5 and not just review 3 of them. I know that I tried my best to do this as well, and then catch up and do a Lost Faces review when I got one of those elusive titles. With the ROM image libraries even bigger than ever, and the use of multi-carts or other special uploadable carts that allow you to play the original games (ROM images) on the original systems, Sal should be able to do a great job with his reviews being based upon the real systems, the real controllers and not emulators. We wish Sal the best of luck and hope that you give him constructive feedback. Alan Hewston is still a rocket scientist at the NASA Glenn Research Center in Cleveland, Ohio. His children are now 12 and 9 and take up a lot of his free time, so he spends more time doing what his family enjoys - playing strategy board games like Ticket to Ride, Carcassonne and Settlers of Catan. Alan is quite prolific at expanding these and other similar games, to add new cards, tiles, maps and game elements. All this is primarily what has taken him away from the Many Faces of Reviews. Family comes first, and he is still gaming regularly, just not electronically like he used to. Alan can be reached at alan@retrogamingtimes.com. |
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| Welcome to my first Many Faces Of review. Alan Hewston has done a bang up job on this part of Retrogaming Times Monthly, so needless to say I have some big shoes to fill. I admire Alan’s previous articles very much and I could never outdo him, only equal him.
Let me start by telling you about the scoring system here. It’s pretty much the same as Alan’s but with a new addition, the “Authenticity” category. This will be scored from 1 to 10 (10 being the best) based on how close the game in the review comes to the original arcade version. If a game wasn’t released in the arcade then this category will simply be omitted from the scoring. All the categories will be scored on a 1 to 10 basis (10 being the best). The categories are:
Now onto the game for this month, Gauntlet! “Welcome Green Elf!” This is a sound that anyone who has ever put a quarter into a Gauntlet arcade machine will recognize. Gauntlet is considered the first major graphical dungeon game, and kids and adults alike clamored to arcades to play the cool Dungeons and Dragons type search and shooter. As with a lot of Atari titles though, this one is flooded with controversy as to the origin of its concept. A man by the name of Ed Logg is credited on the original arcade and NES version as the designer. However, a man by the name of John Palevich came forward after the release of the NES version and claimed that Gauntlet was a rip off of Dandy (a.k.a. Dandy Dungeon), a game he wrote in 1983 for the Atari 800 computer. After all the mud slinging, not one lawsuit was filed and Palevich was awarded with a Gauntlet upright. Ed Logg now has no credit in any versions released after 1987.
Now for the review (Hooray!!!) This is a simple game. Get through the mazes alive, collect treasure along the way and find the exit all the while killing the bad guys as they swarm over you. Gauntlet sports a Birdseye view, which is nice because it provides a more distanced view of things to come (and believe me, you need that!) Machines covered in this review:
Machines NOT covered in this review:
Have Nots: Apple II (15) Bronze Medal: Atari 8-Bit (28) Overall, I can’t recommend this version to anyone due to the lack of speed. These people could have done a better job here, but it receives the Bronze due to the fact that there were so few versions on the first generation 8-bit systems. Silver Medal: Amstrad CPC (31) Gold Medal: Commodore 64 (37) This was a fun review. All the versions have their positives and negatives, but overall if I’m going to play a Gauntlet home version from this era, then it would definitely be on the Commodore 64. Tune in next time for the long awaited Two Faces of Kool-Aid Man. Until then, Keep Gaming. |
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| Well, I wanted to do a review of Gauntlet for the NES and Sega Master System, so Alan and Bryan suggested I use the 8-Bit Face Off for these platforms. This is my first article in the 8-Bit Face Off column, so please bear with me as I try to get a feel for it. | ||||||||||||||||||||||||||||||
Gauntlet SMS (1990 U.S. Gold) Gauntlet NES (1988 Tengen) Analysis Winner: NES |
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For the first time in a while, there won't be an Apple II Incider column. There were several reasons for this. First, it's the end of the month and that means it's busy at work, as the busiest time for sales organizations is the end of the month. Many salespeople are trying to close deals and Sales Engineers like me get pulled in for many different things. The second reason for the lack of a game review? I got a new toy to play with in the form on an Apple iMac. Actually, it's my dad's machine but I'm going to use it pretty often.
However, even though there is not an Apple column, I am glad to say that after several months off Vectrexenstein is alive! As I mentioned a few months ago, the original Vectrex emulator I found and used was nice but seemed to only work with one game. It also did not seem to be in active development. After searching for a few weeks, I found a new emulator called ParaJVE. The good news was that it appeared to support multiple games and also was in active development. The problem I ran into was that ParaJVE didn't seem to run well on my home PC. Alas, I had no choice but to use another machine to try out the emulator which I did this week. As a Star Trek fan, I originally wanted to review the Star Trek game for the Vectrex. Unfortunately, I had a difficult time getting the game to run properly, as it would load but I could not use the keyboard to control the game. Ultimately, I settled on an unknown (to me) title called Solar Quest. In playing the game for about 30 minutes, I found Solar Quest to be a cross between Asteroids and Defender. The game control is eerily like Asteroids. I used the keyboard, where the arrow keys spin your ship in a circle and the numeric keys (1-4) allow you to fire, thrust and perform a "hyperspace" type maneuver. Unlike Asteroids, where you were blasting asteroids, the enemies are other ships. The ships are passive at times but will suddenly attack you, so you have to be ready to thrust out of the way. The Defender aspect comes in when you destroy the enemy ships. Round object appear after you destroy the enemies and they drift toward the object in the center of the game screen (the sun according to the game manual). Originally, I didn't know what those round objects were so I just destroyed them. However, I found that if I ran into them I didn't get destroyed and gained points. In reading the manual, I found out the round objects were supposed to be survivors of the ships you destroyed and you were supposed to save them. The odd part? If I rescue the survivors, I get points. If I destroy them, I get some points as well! All in all, I wasn't impressed with Solar Quest. The graphics were pretty bland and the game play wasn't inspiring. In reviewing a few games for the Vectrex system recently, I am starting to see the system’s limitations which restricted the type of games that could be developed. However, there are still a lot of games on the emulator and I will try to review them as we go along in 2010 to see how creative developers were able to get! |
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| Only three Harlequin romance novels exist, but they and competitors' imitations account for more than half of all paperbacks sold thanks to a stable of "authors" changing names and places. Or so I've been told.
Tempting as it is to mock fanatics finding so much emotional comfort in churn-and-burn literature, the topic came up during a discussion about computer software. It seems there's a compatibility between factory wordsmiths and bedroom programmers, even if it's more about money than love. Back in the retro era it was common for a single programmer to spend several months on a title. Everyone knows the stories about Pac-Man and E.T. being rushed for the Atari 2600 in five or six weeks. But some notorious coders were cranking out a staggering number games in similar time spans, such as Ed Averett writing pretty much the entire Odyssey 2 library by reusing huge chunks of code. They were deservedly scorned by many, but also had their devotees and it's hard not to respect what's a certain kind of talent. Among the most prolific were those putting out monthly "magazines" of programs on tape and disk. Some were contributions by readers and pros, but a lot of in-house stuff had to be coded to deliver the ten promised titles for $20 a month (or whatever the offer was). I saw ads for a few of those during my Color Computer days, but didn't give them much thought for a long time. Looking at the list of titles from their back issues was disincentive enough, since the issues were obviously loaded with trivial, unoriginal and oft-repeated concepts. A "baseball card database" one month might become a "stamp collector's database" the next. Hammurabi might be recycled to govern residents of a space colony rather than a medieval kingdom. And it was always possible to write a lotto number generator if something was needed to fill out the collection at the last minute. That changed in the latter stages of the CoCo's life when the one company that lasted more than a short time, T&D Software, started including titles formerly sold commercially by Tom Mix, one of the machine's best game producers. They redefined CoCo gaming standards with Donkey King, still my favorite 8-bit version of the arcade classic, and I've raved in this column before about other titles like Buzzard Bait (Joust), Sailor Man (Popeye) and Draconian (Bosconian). T&D suddenly gave me a chance to collect titles I couldn't afford at a bargain price, along with other stuff to try just for the hell of it. Not surprisingly, when a company is churning out hundreds of programs some of them almost can't help being worthwhile. A few things grabbed my attention and, after a bit, I noticed the programmers were responsible for some entertaining stuff I'd collected elsewhere. I ended up picking up most of T&D's back library at a bargain library, plowing through hours of dreck to unveil the rare gems – an effort I considered more than worthwhile. This month's collection of obscure reviews wraps up my look at favorite programs from The Rainbow magazine before turning to some of the best work from T&D from the perspective of myself and other modern-day users. Links to all of the magazines and disk files can be found with a search in the forum area of www.coco3.com.
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Did you know that homebrews were around as early as 1997? Neither did I. Cosmo Fighter 2 (was there a first one? I actually have no idea) is a possible candidate for the first homebrew ever. It's certainly the earliest one I can think of. Unfortunately, it doesn't stand up too well by today's standards. It's one of those games that I could imagine being a decent hit in the early eighties at the height of the Colecovision’s greatness, but it really is an antique as far as gameplay is concerned.
As far as graphics go, this game is just okay for a Galaxian-style space shooter. In fact, they barely try to improve upon the original at all. It's just your ship, the enemies, and stars and planets going by in the background. The planets are actually a nice touch, adding a little more detail to the game and perhaps are impressive from a technical standpoint, but overall, the game looks bland and uninspired. To an average gamer it looks like they aren't even trying to push the system to its limits. Gameplay: C+ Now, if you are looking for a Galaxianesque shooter, the graphics probably won't bother you, and from that viewpoint the gameplay might not either. Be warned though. This game is ridiculously fast and difficult, so difficult that I can't even reach the boss of the first wave! If you are a mere mortal, your first game probably won't last a minute. Enemies will appear without warning and blast your ship to bits without mercy. This is for HARDCORE CLASSIC GAMERS ONLY. The enemies are bizarre, to say the least. You start off fighting little green bird-like things that move back and forth as they progress down the screen towards you, all the while shooting bullets that are way too hard to see against the stars. After fighting these guys for a while, blue bomber ships will start attacking by flying across the top of the screen at high speeds and drop large red bombs at you that fall at an even higher speed. Next come the springs. Yes, springs. They bounce along the bottom of the screen from left to right trying to smash you underneath. How are they bouncing in space off of no visible surface? Who knows. Throughout all of this, little yellow noodle things fall from above and try to collide with your ship. That's as far as I could get. I've never seen what comes next with my own eyes, but I've heard that next come little purple bugs and then the boss. At least you can stare at all these enemies in the attract mode. There are three difficulty settings, Beginner, Intermediate, and Expert. Remember how I said I couldn't even reach the first boss? Well, that was on the Beginner difficulty. I'm too scared to even think about trying the higher levels. This game is definitely for the hardcore gamer only. In fact, it's so fast and frantic that even I can't really enjoy it much.
Move with the joystick, shoot with the side buttons. It's as simple as that. Well, almost. Your ship seems to have rapid fire, but of course you can only have a few bullets on screen at once. The problem is that it's hard to tell when you can shoot and when you can't. Sometimes, it feels like you can't shoot even though your bullets should be off the screen by then. Simple and usable, but it all feels slightly unpolished. Sound: D+ There is almost nothing. There's no music at all from what I've seen, not even a "Game Start" song like Galaga. The sound effects are very sparse. There's basically the sound of you firing, an enemy firing, and a bomb or noodle falling. I don't even remember if the springs had a sound effect. The lack of sound makes the game a lot more boring. Replay Value/Fun Factor: C- You might come back to it once in a while, but probably not that often due to its boring atmosphere, repetitive gameplay, and lack of mercy towards the player. Overall: C- This game might have flown back in 1980, but it offers very little to today's gaming audience, even a classic gaming audience. It's nothing that hasn't been seen before in a more fun and interesting package. And at $35, I think you'd get a better deal by putting a quarter into a Galaga machine. I'm afraid I just can't recommend it. This game may be the first homebrew, but I think the only thing it proves is how far we've come. Still, thanks, Marcel de Kogel, for creating an important piece of homebrew history. |
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Upon booting up the game, you will be greeted by an interesting, if very limited arcade area, labelled as “Taito’s Virtual Arcade” (pictured below). Taito Corporation is the publisher of the Japanese arcade and PlayStation 2 versions of Anniversary. This game was also released in conjunction with the company’s 50th anniversary. The player can view all of the nicely rendered arcade machines, and a clever feature included is the ability to view each version of the game from a unique perspective. Using the select button, you can view the game from a perfectly flat, top-down perspective, or with the camera slightly pulled back, in an attempt to make it feel as if the game is being played from the viewpoint of someone standing at the machine. It’s certainly an interesting idea, but it has to be said that most people would probably switch back to the flat, top-down perspective after a short time. The full list of Space Invaders titles included on the PlayStation 2 version is suitably large, but the tried and tested formula stays similar throughout. Whilst the enjoyment levels experienced with the early Space Invaders titles at their original release still remains, the replayability factor always looms. Despite having so many versions of the title included, they are all for the most part very similar in terms of mechanics, and given that the game doesn’t have the ability to compare scores with other players worldwide, it shuts out the score-chasing element unless you have fellow retro-game fans to play with locally. It is hard to see anyone other than a hardcore Space Invaders addict coming back to the game time after time. For this type of fan, however, it is an incredibly convenient package, especially if they don’t have the older consoles at hand. It is a little disappointing though to see some of the more unusual incarnations of the game not included, possibly due to licensing issues. The likes of Super Space Invaders, Space Invaders DX and Space Invaders '95 are nowhere to be found, which is frustrating, as the PlayStation 2’s DVD disk could easily cope with more content. The full list of titles included is as follows:
The most unusual take on the game in the collection is certainly the “all-new” Space Invaders 3D. The game mechanics remain the same – shoot all the invading alien ships whilst taking cover behind four flimsy barriers – however, the viewpoint from which the user plays is from the perspective of the ship itself (as seen below), rather than of a top down playing field. This restricts the view the player has of the invaders, as only 4 columns of aliens can be seen at any one time. This actually makes the impending danger seem all the more threatening, as the increasingly quick opposition bear down on you, as you control the ship almost in first-person, rather than at a ship you control from a distance.
The clever Versus mode is also an interesting addition, and is arguably the most enjoyable iteration of the game included depending on whether or not you have a fellow gaming friend locally at the ready. This mode involves the two players on opposite sides of the screen, with the usual batch of enemies jolting side to side in between the two. There is certainly some strategy involved, as you can’t shoot through to your opposition without damaging the line of ships that is effectively acting as your shield. This mode is very entertaining, and can come down to a battle of wits and risk against reward. The graphics are authentic to the original version’s releases, which for many would be seen as a good thing. One queries how much more appealing the package would be, particularly to a younger generation of gamers, with reworked graphics at a higher resolution. Everyone likes shiny visuals, right? Another gripe with the game is the music. Despite giving you the option to choose what music is played, none of the included tracks make for particularly pleasant listening. Also, in order to change a track you have to go into the start menu, then to options, so on and so forth, and eventually select your pick. An annoyance, however, is that the game doesn’t shuffle from song to song automatically. Unless you want to listen to the same song over and over again, you’re going to find yourself going back to the music selection regularly, which does feel a bit tedious and unnecessary. The lack of cool collectibles or extra games doesn’t give the player a huge incentive to return to the game multiple times, but the included interview videos, particularly that with Tomohiro Nishikado the series’ creator, does make for enjoyable viewing. Also, the fact that all 9 games are available to play from the start is certainly good for someone who wouldn’t have the ability to focus on the game enough to play regularly, but perhaps locking one or two versions of the game until you get a certain score on a certain machine could have made for an interesting challenge. On the whole, Space Invaders Anniversary is a flawed package, and despite a lack of real replayability, is still a recommended purchase for fans of the series or of retro gaming in general. This is down to its ease of use when compared to hooking up and dusting off all the old systems and playing Space Invaders on those, and also the game’s incredibly affordable price. At its original release in the UK, it was priced at a reasonable £19.99 ($30.29), but the game can be found at various outlets for under £4 ($6.06). It is a worthwhile purchase, especially at that bargain price. |
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February was a great month to be a Pixilated fan. Especially for Sunsoft’s surprise Blaster Master: Overdrive. Here are some of the retroware highlights for the month of February:
As you know, I don’t have a DSi (yet), so I really can’t talk about the DSiWare games from a hands-on experience. The following is some information I learned about the new DSiWare titles:
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| Video Game Tattler Issue #5 by Anita Beak
Tom Zjaba is the founder of Retrogaming Times and is both a video game and comic book enthusiast. Be sure to stop by his Arcade After Dark site to see a plethora of video game related comics which are not published in Retrogaming Times Monthly. |
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| There goes another great issue of Retrogaming Times Monthly, however, don't fear as we'll be back next month with even more retrogaming goodness. I encourage everyone to send feedback to Sal Esquivel to let him know what you thought about his "Many Faces Of..." column so that he can get an idea on what needs to be changed, if anything. Also, feel free to send off an e-mail to me as well since I would love to hear what you thought of the comeback of this cornerstone RTM column. I know that I am looking forward to what Sal has in store for us in April as the weather turns even warmer!
- Bryan Roppolo, Retrogaming Times Monthly Editor |
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