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| COVERING 3 DECADES OF CLASSIC GAMING | |||||
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| I'm sure the first thing that you guys are saying is that this issue is really small. Well, you are right. The main reason for this was because I sent out only 1 reminder to everyone for their articles, instead of the usual 3. Therefore, many people forgot about the deadline and were not able to submit anything. Oh well, I guess next time in September we will have the full crew back. That issue will also be our Back to School edition, so hopefully we can get some good school memories and maybe an article about the ever popular school game, Oregon Trail!
As I am typing this, the 2010 Classic Gaming Expo is currently under way after a few years off. That's great to see, as it's pretty much the premier classic gaming event in the USA. With any luck, we will have someone reporting on the show for next month's issue. In other retro gaming news, a homebrew version of Tutankham for the TI-99/4A is still being worked on and progress is being made. Parker Brothers ended up not putting the game out for the TI-99/4A system back in 1983, and only 2 prototype copies are known to exist. Needless to say, Tutankham is a great game and should be a welcome addition to TI-99/4A game players once the homebrew version (which is actually based on the Colecovision version) is complete. I'll see you guys in September when the school bell rings, and I assure you there will be more, many more, articles then! |
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| The Big Bang 2010 This event is being held August 5-8 at the Bridge View Center in Ottumwa, Iowa. It will feature some of the best games for consoles and PCs that you have grown to love over the years. There will be cash prize tournaments with prizes in excess of $10,000, celebrities, nightly concerts, including Days of the New, a 24-hour Bring Your Own Cartridge game area, and more! By the way, RTM favorite Paul Zimmerman will be there as well! Visit our website at http://ivghof.com/ for more information. |
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By the time this issue of RTM goes live, almost a month will have elapsed since California Extreme 2010 took place. However only two days after the show I find myself getting this show report together, wanting to get my thoughts down while the sighs, sounds and smells are still fresh in my mind. This, my third year in attendance, saw the show once again take place at the Hyatt Regency / Santa Clara Convention Center as it did last year. California Extreme is the premier arcade collector's show on the west coast if not the entire nation. For one weekend every year a giant room fills up with nearly every arcade cabinet and pinball machine you can imagine, all set to free play. The amazing part is for a very nominal fee you can enter this mythical temporary arcade and play all you want for the entire weekend. Two days never went by so fast in your life. The show weekend this year fell on July 17th and 18th, running from Saturday morning until 2am Sunday and then picking up again a few hours later until 9pm Sunday night. This is a show where collectors, operators, record holders, designers, game players, pinball junkies, game design royalty, vendors, any group you can think of is there. It doesn't matter if you've played games for years or you're walking up to an arcade cabinet for the first time, everyone is welcome and the atmosphere is electric with fun.
As I've said in years previous, pre-registration is the way to go with California Extreme. You get into the show a half an hour early, a discount on show shirts, your own laminated show badge with your name on it and more importantly a special check in area that speeds you into the show. Although I didn't have any problems previously, the check in procedure at the door was super streamlined this year, getting you ready to go even faster. Make sure to pick up some raffle tickets as well since there are drawings for great prizes though out the weekend, including a grand prize of a full size arcade game or pinball machine. This year one of the grand prize choices was both a Star Wars and Tempest upright with the conversion kit for Empire Strikes Back and Tempest Tubes! Once again my girlfriend Jessica accompanied me and also my brother Ian came to the show this year, making it his first. The three of us were at the show from opening to closing each day, walking out on Sunday as the show floor was being powered down. I'm pretty easy to spot at these shows since I tend to wear video game shirts that I haven't seen much of elsewhere. On Saturday I was attempting to bring myself some good mojo by wearing my Sega MANX TT SuperBike shirt, trying to win the matching hat in the raffle. While it didn't help any, I didn't mind in the least. On Sunday it was back to one of my all time favorite gaming shirts I've picked up over the years, Tetris is for Commies, which always gets positive comments. Speaking of Tetris, I had a really evenly matched game with another show patron at the Tetris cocktail in the cocktail table area on the backside of the show floor. Oh, I wear some pretty crazy Galaga sneakers as well but that's kind of hard to see in a darkened arcade. The layout of the show floor last year was great but this time around it was even better. The area of cocktail tables and the LaserDisc music video setup was moved to the back corner of the building, meaning less traffic cutting through the area which provided a more relaxing area to sit down and play some Omega Race. The majority of the vendor tables were once again located at the front of the building but they had their own little wing off to the side that gave them more room. The vendor area then wrapped around the outer wall onto the show floor ending with the shirt tables. Traffic flowed smoothly throughout the building with long aisles of games and pins, incredibly only having one row which dead ended in a curve of games. The Extreme Team did an incredible job of laying out the show floor this year and as usual, there was really absolutely no wasted space - a game of some type everywhere you would turn.
There were quite a few of my favorite machines here starting with Championship Sprint. I spent many hours in my younger days playing Championship Sprint and it continues to be my favorite of the Sprint Series simply due to how balanced the track designs are. Super Sprint is a lot of fun but a few of the tracks are just too technical for their own good, there isn't any flow. Also the more standard size of the Championship Sprint upright makes it more appealing for acquisition. There were actually two machines at the show, one that was for sale. The for sale machine developed a display problem halfway through the show and the asking price was cut in half. If I had the space to work on it I probably would have made the purchase. Chase H.Q. is another game I hadn't played in a long time. A driving game where you are an undercover detective chasing down criminals in your powered up sports car. The cabinet is unique in that once you catch up to the suspect, police lights in the marquee flash as the siren is turned on. Then it's time to bash and smash the fleeing perpetrator off the road and bring them to justice. The Exidy prototype Teeter Torture is always a game looked forward to by both myself and Jessica as it really is unlike anything else and has a unique control method that simply can't be replicated any other way. A big surprise was Magical Truck Adventure. It's essentially a railroad handcar simulator, a game I had heard of but never seen or played. Up to two players must pump handcar levers to move along the tracks, using a pair of pedals to either bank the handcar onto two wheels or make it jump over obstacles. Almost how Prop Cycle can get crazy intense on your legs, Magical Truck Adventure can kill your arms and upper body. Two days after the show my arms are still stiff after playing through the game. Some of my favorites from last year such as Varkon, Bosconian, and Zoo Keeper returned. Ian and myself played through Smash TV on Saturday night since he had never been through to the end of the game. I also made sure to get plenty of time in on Zeke's Peak, still one of the coolest and most unique games ever created in my opinion. I also made sure to play some of my favorite pins such as Lethal Weapon 3, Cyclone, Super Orbit, Arabian Nights and Space Shuttle. Uptime on all games was incredible with only a very few machines out for the weekend and we all know how temperamental these old games can be. I only attended one of the hosted events in the ballroom adjacent to the show floor this year. That event was the "Game Show Game Show" which featured arcade related Password, Match Game (with a guest panel of gaming alumni), and 1 vs. 100 (with the entire ballroom audience playing). The winner of each game then advanced to arcade Jeopardy hosted by Owen Rubin. Aside from that I simply spent all the time I could on the show floor, soaking up the atmosphere and well, playing games.
I do want to take a moment to mention a few of the vendors at the show. First and foremost to bring up something I mentioned in the 2009 show report. One of the offered wares at the show were night lights made out of pinball machine pop bumper caps. Essentially it looked as if you had a pop bumper plugged into an electrical socket and at first I thought that's what they were. It was only toward the end of the show did I realize they were night lights. Jessica was able to contact the gentleman that builds them earlier in the year so I knew I'd be able to purchase one when the show came around again. I'll be honest that one of the things I was most looking forward to at CAX 2010 was obtaining one of these lights. So when the show opened early to pre-registered attendees, Jessica and I made a quick walk over to the vendor area. Later Ian said he saw us take off to the left once the doors opened and wondered where the heck we were going together. He had an amazing variety this year. Jessica bought a green "100 Points When Lit" cap to give as a gift and I ended up buying two, one vintage Space Invaders cap and one yellow "10 Points When Lit" cap. I simply couldn't pass up the Space Invaders one and the other is currently illuminating the light switch in our bathroom. When there is light in the room a sensor shuts the night light off and when the room goes dark the night light turns back on. Additionally a collector had an "arcade garage sale" with tons of parts and accessories from years of collecting and operating arcade games. When he was setting up I bought a DJ Boy marquee and then later in the day bought a Sly Spy marquee as well. Late on Sunday when he was selling through more of his inventory I spotted a Sly Spy bezel and bought that as well. I purchased a Sly Spy PCB a few weeks previously so finding a marquee and bezel was really nice. Finally the reproduction artisans at ThisOldGame.com had their usual table, including an awesome TRON themed rework of Video Pinball. Along with shirts, artwork and other assorted gaming goodness they were selling coasters made from old arcade marquees that I simply couldn't pass up. In case they happen to read this article, thank you again for letting me mix and match coasters from different marquees! I ended up getting a coaster from Q*bert, Arkanoid, Ms. Pac-Man, and Gyruss. I have a bottle of Jolt Cola resting on the Gyruss coaster as I write this - no more condensation rings on my cocktail table. Thank you again to the Extreme Team for an incredible show. Thanks also to everyone that brought games and attended the show. I don't know how I missed so many years of this incredible gathering of entertainment. Since attending my first CAX in 2008 I couldn't imagine not going to the show every year, it's such a huge part of what I look forward to when vacation time rolls around. The date has already been announced for CAX 2011, July 9th and 10th, once again at the Hyatt Regency in Santa Clara. The only bad thing about California Extreme is the weekend simply flies by before you know it. As I've said at the end of the show each year I've attended, I simply cannot wait to do it again next year. Oh, and in case anyone is keeping track, I choked at the end of Super Don Quix-ote so that will have to wait until next year as well. "InsaneDavid" also covers all types of video gaming at http://www.classicplastic.net/dvgi |
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| "Many owners of Tandy products realize better ones exist, but they also feel they have a good product at a generally reasonable price." - Chat message on a TRS-80 BBS in 1988 Radio Shack is on the endangered brands list for 2011, along with other household names like Blockbuster and Kia. Sadly, it doesn't seem like many people will miss it. It usually takes a while for love to evolve to resentment and then indifference, and it seems Radio Shack loyalists long ago gave up hope after many years of disappointments. I've written much about Color Computer owners feeling scorned by the corporate cowboys at Tandy, but it turns out owners of most of the company's machines shared similar complaints. It's the story of a company with a few monumental steps forward followed by many, many tiny ones into the abyss. (In my usual disclaimer of not being a Tandy hater, keep in mind other companies' screw-ups were often far worse. Those who could care less about the subject can skip ahead to the game reviews at the end of the column.) The all-in-one $599 Model I, sort of a late 1970s iMac at a time when home computers were mostly owned by hobbyists building them from parts, was an immediate runaway success. Along with its successors (the Model III and 4), it kept the Radio Shack in the game for a decade, much as the Apple II and Atari 400/800 did for those companies. By then Tandy had introduced the 1000 MS-DOS machines, another wildly popular everything-included line that weren't the most powerful things around, but a blessed relief to consumers frightened at trying to get the right processor/controller/case/memory/power supply/graphics/sound/disk/etc. without forgetting any necessary components. In between came the Model 100, arguably the first practical notebook computer, along with its virtual twin, the NEC PC-8201. Tandy also scored technical, albeit commercially spurned, accomplishments such as the Tandy 2000, which was mighty in power but lacking compatibility with software people were actually using. And, of course, Radio Shack was the place to go for cables, components and other gizmos for hardware geeks of all brands. One of the biggest selling points was a public largely unfamiliar with computers could find help and service at any of the Radio Shacks that were to be found even in the most remote of towns. Some customers undoubtedly felt Ataris and Commodres were marginally better and/or cheaper, but the prospect of getting help from Sears or Kmart wasn't reassuring. Supporters made pie-in-the-sky predictions at times. Some felt the Color Computer with its unconventional but superior-in-power 6809 processor could knock the Apple II from the education throne. Others felt Tandy's refusal to follow certain market trends – such as slashing prices to the point of selling computers at a loss to maintain market share – would allow it endure where others failed. "I will be surprised if these firms (Commodore/Texas Instruments/Atari/etc.) don't knock each other out in a year," wrote Wayne Greene, publisher of 80 Micro and numerous other computer magazines, in a 1983 column commending Tandy's decision not to engage in the competitors' all-out TV ad war. But paying premium prices for second-rate goods wasn't endearing to customers on a long-term basis, especially since machine owners found themselves starved for quality software and accessories as Tandy went to great lengths to spurn third-party developers. Company executives also made fundamental and sometimes bizarre assessments of the market. "No one is going to blow the market away with a new piece of hardware at this point," Garland Asher, Tandy's director of financial planning, said in a 1983 interview with The Wall Street Journal. Despite seeing gains turn into a stiff loss in market share, he said the company had no plans to cut prices. As for offering better programs, then-CEO John Roach said in late 1984 that "we'd love to get out of the software business." The frustration was understandable, coming after a deluge of complaints when a key new operating system arrived six months late and was filled with horrific bugs – including one that increased dates by one. By November of 1985 Tandy machines were owned by 10 percent of home users, but only 3 percent of potential buyers were thinking of purchasing one, compared to 32 percent for Apple, 26 percent for IBM and 19 percent for Commodore. About 3 percent of businesses were considering Tandy machines, compared to 72 percent leaning toward IBM. "The company has all but ceased to be a viable alternative to the majority of potential buyers in both the home and business markets...If Tandy's position erodes much more, the company will find itself selling computers exclusively to Tandy owners," wrote Eric Maloney in a column in 80 Micro. Of course that prediction wasn't ironclad either – the same issue featured another article titled "Microsoft's MS-Windows: Too Little, Too Late?" Tandy did remerge with its 1000 series, which lasted in various incarnations until 1993, when the company succumbed and started selling models by Compaq and others. Meanwhile, owners of every other Tandy model were voicing complains similar to those about the CoCo detailed at length in past columns here. "Tandy never intended to fully support the Model 4 line for any length of time," wrote one chat forum user in 1987. "Tandy seemed to purposely keep the price high enough to inhibit further sales of the 4 and thereby phase it out completely." There were also rumors Tandy was sitting on huge cache of unreleased software, perhaps because the company went through "six different buyers in four years, none of whom could be called a Model 4 enthusiast," according to a January 1987 article in 80 Micro. Tandy's missteps during the 20 years following their personal computer offerings are also glaring, but not as a relevant from a retrogaming perspective. Among the recent examples are its ever-increasing focus on cell phones while ignoring its former core business plan, aggravating employees and customers alike by implementing highly aggressive sales tactics. Price markups on the components it still carries are borderline insane compared to retailers like Fry's and internet vendors. And Tandy gained infamy during the holidays last year when employees, obviously feeling corporate pressure, tacked donations for a charity drive onto customer's bills without permission. The company's response was it would give refunds to anyone who didn't want to support the fight against cancer. This pre-postmortem, if it can be called that, isn't meant to diminish the significance of Tandy's accomplishments. It's merely an inglorious end to a pioneer and a misfortune modern-day companies don't seem to be learning much from it. I've been a Mac user since the day I stopped writing college essays on my CoCo, for instance, but more from habit than affection lately as Apple's pricey and increasingly controlling mentality has planted more than a seed of resentment. Windows remains an abhorrent nonentity, but in the meantime I'm not rushing out to buy an iPad or other new gear from a company that once urged us to "think different." On to happier rants, as the review of games for the Color Computer 3 continues. This month is an all-around grab bag of good and bad from a multitude of sources, along with the usual tidbits of trivia and politics behind their development.
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Once in a while, a homebrew comes along that redefines for me what I think homebrewers are capable of. For me, I felt that most homebrews would be on pre-NES systems, nice and simple games, that while not pushing the envelope as far homebrews in general go, would at least add some new vitality to Atari, Coleco, etc. As far as I knew, anything after that era would be mostly tech demos. But then out of left field comes Battle Kid, by Sivak Games. Battle Kid is the first brand-new platformer/shoot 'em up on the good ol' Nintendo since the system's cancelation in 1994. Oh, there had been homebrews for the NES before Battle Kid, but none have captured my interest like this. It is truly a masterpiece not just by homebrew standards, but in my opinion stands proud among the great NES classics. Battle Kid is based upon the cult-classic PC game, I Wanna Be The Guy (IWBTG), which is probably the most ridiculously hard game ever made. IWBTG seems made to purposely piss you off while making you laugh hysterically at all the insanity happening around you. The character sprite of BK is even modeled after IWBTG's. However, while BK is hard as hell, it is not nearly as in your face about it as IWBTG. Now, let's take a look...
Graphics: A- While Battle Kid isn't exactly pushing the system's graphical power to the limit, it certainly is easy on the eyes for a NES game. All the characters and locations have a unique look to them, making it simple and easy to know what is happening on the screen at any given time. However, the bosses are quite impressive, with some of them taking up half of the screen. There are even cut scenes! Nothing mind-blowing, mind you, but the effort is definitely there to be seen throughout the game, and the graphics have a distinct charm that feels quite unique. Gameplay: A+ This game is what is now commonly referred to as a "MetroidVania" after the gameplay style of Metroid and post-Symphony of the Night CastleVania games, where you explore a huge area, collecting items that give you new powers that allow you to progress further, all the while fighting enemies in real-time. There is one major difference in this game, though... You die in one hit, no matter what. I can hear people now: "WTF!? How am I supposed to beat a game like this without getting hit!?" My answer: Practice. Luckily, there are continue points, scattered around the world map, just far enough apart to be aggravating, but not so far as to make the game unplayable. There are several difficulty levels to choose from: Easy, which gives you unlimited continues, passwords, and a power-up that makes your gun do double damage; Normal, where you start without the Damage Amplifier; Hard, which allows you to continue only 50 times and there are no passwords; Super Hard, which only gives you 20 continues; and for the truly masochistic, there's Unfair, which forces you to attempt to beat the game in one attempt. No passwords, no continues, no mercy. As you progress through the game, you'll come across a few power-ups, like Double Jump, Feather Fall, etc.; a few keys which allow you to open locked doors, a TON of different enemy types, bosses, obstacles, and lots of other fun stuff that make these kinds of games great. The game has several different areas to explore, each with their own characteristics, music, and enemies. You can even find teleporters to warp you to any other previously found warp point. At the beginning of the game, you'll find a computer that will give you hints on what to do next if you're stumped. It's amazing to think that Battle Kid is mostly the work of one person. It is truly remarkable how much there is to see and do in this game.
Controls: A+ Your character, Timmy, is quite easily controlled. Left and right move him in the appropriate direction, holding up during a jump activates Feather Fall (if you have it), A jumps, B shoots, Start pauses. Timmy moves at a brisk pace and the controls are tight as a vice, a must for a game of this difficulty. I had no problems playing the game (except for dying over and over again, due to my own suckiness, of course). Sound: A+ As you start the game, you might think that the music isn't particularly great. That is, until you enter the first area and the music suddenly rivals Capcom's greatest NES work! The soundtrack of this game blew my mind with it's awesomeness. The aforementioned first area tune is one of the best NES songs of all time, and that's saying something. The NES era spawned some of the greatest songs in video game history, and to think that Sivak has recaptured the feeling and tone of such work makes my brain hurt. How did he do it!? The soundtrack of Battle Kid is by far the best of any NES homebrew made so far, and I dare say even the harshest of critics would have trouble telling it apart from the music of games released during the system's prime. The sound effects do their job, but are not the best I've heard from the system. Still, the music more than makes up for this.
Replay Value/Fun Factor: A- Considering how soul-crushingly hard this game is, I'll warn you that your mileage will most likely vary, but I'll just take the non-wimp route and say that this game rocks. Everything about is full of quality, and if you are somewhat resembling a REAL gamer, I have a distinct feeling you'll really enjoy it. Overall: A This game has been repeatedly sold out to the point where I questioned whether I'd ever get a copy. I can understand the excitement. This game is not only the first homebrew on a level where I could imagine it being released during the console's heyday, but it is so much fun that the question isn't should you get it, but rather, why haven't you gotten it YET? It's been so successful that Sivak is apparently already working on a sequel! Just remember, this is a game for pros. Battle Kid - Fortress of Peril is available at RetroZone (http://www.retrousb.com/). |
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| Hello Pixelated fans. “Pixelated Paul” is here to let you know about some of the retroware highlights for the month of July. Sadly, it was another slow month for retroware goodies, especially on the WiiWare side; and only 1 Virtual Console game: Aero the Acrobat for the SNES, which was Sunsoft’s answer to the mascot craze at the time.
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| That pretty much wraps it up for this issue. Looks like for next month I'll have to be on my game and get those reminders out to everyone. Don't worry, Donald Lee will be back along with the others. No reason to panic, they are all still with us. Anyway, maybe this little "summer vacation" will be beneficial for them! See you next month!
- Bryan Roppolo, Retrogaming Times Monthly Editor |
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