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| COVERING 3 DECADES OF CLASSIC GAMING | |||||
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| Boy, the bunnies are hopping, the sun is out, temperatures are getting into the upper 70's, and I'm trying to get outside at every opportunity to take advantage of the fact that winter is officially over. It was a long winter, but things are finally getting better not just outside but also here at Retrogaming Times Monthly. Even though there are no Easter related articles for this month's issue, there is still a ton of sweet savory retrogaming goodness that more than makes up for the lack of bunnies. Hopefully this issue will please everyone just as much as the warmer and sunnier weather does.
One thing to note is that Sal Esquivel was not able to get his The Many Faces Of... review in for this issue due to him being in the hospital. That's okay though, he's recovered and is going to be ready for May. In the meantime, check out last month's issue if you missed the return of The Many Faces Of.... Other than that, there's not much to mention this month since everything else has pretty much been mentioned before. Oh yeah, I did get a few e-mails asking when all the back issues of RTM will be made available, and I've been putting off getting those last issues uploaded. Call me lazy. However, now that the winter is over I can see myself being much more motivated to do things and expect to have many more uploaded when we all check back in May. On that note, I'll let everyone go off and color their Easter Eggs and consume their chocolate bunnies. By the way, if anyone has any classic gaming themed Easter items, send us a picture here at RTM and we'll feature it in next month's issue (maybe an egg with a classic game design painted on it?). It would be neat to see some of the things classic gamers do when Easter time comes around! |
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| The 2010 Oklahoma Electronic Game Expo and Multimedia Conference This year will mark the 3rd year of the event, and will be the biggest yet with more speakers, workshops, exhibitors, and game tournaments. This year also features an Animation Festival and various design challenges in areas such as Photoshop and computer programming. Legendary game designer Ralph Baer is set to speak via Skype at OEGE this year. Baer is widely known as “The Father of Video Games” who is noted for his many contributions including the “Brown Box” console video game system, which later became known as the “Magnavox Odyssey”, which was released to the public in 1972. Baer would later invent the popular interactive “Simon” by Milton Bradley (based on Atari's Touch Me game), which was popular in the late 70’s and early 80’s, as well as many other electronic toys, games and consumer electronic products. The event will take place on April 10th from 9:00am to 4:45pm at the Oklahoma City Community College campus in OKC. This event is free and open to the public, so bring your friends and come check it out! Come see us at http://oege.gamesok.org/ to find out more. Pinball at the Zoo 2010 TooManyGames Convention Southern California Classic Collectors Arcade Party |
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It was December 1994, everyone had gone home from the office but I was still there, hovering over an unstable FTP session and trying to download the new shareware version of a game that was just released by a company named ID Software. It took several attempts as the host server was being overwhelmed but I finally managed to connect long enough to download it. The new game was 'Doom'. My mind was blown. I was first taken by the unbelievable 3D graphics and then something unexpected… I discovered that this game was playable by up to four players using an IPX based network! The universal forces as they were had just aligned! Fortunately, for me, IPX was something I knew. I was just certified as a Novell CNE/CNA and was one of the three administrators over all of the systems in our divisional datacenter and Test Lab. If it had a plug, it was ours to setup and administrate, including a couple of recently retired Novel 3.11 servers. We just switched our departmental file servers over to Windows NT a month earlier. I had both the knowledge and the access, so within a few hours, I had it up and running on a special game volume. Then I created several 3.5” disk copies of a custom network configuration/driver boot disk that, once inserted in any workstation in our complex, it would launch Doom directly for network play. After talking a few coworkers into testing it out later in the week …ahem…over lunch of course…we quickly discovered that the entire network had become overwhelmed with IPX broadcast message traffic and we hastily shut down our experiment. Obviously, I did not know as much as I thought. Actually, ID Software needed to fine-tune their in-game network code and a patch was soon released. It seems that office networks were going down all over the country for this very same reason!
We smartly decided to restrict this activity until after normal business hours and our secret ‘Cybernet Society’ was formally born. Actually, it was not so secret, and after a few short days, our membership started to grow. Among them were several members of our department’s management team so our guilty pleasure quickly became ‘guiltless management condoned pleasure!’ Everything was cool with them as long as we did it after hours and did our best to leave everything as we found it when using the phones and workstations. Not long after Doom’s release, another lesser known game developed from ID's old business partner ‘Apogee Software’ (using ID’s older Wolfenstein3D engine) released a game under a new company brand called ‘3DRealms’ who had licensed ID’s old engine and practically rebuilt it from the ground up. This game was called ‘Rise of the Triad’ and it took the network play up another notch by allowing 11 players at one time (actually one player was reserved for the multiplayer server process) allowing 10 players to be online in a single game! They also introduced a ton of crazy fun weapons and creative power-ups, as well as a mode called ‘Capture the Triad’ (Basically Capture the Flag)! Within a few days, I also discovered another great network playable game called ‘Descent’. This was a zero-G sci-fi flying game, which gave you full 360-degree movement in any direction. Great fun, but it took some getting used to, since you could enter and exit rooms in any orientation. This made memorizing the level layouts and knowing your relative position within them a lot more challenging. This was when I changed the workstation boot disks to have a cool graphical splash screen and a multi-boot game selection menu. We also purchased licensed copies of all of these games. Rise of the Triad (ROTT) actually sold us a site license, which came with extra bonus multiplayer levels! Life was good! Over the course of the next few years we expanded our game library with every network playable game we could find, adding titles like Quake, Heretic, Hexen, Terminal Velocity, Duke Nukem 3D, Witchhaven, Command & Conquer (C&C), C&C RED Alert, Total Annihilation and Warcraft 2. We soon developed a pattern, which started with playing a few quick rounds on our current favorite first person shooter (FPS). Note that my favorite was ROTT; for some reason I did better than most, a skill I have most definitely lost in playing today’s FPS games. Then we would spend the remaining bulk of our evenings playing one of our newer real time strategy (RTS) games, most commonly C&C or Warcraft 2. Around this time, some team members started bringing their kids into work to join us. We quickly learned that those kids were absolute masters at RTS games. We found ourselves humbled by their ability to out build and overrun us within minutes. We even introduced the concept of a ‘build phase truce’ for the first 20 minutes of each round so we could at least try to be creative and come up with the ultimate defense against their tactics, but it did not seem to stop them. In RTS games it seems that a good defense *is* a good offense. Unfortunately, for us, we could not compete. We had a blast; we played every Thursday night promptly at 6PM. We called it our 'Thursday Night Fights'. We had our pick from over 100 workstations, all recently upgraded and each one came complete with a brand new 20" monitor, 640x480 pixels never looked so good! We used the facilities phone switch network to conference us all in and we usually played until 9PM. In late 1996, my daughter was born and as with all new first time parents my life any my priorities changed. Within a few months, I took a job closer to home for various reasons and my participation in the Cybernet Society started to wane. Now I was an after hours ‘guest’ in my former employers complex (which was a strange feeling; I even provided some free help patching up some of the software and automated solutions I developed just before I resigned, it’s always a good idea not to burn bridges…). It was not much longer before the company closed that office and my former Cybernet brothers were all scattered to the wind. I still keep in touch with some of them, but I sincerely miss them all. That era will live on in my mind as one of my best gaming experiences right along side of getting my first video game console (Magnavox Odussey2), playing Dungeons and Dragons with my high school circle of friends, getting my first real computer (Commodore 64), and more recently, turning a friends garage into a small arcade machine construction factory! (That’s another story - http://tacticalneuronics.com/content/ArcadeProject.asp) I have included some links at the end of this article to more recent versions of some of our old Cybernet Society favorites (New wine, Old Bottles?). I highly recommend looking into the new updated 'Rise of the Triad' WinROTT. This game has some of the most hilarious/creative weapons and power-ups I have ever seen in a game. My all-time favorite was the ‘Drunk Missile’; this thing fired five heat seeking missiles at once and I found that when playing in open outside maps (read: no ceiling) you could simply point the thing at the sky, fire your weapon, and watch the missiles go up, acquire five unsuspecting ground targets and then quickly rain down as an unseen ‘death from above!’ Winning a death-match with 21 points using this technique only took me about 20-40 seconds... my personal version of shock-and-awe… hehe… I’ll never forget the first time I saw another player blow up from one of these and an eyeball flew at my screen… those were the days. Ahh, the innocence of my youth. Rise of the Triad (WinROTT): http://www.riseofthetriad.dk/index.php |
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Life is great having a new toy in my new iMAC computer. It's even better that the Vectrex emulator (ParaJVE) I use also runs on the iMAC. With all the new power and speed, the emulator runs great and I'm able to get the full experience of playing various Vectrex games.
For this month, I decided to play an old arcade favorite in Pole Position on the Vectrex. When I first ran ParaJVE, I was surprised to see Pole Position listed as an available game. After all, the Pole Position arcade game had high resolution color graphics and the Vectrex used a vector display that was only black and white. Given the limitations of the Vectrex, Pole Position's graphics are decent but not spectacular. The cars are a little blocky and the tires don't spin, but they at least look like cars. The signature billboards from the arcade game are present but they are very generic. Obviously with the black and white Vectrex graphics, the backdrop while driving is just a black/white mountain with no detail. One of the charms of the arcade game is the speech, music and sound. Alas, this is one place where the Vectrex falls short. There is no speech, and only minimal music and sound. What music and sound that is present is nowhere close to sounding like the original arcade game. Obviously, the last remaining item is the game play. The original had a steering wheel, a stick shift and an accelerator to step on. On the Vectrex, you drive your car with the arrow keys (or joystick if you have one) and accelerate and shift gears using other keys on the keyboard. Using the keyboard wasn't a problem, but I found the game much harder than the original arcade version. There seemed to be many more cars on the track than I remembered from the arcade. I was unable to finish the first laps in any of my seven attempts. Overall, while Pole Position for the Vectrex is not hard to get into, the difficulty may turn off players. If anyone is having the urge to play Pole Position, I would recommend passing on the Vectrex version and play the arcade or other home versions that are easily available these days. Originally, I wanted to talk about the Atari 5200 version of Pole Position as well. Unfortunately, due to a bug with either the emulator (Jum52) or the game itself, I couldn't play it appropriately. I did include a screen shot and may return to the game one day. |
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After a month off, the Apple II Incider is back. As I mentioned last month in the Vectrex column, I got a new toy in the form of a shiny Apple iMAC. The machine is fast and runs smoothly! As a long time Windows user, its taken a little time to adapt to certain things.
One definite problem has been getting the Apple IIGS emulator running on Safari 4.0. I'll probably download Firefox eventually but I like Safari more on the MAC than I did on the PC. Despite the problem with the IIGS emulator, I managed to squeeze something in for this month. I was able to play the 8-bit Apple II games in Java form instead. The only issue was that I had trouble getting my USB joystick to work. With time being limited this month, I chose a fairly basic game that I played heavily in my youth. The game of choice this month is Mario Bros. by Atarisoft. When I stop to think about it, I played a ton of games featuring Mario. I played Donkey Kong and Donkey Kong 3 in the arcade, as well as Donkey Kong, Donkey Kong 3 and Mario Bros. Game & Watch handhelds. However, my favorite one featuring Mario was the arcade version of Mario Bros. (which is not the same as the handheld version). The gameplay is very simple, Mario and his brother Luigi battle various enemies in the form of turtles, crabs and flies. They have to flip the enemies on their backs and then kick them into the water. There are also flames that bounce around that Mario and Luigi have to avoid.
One difference between Mario Bros. and Donkey Kong was there were bonus points that could be earned. Coins bounced around during the regular levels and there were also bonus rounds where the players tried to grab all the coins that were hanging. If the player could grab all the coins under the specified time limit, there would be bonus points awarded. I played Mario Bros. a little bit in the arcades but really played it on my Atari 5200. In the arcades I played solo, but at home I played regularly with my mom. My mom is hardly a gamer but could do well with simple games such as Pac Man. Fortunately, Mario Bros. was another one. Being able to have two players play at the same time was terrific. The graphics were a little different than the arcade version, but were quite playable. In fact, while I was writing this, I downloaded a Atari 5200 emulator for the iMAC and gave Mario Bros. a quick spin to remind myself how good it was. I have to admit, I had no exposure to Mario Bros. on my Apple II. During my youth, I tended to play arcade games on my Atari 5200 while my Apple II played other games. It is only though emulators that I've gotten exposure to the old arcade hits. While the Apple II version is obviously inferior to the arcade and the Atari 5200 versions, the game itself is faithful and very playable. The sound is decent, though the music is lacking. The graphics and animation are solid and all the elements of the game are present. The one issue I had is that I had was trouble playing with the keyboard. Mario wouldn't stop at all so that was a bit of a minus. Overall though, Mario Bros. is a good trip down memory lane. It's one of my favorites from back the 1980's and worth a look regardless of what platform you play it on. |
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| After an extended hiatus NES'cade is back, and while many of the previous entries have covered some truly excellent NES conversions, gamers of the era know that was not always the case. The grandfather of all extreme sports games, 720 Degrees, drops the player into the sneakers of a typical skateboarder in the late 1980's. The core objective is to gain admission into skate parks to compete in events, winning medals and cash. Skate parks require tickets for entry which are earned through meeting point thresholds which increase as the game proceeds. While points are earned for competing in the skate park events, a big part of racking up your score takes place out in Skate City. Skate City acts as a hub between the four skate parks serving as an open area where the player can pull off tricks for points, scoring higher for more complex maneuvers over hazardous obstacles. In addition to the four skate parks there are also four shops at the edges of Skate City. Cash collected or earned through events can be spent in the skate shops on better gear and boards that increase your skater's stats. While all this is going on, a timer is constantly tickling down. Once the timer runs out, a swarm of killer bees are dispatched to hunt down the player. The only way to survive the attack is to hurry to a skate park with a ticket and begin an event. After the event is completed, regardless of the player's performance, the timer is reset once again.
In addition to the unique extreme sports concept, the arcade machine itself was one of those grand original designs that made it really stand out. The cabinet itself had an unusual shape that allowed a large unobstructed area for the control panel, with plenty of space on each side for the player to stand. The machine also housed a large monitor with the marquee above it styled after a boom box which contained the speakers. To add even more uniqueness to the game it used a very nonstandard control system - a circular rotating joystick. Imagine a joystick mounted atop a spinner at an angle; rotating the position of the stick rotates the direction your skater faces. The special joystick setup worked out great for rapidly cranking the stick around to perform tricks and land insane jumps. Aside from that there are a pair of jump buttons and a pair of kick buttons (used to gain momentum on your board), one set of each on each side of the joystick. Sporting unique controls, beautiful high resolution visuals and outstanding sound, it would be a tall order to bring 720 Degrees into the home. There were a few different versions released on home computers of the day but Mindscape ended up handling the NES version. From the moment the game is turned on one may assume they have a bootleg copy with how barren the splash and title screens are. It honestly looks like there's something missing, like text or graphics have been hacked out, it doesn't set a pleasant tone for the game that follows. Once the game begins you're dropped right into Skate City. There isn't a starting area with giant speakers and a beginning difficulty selection like in the arcade, the game just starts. So you attempt to maneuver your skater with the directional pad and he bounces around, seemingly out of control. It takes a little while to come to grips with the controls but after a couple moments basic movement isn't too much of a problem. You have to think of the directional pad being used as that circular rotating joystick, rotating your thumb around the directions in a circular motion. Using a joystick such as the NES Advantage can make things a little easier for some but the control just never feels tight or quite responsive enough.
The NES version of Skate City might as well be an empty wasteland of concrete with a little water here and there. It's a pretty sharp contrast to the beautiful and lush skating environments that were seen in the arcade. There really isn't even much in the variety of terrain on the NES, the whole city looks like a work in progress more than a finished game. Everywhere you turn the city is dark and dim rather than colorful and vibrant, something the original is remembered for. I suppose at least the skater is a nice big sprite but he too looks muddy and poorly colored. Yet the biggest problem with the game makes itself blatantly apparent the moment you attempt to pull off a simple jump on the way to your first event. Gone is the fluid motion of rotating the joystick, instead spins are a messy combination of pressing jump, then a control pad direction different than the current one, then pressing the original direction again before landing. You're going to fall - a lot. Each time your skater wipes out, a crash sound is played that sounds more like a car accident. The removal of the kick button means your speed is always constant, so it's hard to control your skater's momentum. All these factors stack against a control system that is far from perfect to begin with, making it a chore to get from one place to the other and even more difficult to earn much needed points. Even with fully upgraded gear things don't become much smoother. The four skate park events are the same as they were in the arcade for the most part. Jump, Slalom and Downhill function as slightly reworked versions of the arcade events. The Ramp event is displayed from the side rather than the isometric perspective the rest of the game, as well as the arcade version of the event, is displayed from. This part actually looks pretty decent and features more color and detail that the rest of Skate City or any of the other events. As with the half-pipe events in other NES games such as California Games and Skate or Die, reading the instruction manual will be critical to pulling off tricks on the ramp. I can't fault the game for being overcomplicated in this mode, it's simply part of skateboarding games. I will say however that the animation is much more fluid and the controls are more responsive in the Ramp event, although both are still nothing to write home about. There's a decent attempt at bringing the music of the arcade onto the NES, and while it's a little different, I find it close enough and in the same style given the hardware restrictions. The sound effects on the other hand are flat out horrible. There are barely any to begin with, but what is there is either barely audible or extremely overpowering and out of place, the skate crash sound being the biggest example. After awhile the muddy sound blends with the muddy controls and the muddy graphics and the whole game simply quits resembling anything remotely entertaining. That being said there is absolutely no reason anyone should suffer through playing the NES version of 720 Degrees. Some arcade games should stay in the arcade and this is one of them. 720 Degrees is really only fun when you're standing at the cabinet, putting your body into spinning the joystick and pulling off tricks on the proper hardware. When all those things come together at the machine, 720 Degrees is an awesome experience unlike anything else, one of the coolest arcade games ever conceived. None of that transfers to the NES hardware. It's really no surprise that Skate or Die was the runaway skateboarding success on the NES, and while that game isn't perfect either, it's a far better choice for your NES skateboarding fix than 720 Degrees. As it stands, the only way to play this game right is to play it on the arcade hardware. |
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| This month's All Eyes On... takes a look at that acclaimed arcade game called Super Hang-On, which was a sequel to Hang-On. The version we will be focusing on will be for the Genesis.
Graphics: 5 / 10
Sound: 5 / 10 Controls: N/A Gameplay: 5 / 10 That leads us to the “Bike Editor”. You can customize your bike as long as you have money, and it can be made even better than in the arcade version, but not by much. Now, what’s the one thing you can do with a better bike? Lean the bike at a right angle like I said you needed to be able to do before. Problem: Do so and if you manage to hit anything, your frame is dead. Replay Value, Longevity: 3 / 10 Overall Rating: 4 / 10 |
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Graphics: A+ Sound: C Difficulty: D Replay Factor: B
Arcade/MAME: 3,022,570 by Graziano Dipace Also, as an added note, this game is one of the cleanest translations from SNES to Virtual Console (VC) to the point I’d tack the two together if there wasn’t Twin Galaxies’ rules against it. So if your SNES controllers are totally shot like mine, this one is well worth picking up on the VC to attempt a World Record. You won’t be disappointed.
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| The Color Computer 3 could beat the competition with one arm behind its back. However, third-party programmers were treated scornfully and many Radio Shack salespeople were openly hostile toward the low-commission machine, sometimes blocking it from view with boxes or all but screaming for corporate to get the thing out of their computer centers.
Then there were the unplanned handicaps, including a range of hardware and operating system bugs I've mentioned in previous columns. Not to mention the shell games the company played with customers, the topic of a future rant in this series of game reviews for the system. This 8-bit machine survived many years, even at a time when 16-bit machines were the rage, largely because there was the belief – correctly – a lot of power was hidden within, just waiting to be wrung out. The perfect emulation of Donkey Kong, a project in 2007 mentioned a couple columns ago, is a feat unmatched by the CoCo 3's 8-bit siblings. And if someone had figured out how to write something called Gate Crasher a decade before its 2000 release, it might occupy the place in history now occupied by Wolfenstein 3D. But those corporate cowboys in Fort Worth didn't make it easy. The original CoCo 3 design called for 512-color graphics (with up to 256 visible at a time), with a maximum resolution of 640X225 pixels, but was downgraded to 64 colors (16 visible in low- and medium-resolution modes, four in the highest). Similarly, an upgraded sound chip was scraped and users were stuck with the first CoCo's single-channel tone that halted all other activity. The skinflint suits at Tandy didn't want anything drawing customers away from the best-selling 1000 series of MS-DOS machines, similar to IBM's approach with its infamous PC Jr. Furthermore, anyone writing licensed software for Tandy was required to use OS-9, a much-hyped "multitasking" system roughly the modern-day equal of Linux – fanatically loved by a handful of techheads and a useless mess for everyone else. From a game programmer's standpoint it mostly ate up valuable memory and processor time, forcing them to use low-resolution graphics (the 160X192 mode of choice is actually inferior to the Atari 2600, which offers 128 colors at the same resolution) and discouraging many from attempting fast action titles. Customers sometimes got further stung when they found out they couldn't save games to disk without buying the $70 operating system separately, an infuriating requirement since a DOS perfectly suited for casual use was built in to their disk interface. Not surprisingly, there are plenty of tales of ugly politics and little people struggling to throw off their chains in the CoCo 3's history. This month's reviews, in addition to grading titles on the machine's curve, looks at some of those stories.
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The answer, without a doubt in my mind, is Cave In, by Steve Engelhardt. Cave In is a game that you hear about and think, "Oh cool, it's like Adventure." You go to the AtariAge store to buy it, and see the cover art, which subtly impresses you with its promise of Indiana Jones-style excitement. You then read the description, which also sounds promising, so you buy the game, wait a week for it to arrive, put the cartridge into your trusted Atari, flip the power switch... ...and say, "Oh my God, what an incredible title screen!" And that's just the beginning...
This game has so much awesome stuff in it that it gives me a headache when I wonder how Mr. Engelhardt fit it all in a 32K cart. AtariAge boasts that Cave In is the first Homebrew for the 2600 to require a special chip in the cart with extra RAM for it to run on the system. Atari did this with a few of their games, but Cave In is apparently the first homebrew to use this trick, but boy does it show! At the start of the game, you are asked to choose a difficulty setting which will decide many factors including whether you start with the gun, where the keys to locked doors are, and more, all of which is explained in a beautiful manual that also doubles as your character's journal (read the entries carefully! They may provide clues!). Your mission is to find three keys, each of which unlock a single door somewhere in the maze. The doors lead to one of three pieces of an ancient crown that you must collect. Upon collecting all three pieces, a fourth door can be opened, which will lead to the place where you can repair the crown, then you must escape the cave. The problem is, this cave is HUGE. There must be at least a hundred rooms. It's so big that I think it actually is to the game's disadvantage. There are so many places to go with so few landmarks that it's extremely easy to get lost, but that's probably the idea. To find the keys, you must search each room very carefully. To have your character search an area, simply move against a wall to have him search it. Of course, there are creatures in the caves who would want nothing more than to kill you. Luckily, you have a gun to shoot them with; however, on the higher difficulties, you don't start with the gun! You can even lose it by taking damage! Also, there are other hidden things besides the keys and doors. The monsters sometimes will drop a small health restoration, and somewhere in the cave is a pool of water that will heal you completely. There are also warp zones, switches, a mine cart that you have to ride to access parts of the cave, lava rooms where the walls hurt you and other things to watch out for. So, if this is such an epic, wonderful game, why give it an A- and not an A+? Well, the cave is actually TOO big. It's so huge that at times it feels to be a little bit of a hassle to explore. And because many of the rooms look the same except for a different color, it's really easy to get lost and frustrated, especially on the higher difficulty levels where your character will lose health gradually for every room you enter. Also, the scorpions are particularly hard to hit because of a glitch where your shot goes through its tail without killing it. But these are minor gripes. The gameplay overall is excellent.
It's an Atari 2600 game, so move with the joystick, fire your gun with the button, and there you go! Still, your character moves fluently, and I had no trouble with making my guy do what I wanted. Sound: B- There's not much here in the auditory department, and some of the sounds are very similar. Still, it all works, and being an Atari game it's not wise to expect symphonic music and realistic sound. Replay Value/Fun Factor: A+ This game is one of the most unique and fascinating adventure games for the Atari. There is so much to see and do (perhaps too much so), the gameplay is stimulating, and I can imagine that fans of Adventure will instantly fall in love with this and be playing it for many years to come. Overall: A- This is one of the most intriguing titles I've played for the Atari 2600. With a massive world to explore, lots of secrets, and tons of features all packed into a wonderfully fun game, this one comes highly recommended. Definitely a purchase to consider. |
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The game begins with five dragon families – The Artisans, Peace Keepers, Magic Crafters, Beast Makers and Dream Weavers, living happily in their individual worlds respectively. Surprisingly enough, this level of calm and contentment doesn’t last for long, as the alliterative dragon-trapper Gnasty Gnork wreaks havoc, capturing the dragons. It is up to the fast and agile Spyro, voiced by Carlos Alazraqui, with his best friend Sparx the Dragonfly by his side to set them free. Spyro will be rewarded with a clue as to the whereabouts of Gnork after freeing each dragon, ending in an inevitable confrontation between the young dragon and the villain. The game is split into several different realms, and Spyro can travel from one to the next as the player makes progress in the game by collecting a certain amount of items, be it gems, dragon eggs or rescuing the dragons themselves. These realms become increasingly difficult as the player begins to master the simple control scheme, and perhaps more importantly, the jumpy camera, one of few flaws with the title.
The large, expansive 3-D environments stop this formula from ever becoming tiring, and the game is certainly one of the most graphically pleasing and technically solid titles on the Playstation 1, with the colorful vistas and unique characters making for an incredibly enjoyable experience, still to this day. Large parts of the game are spent with Spyro sprinting head first into smaller, easier enemies. This will change, as Spyro later adopts the glide technique, allowing him to fly from one ledge to another, allowing access to previously inaccessible points. The game does ramp up in difficulty as this technique becomes more relied upon and enemies begin to pose more of a genuine threat to the youngster, but the title still remains immensely enjoyable. Each of the games’ realms are interlinked by a home-world, each of which featuring a boss to defeat, as well as flying level known as Speedway, where Spyro is no longer limited to just gliding and now has the ability to fly upwards. These levels feature several different challenges to complete within a set time limit, such as flying through rings or blowing up barrels. These sections in particular prove to be very challenging, and definitely require multiple playthroughs allowing the player to memorize the best routes to take. If you don’t complete the task within the time, you will have to start from the very beginning. Whilst this section is rife with frustrating “oh, so close!” moments, its addictive nature will keep the player coming back to cut fragments off their record times. Whilst the game features no multiplayer component, this section is certainly a fun one to play with friends to see who can get the fastest time possible. Many think that the limited nature of Spyro’s character is the reason behind the franchise’s lack of success on next-gen consoles like the Xbox 360 and Playstation 3, alongside uninspired game design and a menagerie of glitches. President and CEO of Insomniac games, Ted Price was quoted saying that “(Insomniac) gave up the series after releasing Spyro: Year of the Dragon because his actions were limited”. His inability to develop new moves was partly down to his lack of dexterity skill, rendering him unable to use weapons with his hands, emphasizing the need for Spyro himself to be the weapon. This is perhaps the reasoning behind the character design of the more recent Ratchet. Also, unlike other titles where characters appear to be the same age throughout their ordeals expanding over numerous titles, the Spyro series has more recently attempted to redesign his character by making him physically grow up. This was immediately criticized by thousands of fans worldwide, who thought the new Spyro lacked the same charisma and outright likeability his PS1-self attained.
Despite a lack of recent success for the Spyro franchise, the earlier games in the series remain favorites for thousands worldwide, who still cling to the hope that one day Insomniac will reclaim the Spyro label and create a new game. After the poor ‘Dawn of the Dragon’, the most recent game in the series, it is possible that the next Spyro game could be a long, long way away, but the potential for next-gen success for the little (or not so little, as of late…) purple dragon remains clear. The game is without a doubt one of the most enjoyable action titles on the Playstation 1, and holds up very well by today’s standards, with its rock solid mechanics still working wonders on consumers. With the game now available through the Playstation Network, and therefore playable on a Playstation Portable console, Spyro the Dragon is definitely a recommended purchase for all. |
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Paul was not able to write up a complete Pixelated report for this month’s issue due him being busy with the Midwest Gaming Classic. However, he did provide the legwork in finding out what Pixelated games came out last month and are worth giving a try if you are a retrogaming fan. Here are some of the retroware highlights for the month:
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| This section will feature a different game each month. I will talk about when I first experienced the game at an arcade and how I felt about it. It could be an arcade game or a pinball machine. It is not a review, there are more than enough of those out there. Rather it is my personal observation of the first time I played a game and the impact it had on me, positive or negative. I would love to hear from others about their first experience with an arcade machine or pinball machine.
Donkey Kong I remember hearing about Donkey Kong from a friend. He said it was a King Kong game, which intrigued me as I loved the original movie. All I knew is that you had to save a woman from a giant gorilla. I envisioned traveling across Skull Island, battling dinosaurs and other monsters as I searched for the damsel in distress. Little did I know how different the game would be. When I saw the game called "Donkey Kong", I was puzzled. Was this the game he was talking about? I went over and watched someone playing it. He was controlling some strange little man as he tried to get to the top. There was a giant gorilla there and there was the damsel in distress. This must be the game. I placed my quarter down and waited to play. Luck was on my side as the person was not very good. He did not even get past the first level. I studied the game while he played. Climb ladders and jump over barrels. There also was a hammer that would smash the barrels. Interesting. I did note that the barrels would come down the ladders, so I had to be on guard for that. That finished the person before me. As he finished up, I quickly dropped a quarter in the machine and watched the opening animation. As was always the rule, I placed a second quarter on the machine. Experience taught me that the first game often ended quickly. It was a good idea to have the next game ready. Once it started, I moved back and forth and hit the jump button. Nice simple controls, just the way I like it. It only took one death to finish the first level. And that death was because I forgot the barrels could go down the ladders, a well earned lesson. Once I finished the first level and saw Donkey Kong run off with my beloved, I waited in anticipation to what came next. Images of going up a building like in King Kong raced through my head as I waited. I was greeted by the girder level. It took me the rest of my Mario's to learn how to defeat the level. It was not long before I reached for my backup quarter. Before I could put another quarter on the machine, someone else claimed the next game. So I had to make the game count as it could be a bit before I could play again. I mustered up all my skills and by the end of the game, I had reached the third level with the pulleys. But I did not pass that level on my first day with the game. Soon after my first encounter with Mario and Donkey Kong, I heard the rumors about it. The rumors about the unusual name were the first to circulate around the arcade and schoolyards. The most common was how the name was mixed up in translation. Instead of Monkey Kong, it became Donkey Kong. Others were it was originally called King Kong, but lawsuits forced them to change the name. Still others were that the main character was a donkey in Japan and they changed him to a Mario over here. Without the aid of the internet and Google, people could say just about anything and we would believe it. We had no way to disprove it. Then the rumor of the fourth level of the game spread like wildfire. Everyone knew someone who saw someone else make it to the secret level. About the only consistence to the story was the level was called the Pie Factory. This only made us want to play the game more to be the first among our friends to make it to this super hard level. Over the next few weeks, Pie Factory sightings were as common as UFO sightings in Roswell. More people admitted to seeing the level. The day finally came when I first witnessed someone make it there. I was waiting to play as some older kid was tearing through the levels. With each step nearer, more and more kids crowded around the machine. When the level finally appeared, we all held our breath as we first witnessed the level for ourselves. It was that day that we believed anything was possible. Maybe other games had levels that we did not know about. It was a grand day to be a gamer. It was long after that day that I was able to reach the Pie Factory myself. This was an accomplishment that I was very proud of. Not something I could put on my resume, but it felt that important to me. To this day, I will stop and play a Donkey Kong machine when I come across one. It is quite rare for me to get to the Pie Factory anymore, but I still try. And I will keep trying as long as there are working Donkey Kong machines out there. 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 his plethora of his homemade video game related comics. |
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| Well, this was a refreshing issue of Retrogaming Times Monthly. One thing that just occurred to me is that the date of publication for this issue is April 1st, which of course is April Fools Day. Darn it! I missed the opportunity to create a good prank for this issue. Maybe next year I'll be more on top of my game, or maybe I'll just do my prank in May...Hmmm. Or, maybe I'm only fooling myself when I say I'll get to those long awaited back issues...Anyway, here's to Spring, Easter, and all the good times to come!
- Bryan Roppolo, Retrogaming Times Monthly Editor |
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