| Retrogaming Times Monthly |
| Issue #9 - February 2005 |
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Table of Contents |
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| 01. | Press Fire to Start |
| 02. | Syntax Era |
| 03. | MAME Review |
| 04. | The Many Faces of . . . Defender |
| 05. | Dragon's Lair 20th Anniversary |
| 06. | The Titles of Tengen |
| 07. | Retrogaming Commercial Vault |
| 08. | Apple Corps |
| 09. | Newsbytes |
| 10. | The TI-99/4A Arcade |
| 11. | The Thrill of Defeat |
| 12. | Game Over |
| Press Fire to Start |
| by Adam King |
Greetings, gamers, and welcome to this February Edition of Retrogaming Times Monthly. In this issue we have quite a few gaming articles. We pay tribute to THE forefather of all videogame magazines. We have several arcade game reviews, and we look at a few ports as well. Plus we have a commercial for a game that was never released, and a few pieces on old computers as well. So start clicking that scroll bar and let's get gaming.
| Syntax Era: Electronic Games (Part 1) |
| by Scott Jacobi |
I
believe that when most people think of the quintessential vintage
videogame magazine from the 80s, they think of Electronic Games. I
don’t have any statistical evidence to
back that up or anything, it’s
just been my experience that most people that I’ve talked to remember
Electronic Games as the shining example of what videogame periodicals
were like back in the day, and rightfully so. It was the very first
videogame magazine on the newsstands, it had the longest run out of all
of the competition, and it seemed to have a distribution network that
placed it anywhere you could think of to find gaming mags. The closest
competition it had was from an equally impressive magazine with a far
less inspired title, “Video Games.” (Stay tuned for a review on that
magazine in two months.)
Before
I dive in to the review, don’t be fooled by the part 1 bit. Even though
Electronic Games did try to make a comeback in the 90s with a second
volume publication, part 2 will not be about that. I just felt that it
was appropriate to dedicate more time to the father of video game
magazines because it ran for so long, and a profound change came across
the magazine during the second half of it’s publication which I will
explore next month. This magazine was so integrated to the success of
the gaming industry that it’s growth and decline occurred side by side
with the industry itself. And next month I will explore the attempts it
made to rescue itself from obscurity, despite the inevitable warning
signs.
followed
them.
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MAME Review: BurgerTime |
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| by Blaise Warren | ||
Burger Time from Data East which hit the arcade scene in 1982 for me was an instant hit.
Part
of the platform with ladders genre this game requires a bit of
strategy. The object of this game is to build (you guessed it) burgers
and avoid the apparently angry food whose only goal is to send you to
chef heaven and smash your dreams of hosting a show on the food
network.
To build burgers simply walk across a section of burger, which sends it falling down on to the section below creating a cascade of food. Once all of the burgers are stacked you move on to the next level. The first two levels are pretty easy with hotdogs and fried eggs chasing you down. Level 3 they introduce another baddie Mr. Pickle. The ladder configurations favor the baddies leaving little room for error, as they like to cut you off. However you have a weapon a pinch of pepper to toss on the baddies temporarily immobilizing them so you can make good your escape. You should use the pepper wisely as you have a small supply and can only replenish your pepper by grabbing bonus items that appear on the screen. To eliminate the baddies you can drop sections of the burger on to their heads. A good way to wipeout a few at once is to lead them on to a section of burger and have it drop out from under their feet thus sending them to their doom.
The graphics are well done for the time period and the music adds to and does not overpower the game. The sound effects work well and the playability is great. This game is highly recommended for all of the arcade faithful. Next month I will review Taito’s 1990 platform game Liquid Kids. Any questions or games that you would like info on drop me an email at bwarren@jackdouglascenter.org.
| The Many Faces of . . . Defender |
| by Alan Hewston |
This month we have another 25th anniversary tribute, honoring the most complex arcade game from 1980, and probably from that era. Defender was first released in Europe in late 1980, and wasn't seen much in the US until it was mass produced around mid 1981. And mass produced it was, as some say it may have been the second most manufactured arcade game of all time, trailing only Pac-Man and having well over a billion dollars in earnings. A lot of these earnings were due to the game not being easy, but because it was hard, and sucked in those quarters quickly. Everyone knew it was the hardest game in the parlor and that made it all the more reason to give it a try and see for yourself if you could overcome the world's greatest arcade challenge. Make sure to watch the DVD "Once Upon Atari" (www.scottw.com) and hear about a Defender story at Atari.
After 25 years this legend is still quite a thrill and challenge to play on the actual arcade hardware, but we are not all that fortunate, so we play along on our classic game systems. Unless you've been turned into a Mutant, then you know what Smart Bombs are and how they are synonymous with the game "Defender". As Craig Kubey "The Winners' Book of Video Games" says (about the end of a game), 'A full set of unused Smart Bombs is perhaps the saddest sight in all of video games.' The use of Smart Bombs and a scanner that covers action going on elsewhere in the game were signs of things to come. Games having radar and a coherent play area larger than the screen are elements that were first seen on games like "Defender" and "Radar Rat Race" (oops I mean "Rally-X"). These concepts, as well as an all powerful Smart Bomb really add a lot of depth and strategy to games. With a fast, action packed and difficult game to control, Defender demanded some pretty intense use of your peripheral vision and hand-eye coordination. You could not possibly focus and absorb all that is going on in the world of Defender at the same time. A successful Defender player is either lucky all the time or they have mastered glancing at just the right things at the right time, and then of course to react appropriately and make those controls comply.
As usual, within these Many Faces of reviews, we know the classic home systems can only hope to recreate some of that arcade feel and will always fall short of the original. The complexity of Defender's arcade controls, a stick plus 5 buttons makes for one of the greatest challenges to port to the home systems. Our goal here is mostly to point out all the features and differences that we can, but also to rank and score every home version relative to each other, and finally to score them relative to ALL home games from the classic joystick era. With so many gameplay elements, a veritable plethora of sound effects and a huge variations in graphics, I'm sure that my breakdown and scoring will not make everyone happy, but the relative rankings should be close to yours. We hope to be critical of only those elements that are most important to knowing (seeing & hearing) what is going on in the game and being able to plan and control your strategy accordingly. With 9 home versions it was quite a challenge and hopefully I did not nitpick too much - as there were over 60 game elements that I had to sift through. Note that through this review, "SB" equals "Smart Bomb"
| Arcade:
1980 Williams Electronics by Eugene Jarvis, Larry DeMar, Sam Dicker
& Paul Dussault Home versions all by Atari or Atarisoft Arcade Sequel: 1981 Stargate, aka Defender II Williams Electronics by Eugene Jarvis & Larry DeMar |
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| The usual collage with a "Bob Polaro" signed copy of 2600 Defender. |
Home Version Similarities: Except those in <> all home versions have: a demo mode <CV, TI, C64, 2600>; a choice of 2 or more skill settings <CV, INTV>; a pause <Vic 20, 2600>; 10 humans to protect <2600 (5)> for 5 levels at a time and then the world resets with 10 humans again in levels 5, 10, 5, 20 . . . ; arcade scoring, with bonus points earned for each surviving human X1, X2, X3, X4, X5 per each level respectfully after the world is reset; a bonus life and extra Smart Bomb every 10K points; a button(s) for hyperspace <Vic, 2600>; a button for Smart Bombs <2600>; enemies wrap around the screen top to bottom; enemies try to ram you and/or fire shots at you, or to lay mines (bombs); the humans are vulnerable to your shots <2600>; a Mutant takeover occurs when all humans are killed; this is a graphically catastrophic event <TI is boring> and at that time all Landers become the aggressive and deadly Mutants; Landers materialize <2600, INTV> at the beginning of each level; if you are really fast at eliminating the Landers, some versions will end the level early, but plan for more Landers to materialize another 2(?) times throughout each level; Baiters will arrive (and continue to accumulate) if you do not conquer a level in a timely fashion; Bombers and Pods are present at the onset, and once hit, the Pods turn into a vicious pack of tiny attacking Swarmers; Swarmers are very hard to hit, and come in groups of 5 or more <C64 (only 3), 2600 (2 sets of 4, but each set acts as one object)> and they even fire at you as well; a SB used to eliminate a Pod will usually eliminate its Swarmers <2600, C64, INTV, TI> as well; the level # is only shown at the completion of each level. The scanner shows the entire circumference of the planet and its multicolored blips of varying sizes determine which enemies are of which type <Vic, INTV, TI, AP2> and where they are located. Likewise the human <INTV, TI> locations and if they are being abducted can be observed. The best versions allow you to fly by radar (just like the arcade) and use only your peripheral vision for the on screen action.
Sounds
Pretty Good
Defender is another one of those games really loaded with distinct
sound effects, and pretty much all of them made it home as well. I
probably missed a couple effects but here goes with versions
<missing the effect are in these brackets>: red alert/startup
each life <AP2>; death explosion; defender firing; enemies firing
<Vic, AP2, TI>; Landers materializing <Vic, INTV, 2600>;
Bomber destroyed <2600, Vic>; Landers & enemies in general
destroyed; Swarmers released <AP2>; Baiter arrives <AP2, CV,
2600, Vic, TI>; hyperspace <CV, Vic, INTV>; SB fired; human
cry for help; falling human <TI, 2600, Vic, AP2>; catching the
human <2600, AP2>; safely landing the human <AP2>; shot or
splattered human or becoming a Mutant; the Mutant takeover; end of
level bonus <C64, INTV, Vic>; and bonus lives.
International
Date Line (IDL)
Keeping in mind that the Defender screen wraps around, from left to
right. The IDL is the term I've seen that refers to the spot on the
Defender screen where the enemies can be tricked. It is in their
programming to come at you by the shortest path. If the IDL is on the
screen (note that it is NOT a visible line) and the enemies are on the
opposite side of the IDL, then they move away, thinking that the
closest path to you is all-the-way around the world. In a nutshell -
you can jump back and forth across the IDL and confuse the enemies and
bait them into getting picked off by your shots. The <2600, Vic,
INTV> I could not determine if there was an IDL, but not penalize
them. See if you can find the IDL hint get a Baiter after you and play
hide & seek near the 2 tall mountains close to each other.
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Have Nots: Atari 2600 (38)
My first reaction was the ship disappears, and is invulnerable when you
fire wasn't this everyone's first reaction? The Gameplay is effective
(7), but clearly the worst due to the 2600's limitation, and even more
likely due to Atari rushing this one out the door to capitalize on
sales. The worst problem is the missing a SB and hyperspace buttons.
Yes, functionally they are in the gameplay as you can perform them at
the bottom/top of the screen - but this is unacceptable. Atari did not
want to use more than one controller, which it then did the next year
for Star Raiders. Other problems were a lack of humans, only 5 to
protect, and then if you catch and carry a human, no more can be
abducted. Regardless of setting or options used, any game including the
Mutant takeover can be played forever. Even at their hardest
difficulty, the Swarmers, Mutants, Baiters are too easy. I probably do
not emphasize it enough here, but if the consequences of a mutant
takeover are not severe then it kinda throws away the reason why we are
trying save the humans in the first place. There's no killer/kamikaze
instinct, and you cannot even accidentally kill your own humans.
Fortunately, the scanner was well programmed and is effective, and a
child's option allows the younger children to play a swell.
Addictiveness is fun (7) but suffers most for being too easy. There is
no pause, but simply go all the way up or down and you can pause
indefinitely. The Graphics are worth while (7), clean and easy to
determine what is going on. But there's not much detail, almost no
animation and the enemies are all mono colored and found in limited
numbers. The Sound is very good (7), but missing many effects as listed
in "Sounds Pretty Good". Controls score a perfect (10) as you always
get what you want. I've taken away the point(s) in the gameplay for
improper/different use of the SB and hyperspace.
Have Nots: Apple ][ (39)
My first reaction was the sound here really bytes. Despite the same
programmer as the Atari 8 bit version, this one must have been rushed
out the door, or he was unable to force the Apple to match the guts of
the Atari. The Addictiveness is of good quality (8) but the game is too
hard. The collision detection is so bad that your ship might as well be
twice its size. The Landers seem uncharacteristically more interested
in ramming you than abducting humans. Then, shots can literally
disappear and then reappear right off your bough, at which point you
perish. This frustration may cause you to stop playing right away, but
hang in there and give it a try. It is difficult, but maybe you can get
used to it. The <ESC> is the pause. The Gameplay is outstanding
(9) despite a scanner problems (see below). The Baiters are a bit too
slow, but the Mutants are all the more deadly. The Graphics are very
nice (8), with good details, lots of action, a good mix of colors and
some multi-color. But the multi-color is deceiving as enemies are
really alternating between 2 sets of colors. They're either blue or red
(or some of both), or they are green or purple (or some of both). This
adds some animation eye-candy, but in reality makes it much harder to
ID them in the scanner. Fortunately the humans are not a problem to
detect. Sound always leaves much to be desired, with the internal
speakers, but is respectable (6). Nearly all effects are included but
they all sound similar, and not very good at that. The lack of the
humans "catch" and "landing" sounds detract from the gameplay. Controls
score an (8), with a sluggish analog stick especially changing from
L/R. The limited Hyperspace button, only the "H" key instead of using
the entire keyboard as other systems did. Note that all computer
versions used the <Space Bar> for the SB. As usual, only found on
disk.
Have Nots: Vic 20 (39)
My first reaction was without a pause and hyperspace, this review gets
off to a tough start. Despite no chance for a medal, its one of the
best Vic 20 scores I've posted to date. The objects may be a little
oversized, but the action and Gameplay are impressive (8). Deductions
mostly from a poor scanner and lack of hyperspace. The Addictiveness is
fun (7), but there is no pause, and there is a bit of a collision
detection problem. Another glitch is that the action slows a bit and
then speeds up if there are to many enemies and bullets on screen.
Graphics are exciting (7) with a star field and many multi-colored
enemies. But there's not much detail, things are a bit oversized and
there's no animation. This may be purposeful, but you also cannot see
enemies for several seconds after a mutant takeover. As itemized above,
several sound effects are missing and most are not as pleasant to the
ear as the medal winners are. Regardless, the Sound is effective (7).
Controls scored a (10) as did the 2600. Despite no pause or Hyperspace,
the controls themselves never cause a loss of life. Similar scoring has
been used for CV titles for several of the Many Faces reviews that is,
I try not to double penalize. Vic 20 Defender is harder to find than
its cart rarity or value indicates.
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Have Nots: Intellivision (40)
My first reaction was it looks great, and I want to play it more, but
those darn controls just won't cooperate. Among the top 5 INTV games
I've reviewed here and the well-done programming leads to an
Addictiveness score of (9). The standard INTV pause is there
<diagonals>. The Gameplay is impressive (8) but the Landers seem
to wander and move around too much. The worst offender is the scanner
providing no clue what enemy is coming or where the humans are. The
Graphics seem almost beautiful (8) at a glance with several colors and
several enemies can fire and Swarm at you at once. But most are
mono-colored, there is no animation and the details are mediocre. Sound
is crisp (8), with nearly all effects in place and most are appealing.
Controls are the downfall perhaps too generous scoring them a (7).
There's just too much maneuvering required for this disc controller,
and the firing and trying to use the SB when you want is horrible. The
<any key> for the hyperspace works well, but you may do this by
accident when trying to pause.
Have Nots: TI-99 (41)
My first reaction was most enemies are not as fierce and do not attack
as they should but the mutants will make you pay. This ranks up there
second only to Star Trek:SOS as the TI-99 game I've played the most.
Gameplay is impressive (8) but minus 1 for a scanner that cannot detect
humans or enemy types. The <+> key selects the skill and #
players, and any key activates the hyperspace. The Addictiveness is
outstanding (9) and there's not much to detract from you coming back
for more other than the pause <P> is a bit hard to use. The
Graphics are beautiful (8) with a star field, lots of action and good
details. Not much multi-color and no animation. Sound is worth while
(7), but could be much better. Despite more effects than the 2600 or
Vic, a careful ear will realize than none are very appealing and most
of them are the same set of effects repeated. You make the call rush
job, or poor programming - the TI can do much better. Controls score a
(9). While using an Atari style stick is perfect, the pause is not
easily accessible. I could have gone to a 10, but some of the other
scores are marginal, and so I am hoping this averages it out.
Have Nots: Colecovision (44)
My first reaction was there are no options other than 2 players. But
then typically CV games with multiple skill levels are too hard even on
the easiest setting - so nothing is wasted here just play. The Gameplay
is superb (9) the most arcade like with no penalties. The Addictiveness
is fantastic (9) with a pause <*>, but is not the best.
Fortunately I did not penalize the lack of an easier game play or
option that much, so it still matches the medal winners here. Graphics
are great (9) among the best, with stars, lots of action, and plenty of
details. There's no animation and only a bit of multi-color, but
nothing detracts from the gameplay or your enjoyment. Sound is pleasant
(8) with most effects in place, but a couple are missing (see "Sounds
Pretty Good") and a few are duds. Thus the sound separates the men from
the boys. Controls score a (9) due to being forced to use CV
controllers. All 3 special functions are right on the
keypad/controller, but the stick is the problem for me. I would have
scored it a 10 if the Super Action controller were compatible so it
just misses the medal stand but is still a great game.
Silver Medal: Commodore 64 & Atari 5200 (45)
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Commodore 64
My first reaction is the Sound, Graphics and Addictiveness are all the
best so how come no Gold Medal? As with most versions, there are so
many effects occurring simultaneously that some have to cut in and
interrupt the others. The medal winners all did a great job of keeping
the most important sounds active, and not missing anything important.
The Gameplay is a little lacking, but still superb (9). The only nits
are the SB never takes out both the Pod and its Swarmers and then there
are never more than 3 Swarmers, even on the hardest difficulty. Those
C64 Baiters like to come out early, but at least they let you know when
they've arrived. With no drawbacks, the Addictiveness is remarkable (9)
including a pause <F5>, and 3 skill levels and yes, the easiest
setting is easy, but gets harder. The Graphics are fantastic (9) with
lots of action, color, the best detail and most animation and most
multi-color. Only things missing are the unnecessary star field &
walking humans. The scanner objects are a bit tiny, but this can be
remedied with a larger monitor/TV. Likewise the sound is nearly awesome
(9) with all effects in place and most stand out and want to be heard.
The only minor effect missing is the end of level audio cue. The
Controls score a (9) and this is the downfall. I'm probably being a bit
too critical but if they were done the same as the Atari using and edge
button, <F7> or <left arrow> for the pause, and then any
other key on the board for hyperspace - then I'd be justified in giving
it a 10.
Atari 5200
My first reaction is that the joysticks are once again a detriment, but
not as bad as I expected. The 5200 analog controllers will likely give
you some troubles, and regardless if you are able to use a Wico
controller or the Masterplay interface, the Controls only score a (9).
Just like the C64, it's not easy to use all the buttons flawlessly
using 2 controllers - so that is the difference between this and its
cousin. Besides the obvious Controls differences, see the Atari 8 bit
scores and descriptions below as the games appear to be identical. The
Pause is the <Pause>, hyperspace is any keypad key. SB is the
upper fire button set.
Gold Medal: Atari 8-Bit (46)
My first reaction was the Gameplay is the best (9) and a "very"
complete demo makes up for its only subtraction that of poor physics
when changing directions (L/R). This is awkward and is so weird that
you end up moving backwards from where you were and need to account for
this movement in advance and post-haste. In other versions you'd be
able to escape, but if you get too close here you are wasted. I feel
that practice will allow you to plan and overcome this, but if you
disagree, then there's a three way tie. The Addictiveness is wonderful
(9), with the <ESC> as the pause and good difficulty settings.
Graphics are well done (9) with a star field, lots of details,
multi-color and action, but not quite as much animation as the C64. The
biggest difference is that the Atari graphics are too busy. The large
explosions and slowly disappearing debris cloud make it easier to die
from a stray bullet lost in the cloud. Fortunately this difference was
not enough for a point differential. The Sound is terrific (9) just
about as good as the C64 with only minor differences in quality of some
effects. Controls score a (10), while not perfect, they are close and
for a system with all buttons (SB, hyperspace & pause) in place,
this one will lead to the fewest control mishaps. The joystick is
perfect and then it is easy to smack the keyboard and almost always get
the desired response. So overall on a finer scoring system there would
be a tie. The C64 is better in 3 of 4 categories but gets the same
scores here. The C64 controls are just a slight bit more likely to lead
to failure than the Atari but that's how it goes sometimes.
WTB: I'm still looking for Vic 20 "Battlezone", "Mountain King", "Moon Patrol" & the Sierra (disk) version of "Frogger". And also the Apple ][ version of "Threshold".
Come back next month for the Many Faces of "Missile Command" or "Venture", and a ,ong shot, maybe both. While writing this review my brain kept on playing the Buckner & Garcia song "The Defender". And I forgot to report the same for last month with "Ode to a Centipede". Contact Alan Hewston [aka "Pitfall Harry" to Bob Polaro] at: Hewston95@NOSPAMstratos.net or visit the Many Faces of site: http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
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Arcade Review: Dragon's Lair 20th Anniversary Edition |
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| by Mark Sabbatini | ||
Dragon's Lair, one of the ultimate love-it-or-hate-it coin-op games, has received an update sure to continue that tradition.
The
Dragon's Lair 20th Anniversary Edition by Ultracade is a reissue of the
1983 breakthrough laserdisc game. It apparently came out (appropriately
enough) in 2003, but I saw one for the first time this month at the
Circus Circus hotel in Las Vegas. Purists will immediately note it is
not an exact remake and probably find many faults, but casual fans and
those who never played the original will likely find it a fun and
worthwhile quarter sponge.
A bit of Dragon's Lair history (those familiar with it can skip to the next two graphs): The Don Bluth creation caused a sensation with its Disney-like animated graphics, which far exceeded the quality of any other game in its day, and unique gameplay. The action centers around Dirk the Daring, a brave but somewhat goofy knight trying to rescue the fair princess Daphne from the evil dragon Singe. Dirk makes his way through a series of challenges in Singe's castle using a four-direction joystick and sword button, but doesn't really "control" the knight. Instead, pre-drawn animation sequences run and if the player selects the "right" choice when creatures, lava and other hazards appear, the animation progresses to the next challenge. Choosing a wrong option or failing to respond with proper timing results in an alternate animation (a leading cause of those black-screen delays) showing Dirk meeting a death often more amusing than the main sequence. The game is more about memorizing patterns than responding to the action, although flashes of light sometimes provide hints about which way to move. Many of the challenges repeat themselves and a "mirror" effect can be triggered, requiring a reversal of the right-left pattern sequence.
It was a runaway commercial success, but the limited and quirky gameplay attracted plenty of critics. It also was the first game to widely charge 50 cents instead of the usual quarter (a big money eater as the "continue" option was near mandatory to get far into the game). A second laserdisc game, Space Ace, proved a hit as well to a lesser degree, but a number of other poor-quality games including a Dragon's Lair sequel caused the genre to all but disappear within a few years. Its fan base remained however and various home versions - exceptionally limited at first before technology allowed the full game to be translated - proved highly successful, although that this point new gamers used to more sophistication were more critical than ever. Personally, I got a kick out of finally being able to watch all the death sequences by triggering them intentionally without worrying about wasting quarters.
Perhaps the most significant difference in the new coin-op version is it's software-driven instead of on laserdisc, so there's no longer the black-screen transition between screens. Fans of the original will immediately notice the console is smaller than the original - there are 19-inch and 25-inch screen versions - and statistics like score and men remaining are now displayed on-screen instead of an overhead LED display. The other immediate difference is the standard cost is now only a quarter, although apparently some machines have a 50-cent option I'll get to in a minute.
A logo very similar to the original is on the side of the machine, with a 20th anniversary edition bit of splash added. An ad for the game mentions Space Ace and Dragon's Lair II are on the chip, but there was no option to play them I saw.
Graphics and animation are dead-on, although the game feels a bit faster due to the lack of black-screen time. The joystick emits the classic electronic "beep" when a correct move is executed and a lower-pitched one for a wrong move.
The game itself always starts with a "drawbridge" sequence I've seen in various home versions, but do not remember ever seeing in the arcade (they always seemed to start with a "ropes above fire pit" or "brick wall" screen). The selection of screens continues in a manner more consistent with home versions, making me think the game is based on them rather than the original. Many of the screens normally not seen until later in the game appear early, for instance, and after two failed attempts the newer version moves to a different sequence.
Another major difference is the version I played had visual "hints" in the upper left corner of the screen revealing the correct move for each challenge in real-time (apparently this is an option that must be purchased for an extra quarter on some machines). Using the hints is a mixed blessing at best, with at least two notable drawbacks: 1) it's often tough to respond fast enough to succeed, especially during a complex series of moves and 2) watching the cues often means missing the action, depriving both the enjoyment of watching the animations and a feeling of being into the flow of the game. On the other hand, the hints can be a huge blessing when used judiciously: Anyone whose wasted entire games trying to get through that pair of huge rotating paddles at the beginning of the "throne and thorns" screen will love knowing the exact moment to go.
I own two different home versions and can get through both easily, but it still took a number of quarters to work through the new arcade version for a couple of reasons. The first is at first I expected it to be closer to the original coin-op and was caught off-guard by changes such as the drawbridge screen. I also lost a number of Dirks trying to use the visual cues before deciding my memory and responding to the action was more reliable.
Obviously I'm in the Dragon's Lair fan camp and therefore it's no surprise I recommend the updated coin-op even though it doesn't quite have the feel or enjoyment level of the original. Even purists ought to play a few games just to get familiar with the update since, if nothing else, it will enhance their appreciation of the few laserdisc machines still in existence. Those who've mastered home versions and moved on may get less enjoyment out of it, although it's a good way to kill a decent length of time and/or impress onlookers if such as occasion arises.
| The Titles of Tengen - Ms. Pac-Man |
| by David Lundin, Jr. |
Undoubtedly one of the most popular arcade games of all time is Ms. Pac-Man, the dot gobbling better half and sequel to the groundbreaking Pac-Man, released by Namco in 1980. There had been home versions of the Namco classic on nearly every video game console and home computer but in 1990 Tengen released an NES version with all the charm of the arcade and a pile of new play modes. Although I can’t imagine anyone that doesn’t all ready know the basic play mechanic of the original Pac-Man games, for the uninitiated the game centers around guiding Ms. Pac-Man around an overhead maze, eating all the dots while avoiding the four ghosts that inhabit the playfield. Each maze has four power pellets near the maze corners, eating one of these will cause the ghosts to turn blue and become edible for a short amount of time. Ghosts that are eaten disappear, except for their eyes, and return to the center of the maze where they are regenerated. Each maze has a different bonus item food that bounces around the maze and can be eaten for bonus points. After all the dots and power pellets are eaten, the player gets to start the next maze. With each stage the ghosts get faster and the effectiveness of power pellets becomes shorter. After certain stages the player is treated to a short intermission sequence showing how Pac-Man and Ms. Pac-Man’s relationship grows. (okay, it’s not all that deep but it’s part of what makes this game a classic.
With the Tengen version on the NES you get a port of the arcade original plus a whole lot more. After the title screen the player is presented with an options screen with different play modes and settings. The first of these is the “Pac Booster” which can be turned on, turned off, or set to be activated by either button A or B. The Pac Booster makes Ms. Pac-Man speed up, it takes away most of the challenge of the game but is a nice feature to have as an option. Next is the game difficulty selection: easy, hard, crazy, or normal. They’re all pretty much self-explanatory and control the speed of the ghosts. The next option is where the Tengen port really shines, maze selection: arcade, mini, big, and strange. “Arcade” is just that, all the arcade mazes and game play. “Mini” is a series of half-size mazes. “Big” is a series of large mazes with long winding alleys. “Strange” is a series of oddly arranged mazes with lots of different nooks and crannies to navigate about. Lastly you have the option to choose your starting level, stages 1-7.
In the graphics department Tengen did a decent job with attempting to port over the look of the original game. The colors are a bit off but everything is close enough to the arcade original to warrant it graphically proficient when compared to the arcade version. The arcade and larger mazes scroll vertically, following Ms. Pac-Man as the player navigates the maze. Scrolling is smooth and far enough ahead of Ms. Pac-Man so there aren’t any surprises with ghosts suddenly appearing in front of the player. About two thirds of the maze is shown on screen at a time. Some people don’t like this scrolling motion but it allows the game to have good-sized sprites and maintain as much of the arcade detail as possible, remember the arcade version had a vertical monitor. Sprites move smoothly and with a bare minimum of flicker.

The audio falls a bit short, while all the sound effects are there they simply sound slightly off. The music at the start of the game and during the intermission sequences is actually really close to the arcade version. Namco released an official version on the NES three years after the Tengen port, which has near-perfect arcade audio but the audio in the Tengen version is more than adequate. Controls are just what one would expect, the control pad controls Ms. Pac-Man’s direction of travel and if you have the Pac Booster enabled as being activated by button A or B then button A or B activates the Pac Booster - imagine that. In the arcade mode all the arcade stages are there but the additional play modes give what was already an incredibly addictive game infinite replay value. It’s almost like getting a near-perfect 8-bit port of Ms. Pac-Man along with a myriad of maze expansion packs. As I stated earlier, Namco did release an official version of Ms. Pac-Man on the NES in 1993, however it looks rushed visually and while the game play is there it just doesn’t seem like good old Ms. Pac-Man. You also don’t get all the additional mazes and play modes with the Namco version. Even though I personally think the audio in the Namco version is better, over all the Tengen port is simply a superior game on the NES. The two versions are easy to tell apart since the Tengen release is in the signature black Tengen cartridge while the Namco release is in a standard gray NES cartridge. Ms. Pac-Man is yet another example of the quality job Tengen could do with arcade games on the NES.
"InsaneDavid" also runs a slowly growing gaming site at http://www.classicplastic.net/dvgi
| Retrogaming Commercial Vault |
| by Adam King |
Welcome back to the Vault, where we spotlight all those ads you try to avoid. This month we take a look at the commercial for the CBS Electronics title Wings.
Suddenly everyone's asking "What in Activision is Wings?" Well, Wings was going to be an air combat game for several systems, but it was canned. I don't know the whole story, so let's get to the ad."
This spot will remind you of Top Gun. You watch as a young pilot does battle with several enemy planes while controlling his jet with an Atari joystick. All while some rock music plays in the background.
"Earth is under attack! Our only hope is you and your Wings. Wings with RAM-Plus to mega-charge your Atari VCS and make it three times as exciting. Free Booster Grip included. Now, you're in the cockpit, and they're everywhere. Bank left! Bank right! Coluds; fly by instruments only. Now FIRE!"
"Good luck! It's rough up there."
"Wings, the new videogame from CBS Electronics, where the excitment never ends!"
PICTURES:
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This commercial makes it seem like we missed out on something special. Anyway you can download it at Digital Press (www.digitpress.com). Also Atari Age (www.atariage.com) has a ROM of the game you can download and try to play.
Don't forget you can find Nintendo commercials at my website, NES Times, which can found at come.to/nestimes.
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Apple Corps |
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| by Alan Hewston | ||
A few Apple ][ notes from some of our readers from last month that we forgot to include.
Apple 2 Notes & picture from Cameron Christison
I had asked here in the RTM if the Apple 2 "Track & Field" had a special controller by Atarisoft. Sure enough, they used the same Atari Track & Field controller as packaged in all other versions and included a cable to convert from the Apple 2 configuration to the Atari 9 pin plugs. Cameron has also recently confirmed that the Apple ][ mouse does not work with Atarisoft Centipede.

Apple 2 Notes from classic video game programmer Jimmy Huey
Classic gaming programmer Jimmy Huey who has programmed several titles on the Vic 20, the Apple 2 version of Atarisoft "Mario Bros" and several more games since then recently told me that the C64 version of "Mario Bros" was programmed by Gregg Tavares and Juan Alvarado. Jimmy was amazed that they fit the game in 16k.
Jimmy notes that he was pretty much finished working on the Apple ][ version of "Mario Bros" when Atarisoft cancelled it. Thus there never was a commercial release, but there may be several unfinished versions out there. [RTM will describe this game, and hopefully more Apple ][ games next time we review more of the "Lost Faces".] Anyhow, the latest version that Jimmy worked on would have used wrap-around graphics - to allow you to get to the other side of the screen. Jimmy says that when Jack Tramiel bought out Atari, they "cancelled" all the titles... which meant they didn't get paid for their work either. The Atari QA department reported a giant list of bugs in Jimmy's final product ... which sorta seemed bogus ... because he thought the game was fairly bug-free. Perhaps this was their way to justify its cancellation.
So, this is some great new information from Jimmy, but unfortunately he was not interested in giving the RTM a full interview at this time. We'll check back with him later in 2005. Since I know that you're interested, yes, you can check out Jimmy's web site is at:
http://www.ministryofthought.com/biojim.html
And . .. Jimmy even provided me a link to Greg Tavares' massive site at: http://www.greggman.com/
You can use Greg's "search" or specifically this link http://greggman.com/edit/editheadlines/2004-10-19.htm There you can learn a little more about Greg's C64 Atarisoft version of "Centipede" - which was in fact, copied from the Atari 8 bit version. This was pretty timely news at the RTM as we reviewed the Many Faces of Centipede this month [oops that was last moth].
Alan Hewston welcomes your feedback at hewston95@@@@stratos.net Share your Apple 2 notes with our readers here in the "Apple Corps". Shoot me an email & we'll provide more coverage here.
| NEWSBYTES |
Credit: Good Deal Games (http://www.gooddealgames.com/)
Bull Riding (Event from World Games, Epyx, 1986), Championship Wrestling (Epyx, 1986), Cyberdyne Warrior (Hewson, 1989), Cybernoid (Cybernoid: The Fighting Machine, Hewson, 1988), Cybernoid II (Cybernoid II: The Revenge, Hewson, 1988), Eliminator (Hewson, 1988), Exolon (Hewson, 1987), Firelord (Hewson, 1986), Flying Disk (Event from California Games, Epyx, 1987), Gateway to Apshai (Epyx, 1983), Impossible Mission (Epyx, 1984), Impossible Mission 2 (Epyx, 1988), Jumpman Junior (Epyx, 1983), Paradroid (Hewson, 1985), Pitstop (Epyx, 1983), Pitstop 2 (Epyx, 1984), Ranarama (Rana Rama, Hewson, 1984), Silicon Warrior (Epyx, 1984), Speedball (Image Works, 1989), Summer Games (Epyx, 1984), Super Cycle (Epyx, 1986), Sumo (Event from World Games, Epyx, 1986), Surfing (Event from California Games, Epyx, 1987), Sword of Fargoal (Epyx, 1983), Tower Toppler (Hewson, 1987), Uridium (Hewson, 1986), Winter Games (Epyx, 1985), World Karate Champion A (World Karate Championship, Epyx, 1986), World Karate Champion B (World Karate Championship, Epyx, 1986), Zynaps (Hewson, 1987)
For more information, go to http://www.mammothtoys.com/products.htm.
Credit: Armchair Arcade (http://www.armchairarcade.com/)
Credit: Good Deal Games (http://www.gooddealgames.com/)
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The TI-99/4A Arcade: MBX Gaming (Part 2) |
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| by Bryan Roppolo | ||
In last month's article I reviewed the MBX games Meteor Belt, Bigfoot, and Sewermania. Well, considering that the MBX is such a unique device I decided to follow up this month with 3 more cartridges made by Milton Bradley for their MBX gaming add-on. For those of you who missed last month's article and are unsure as to what the MBX system is, it's basically the Voice Commander that was announced by Milton Bradley for the Atari 2600/5200. This system allowed for Voice Recognition, better speech synthesis, and the use of a fancy 360° analog joystick. Luckily most of the games can be played without the MBX system if you don't happen to own one, but the big drawback is that some of the unique features cannot be used (such as the voice recognition). Anyway, sit back and put on your gaming gloves (if you have any) and get ready to read about how gaming is done the MBX way!
Championship Baseball (1983 Milton
Bradley)
Here it is! The
game that you hear people talking about all the time when it comes to
the MBX gaming add-on! This was the cartridge that Milton Bradley
advertised with the MBX system and demoed most actively at the various
CES shows that they attended. Championship Baseball was without a doubt
the MBX's flagship game! It received lengthy reviews not just back in
1983, but also in the 1990s when people were starting to get into
collecting classic video games. In my opinion, if there was one type of
game that could best implement the voice recognition, speech synthesis,
action-input keypad, and special joystick the MBX had to offer it would
be a baseball game. Speaking along those lines, I should mention that
Championship Baseball was the only game to actually use all the
features of the MBX to their full extent. This was because most of the
other titles were games where it wouldn't make sense for them to use
all of the bells and whistles the MBX had to offer. Anyway, enough of
my rambling, lets get on to the review!
Space Bandits (1983 Milton Bradley)
Space Bandits
is quite possibly the most unique game out of all the MBX titles. You
take control of a robot who must collect Earth's Energy Crystals that
were stolen by "Computer Controlled Androids". The uniqueness of the
game comes from the fact that not only can you walk up and down the
corridors on the bottom of the screen, but also on the sides and top of
the screen. Therefore, the game has a 3D aspect to it which makes your
mission much harder to complete, especially considering that the
controls change accordingly with the different sides of the screen (if
you are controlling your robot on the bottom part of the screen all
that is needed to move forward is a press "up" on the joystick.
However, once on the top of the screen, a press "down" on the joystick
moves you forward). This change of joystick movement helps create a
more realistic feel that really helps the game out and makes it more
fun to play, however frustrating it may be first. After you have the
controls for the game down, which can prove to be very tricky, the next
step is to go about completing your mission to get back all the of the
Earth's Energy Crystals, which are represented by little red diamonds
throughout the 3D maze. However, there are a few curve balls thrown in.
If you are unable to collect the crystals after 40 seconds, they become
radioactive. This means that if you touch a crystal once it's
radioactive (they turn white after becoming so) you will lose a life
and fall off into space towards a purple alien ship which appears in
the center of the screen. On the other hand, if you do collect all 4
crystals from that round, you might think your job is done, but that's
not the case. Even after all the crystals are collected you must still
blast the white androids which follow you throughout the maze. Only
after all of the androids have been killed will you be able to advance
forward.
Superfly (1983 Milton Bradley) - Sequel
to the TI-99/4A game "The Attack"
Here's a game
that for some reason seems to be overlooked quite a bit when it comes
to MBX gaming. Not only does Superfly offer some really unique
features, but it's also the little known sequel to the ever popular
1980 Milton Bradley game The Attack on the TI-99/4A. Considering how
much attention The Attack got through the years, it's surprising that
Superfly isn't more talked about today since it offers many
improvements to its predecessor.
For more reviews, graphics, and information on TI-99/4A video game cartridges stop by the TI-99/4A Videogame House at <http://www.videogamehouse.net/>. This site is run by a staff of TI-99/4A enthusiasts, including Bryan Roppolo himself and has been responsible for finding unreleased TI-99/4A video game cartridges such as Lobster Bay.
| The Thrill of Defeat II: Gaming on computing history's losers |
| by Mark Sabbatini |
A mandatory screening for state-of-the-art pixel-pushers contemplating this time capsule voyage to text-only games for computers from “a long, long time ago.” Set your browser’s hyperdrive for http://www.asciimation.co.nz/. Not amused? Skip this article - you’re lost to the dark side of technology.
Hopefully it proves text can be entertaining, especially with the creativity and perseverance obviously involved. I found it more amusing and artistic than Episodes I, II and VI combined (and if that isn’t enough hints about the site, well so much for our “only hope”).
I can reminisce about my first arcade visit, home computer or whatever, but my absolute first computer gaming was fencing with a text-based computer psychologist (Eliza) on a minicomputer in an office where most machines read programs from paper rolls and cards punched with holes.
Soon after I discovered a huge range of text-based adventure, arcade, sports and strategy games and became hooked for life. Much of my current working life is centered around seeking out the latest and greatest technology, but free time is still consumed by a huge range of text games old and new. Do a Google search and you’ll find plenty of programmers devoting themselves to offering all sorts of them free for the downloading.
Maybe it’s old-time nostalgia, wonder at programmers wringing so much from primitive building blocks, or simply the camp value. A magazine ad for Infocom, maker of the finest text adventures ever, bragged no computer would ever be capable of displaying their images because they were created in the mind. Well, the company lied - market forces eventually forced them to write graphic adventures that never sold as well. Still, it’s a great pitch that occasionally resonates - I refuse to concede any modern Zork title matches the quality of the original text trilogy.
So part two of this series on computing history’s “losers” doomed to obscurity through obsolesce or inability to compete in the market looks at the very first generation of games appearing even before Pong took the world by storm. It’s as much history lesson as entertainment, some of which is undoubtedly familiar to most gamers, but a must when compiling a list of games and machines shoved into history’s background.
This isn’t even close to a complete list of dinosaurs, by the way, just ones I have some hands-on knowledge and experience with. I got to do some typing on old room-size IBM computers, for instance, but never a chance to discover if any games - much less worthwhile ones - existed.
I’ll play titles on old machines when I can find them (government surplus outlets are great sources, even if I’ve been forced to buy a palletload for $20 instead of just one), but unlike many retrogamers I have no problem with emulation. It’s not always perfect, but is often the most practical and a means for those who might never experience the machines otherwise. Virtually every machine in these articles can be emulated with free software available online, but for simplicity’s sake I am providing only a few browser-based versions as an easy-enough-for-anyone taster.
Games are rated with two letter grades, a “then” score for my humble opinion of how entertaining they were in comparison to other games of the era and a “now” score for fun value today. I confess the latter scores may be on the kind side, especially since a few hours after writing this I played a few Atari 2600 favorites like “HERO” and “Jr. Pac Man” and they felt incredibly sophisticated in comparison. Brought back the full impact of just how much it was loved in its day.
Next month will deal with one more category of machines predating the true home computing/console era: those TV-based home “Pong” games that even as a kid became dull far faster than my parents wanted to know after buying them. Was anybody able to do anything interesting with balls and paddles? Actually, it turns out a couple of companies did, including a well-known one and another largely obscured by history.
Meanwhile, a great read is Creative Computing’s “Basic Computer Games” series, free for viewing at www.atariarchives.org. The images include sample runs of hundreds of text-based programs, allowing insight into gameplay without the hassle of finding and downloading the programs themselves.
Now, at last, the machines and their games. First is another another bit of pure whimsy:
Chess
Not a computer game; this is an ancient concept of using a chessboard
as a computer (or at least a calculator). The theory, and other sites
offering the ultimate in primitive computing concepts dating back to
the 1500s is at Emulators of Historical Systems
(http://ei.cs.vt.edu/~history/emulators.html).
And speaking of calculators, plenty of people came up with:
Pocket
calculator ‘games’
Even as a kid, I didn’t find “insulting” a calculator by typing “7334”
and reading it upside down all that funny, but there were some
interesting challenges such as this: Take three different single digits
and find a combination besides 6X21 (126) that contains all of the
numbers selected. Trust me, this is really, really hard.
OK, enough. Time for real computers and their games, beginning with maybe the very first:
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EDSAC (Grade: Incomplete due to lack of experience)
Noughts And Crosses, a tic-tac-toe game, was written in 1952 by A.S.
Douglas for the EDSAC, a computer built in 1949 at the University of
Cambridge. The machine had a 35-by-16 display of “dots” and could
execute 600 instructions a second. Humans played the computer by
entering moves using a dial similar to those found on old telephones.
An online emulator of the system is at
http://www.cl.cam.ac.uk/UoCCL/misc/EDSAC99/simulators/india/applet/,
but I’m not sure if any games are part of it or how to use them.
DEC PDP
Time for the meat of this article in terms of quantity and quality of
games. The PDP-1 was a “breakthrough” computer in the early 1960s, with
the PDP-1 selling for a mere $120,000 when other machines cost more
than $1 million. It had 4K of memory expandable to 64K (considered
massive beyond belief), performed 50,00-100,000 calculations a second,
took “only” 17 feet of floor space, and read paper tapes at 400 feet
per second. But it wasn’t a total dinosaur. Among other things it could
read a light pen, sort of the precursor to today’s mouse. Later models
with imaginative titles like the PDP-7 and PDP-8 were much more
advanced and widely found. Not all of the games below originated on PDP
computers, but it ran many of the “classics” and is a good
representative sampler.
Space
War (then-A; now-C)
Anyone even minimally familiar with gaming history knows this
two-player space combat shooter programmed during the 1960s by MIT
students on a PDP-1 is generally considered the first true video game.
It therefore gets brief mention, even though it isn’t a text game.
Those wanting to try it will find an online emulator at
http://lcs.www.media.mit.edu/groups/el/projects/spacewar/ and luckily
players get to use keys for controls instead of the dials on the
original machine.
Advent
(a.k.a. Colossal Cave) (then A; now B)
Everyone probably knows about the original explore-the-cave text
adventure as well. In fact, it’s probably tougher to find machines that
don’t have a version written for it than those that do. Those wanting
to play it online can find a version at
http://ww1.freearcade.com/Zplet.jav/Advent.html.
Life
(then B; now D)
Maybe the first strategy/simulation game, of sorts. John Conway wrote
this for a PDP-7 in 1970, with an initial grid of “cells” evolving in
successive generations depending on how crowded the surrounding areas
were. Too much or too little crowding would kill cells off, but this
was all a part of the “natural” cycle that would then allow necessary
increases. He offered a cash prize for any pattern that generated life
indefinitely. Another program copied in many forms as a basic exercise.
A modern online emulation of it can be found at
http://www.ibiblio.org/lifepatterns/.
Hunt
The Wumpus (then B+, now C-)
Five arrows, 20 caves, pits and bats to avoid, and a monster to hunt.
The first RPG? Basically, you move into adjoining rooms by selecting
tunnel A, B or C, with the ability to “smell” the wumpus one or two
rooms away. Shooting an arrow (instead of moving into a tunnel)
correctly will kill it, but a miss is one of several things that can
wake him and trigger his occasional wanderings in search of you. The
effects of hazards vary; bats, for instance, drop you in random
locations. Plenty of fun and like other titles copied so often some may
not be aware of the original anymore.
Eliza
(then B+; now D-)
I’ve never forgotten a former girlfriend telling me the most helpful
people usually don’t actually give advice for problems. Instead they
listen well and make fairly neutral comments that reassure the talker
(who probably already knows the solution) they’re being heard. If
that’s true, this “landmark” artificial intelligence program should be
one of the best shrinks of all time. It can be entertaining and often
frustrating at the same time. You type in sentences (i.e. “I’m
depressed”) and the computer responds (“Why do you think you’re
depressed” or “I see, tell me more”). It quickly becomes obvious the
program extracts certain words based on some rules of grammar (type
“no” as part of a sentence and response is often “You seem quite
negative”) and puts them into a limited number of canned responses.
Many quirky spin-offs of this program exist, but perhaps more
interesting is looking at modern artificial intelligence programs and
seeing how they expand on the concept.
Chess
(then C-, now F)
At one point some considered chess on a computer impossible. Even if a
machine could perform an unthinkable million calculations per second,
they said, it would still take far longer than any human could endure
for the computer to figure out moves. They were wrong - programmers got
around this using algorithms that calculated a limited number of
possibilities (today, of course, there’s no problem considering
everything). Many resulted in skilled virtual opponents, but they
weren’t necessarily fun or easy to play. This PCP-8 version was too
hard for me to follow by using letters such as “BK” and “WQ” to
designate pieces. The recommendation with that and other primitive
versions, including my Sinclair ZX-81 years later, was to keep a real
chessboard nearby to perform the actual moves on.
Cosmac Elf
The “advanced” machine of this bunch, built in 1976 around something
known as an 1802 processor. It was controlled with a 16-key pad used to
type in hex numbers (that’s base-16 for math types, where the “range”
of numbers goes from zero to “F” for 16). It’s included because 1) I
saw one running at a show recently and was intrigued enough to try the
emulated programs below and 2) the processor is the basis for a
primitive gaming system that is part of the future series of articles.
Mouse
Trap (no grade due to lack of experience)
I am fairly impressed with this program for one reason: It uses less
than 256 bytes of memory, or about the same number of characters as a
short paragraph. As best I can tell you somehow use the hexpad to
capture a dot moving across the screen as it passes through the trap at
the bottom center. I haven’t yet figured out how.
Meistermind
(no grade due to lack of experience)
A “guess the code” game based on the two-player peg game Mastermind.
Players can have the computer select a number between three to five
digits, guess what each digit might be, and the computer uses an “A”
and “B” system indicating 1) how many numbers are correct and in the
right position and 2) how many numbers are right but in the wrong
position). If the correct number is “1234” and the user types “1456,”
for instance, the result is “A1, B1.” I never enjoyed any version of
this game, but it was a good beginning programming exercise for untold
thousands of computer users.
| Game Over |
Time to close out another edition of RTM. Thanks to everyone for reading our little newsletter, and we hope to bring you some more great articles next month.
- Adam King, Chief Editor
Copyright © 2005 Adam King & Alan Hewston. All related copyrights and trademarks are acknowledged.