| Retrogaming Times Monthly |
| Issue #30 - November 2006 |
|
Table of Contents |
|
| 01. | Attract Mode |
| 02. | The Many Faces of ... Stargate |
| 03. |
Commodore Corner |
| 04. | NEScade -- Paperboy |
| 05. |
An Ebayers Lament |
| 06. | Nintendo Realm |
| 07. | Game Over |
Attract Mode
by Scott Jacobi
As the new
editor, I wanted to come up with a catchy title
for my column. So
many of the great cliché
arcade terms have been taken… Insert Coin.
Press Start.
It was actually tough to find a good one that
hasn’t been used
until I really thought about what this editorial is supposed to be
about. And then it
occurred to me. This
editorial is about attracting readers
and with any luck, new writers. Sure,
the regulars are probably going to gloss right over this and jump right
to the
meat, but if you’re new to RTM, this is my chance to welcome
you, hook
you, and keep you coming back for more.
Just
like the demonstration mode that runs on an arcade game between
quarters. So I
decided upon Attract Mode for the name of
this column, and I hope it does the job.
| The Lost Many Faces of . . . Stargate |
| by Alan Hewston |
There were only a few “officially released” home
versions of Stargate in
the classic joystick era.
My first reaction was frustration as I did not realize my only floppy
disk version was either bad or hacked to be unplayable (the controls
are
all messed up see below). My fault for not planning ahead and
checking it last month. Too late now as my deadline is on
me.
I don’t do emulation & not sure if downloading and
converting to
floppy will yield different results than what I already have.
I did
not confirm if the port was officially released but it is on Moby Games
list along with screen shots, which usually means it was officially
released. There was no point is evaluating it at all as I
cannot
last longer than a minute. A few of these bizarre controls
and keys
are listed on the loading screen:
My first reaction was eager to see how they’d use 2 joysticks
for
control. Gameplay is impressive (8) an improvement from
Defender
with nearly all game elements present and accounted for here.
Missing are mobile humans and hilly terrain (which combined make the
vulnerable to your own firepower). I also deducted for the
limited
number of enemies both on screen and overall on the planet for each
wave. There’s never more than a handful (plus a
bullet or bomb)
on-screen at any time – watering down the action a
tad. A few of
the arcade’s 14 enemies are absent but otherwise not
missed.
Addictiveness is enjoyable (8), and is the only version that does not
set
you up for an occasional cruel double death. This is likely
due to
the built-in pause in the action after each death, where the action
waits
until you move or fire. Kudos to the programmers for earning
half
credit here for a pause. The 2600 also delivers the best
gradual
progression of difficulty, the best clarity of on-screen action (no
frustration/learning curve here) and there are no collision detection
problems. So despite lesser game play and action, you may
enjoy
this one just as long/often as the others. Graphics are
pretty good
(7) albeit with the fewest enemies, but the best clarity, some
multi-colored enemies, a decent scanner and displays, good scrolling
action and some color variety. There is not as much detail,
no
animation (walking humans), your ship is mono-colored, the explosions
are
smaller and other effects simpler, like the warp and the planet blowing
up. The warp-in of enemies is very well done here.
Sound is
effective (7) with the elements that are needed most sounding the
best. You can hear your ship’s thrust, each laser
blast fired, the
enemy’s fire, enemies being hit, enemies warping in, crying
humans,
mutants forming, catching falling humans, splatting humans, humans
landed, end of level bonus points added, planet blowing up, Smart Bomb,
Inviso & Smart Bombs when empty, Swarmers, bonus life &
your
death.
My first reaction was they changed the scanner – probably to
simplify the
code so that the game was not slowed down by updating all the enemies
displayed. Instead of the action shown on the scanner
scrolling as
you move, it stays fixed and your position inside the scanner moves
– you
are the white dot. This clever approach means that the enemy
positions only have to be updated when they move, as opposed to all of
them moving when you move – which is almost
non-stop. It would have
helped if they had a scrolling white bar that tracked the position of
the
current screen within the scanner – then you could more
easily use the
scanner. If you are looking at the scanner all the time, then
you’d
be hard pressed to say any other version does a better job.
Gameplay is superb (9), with all elements of this complex game fully in
place. All 14 enemies are here and are shown on-screen with
their
names prior to the action. About the only setback is the
planet is
the smallest of any home version, as it takes only about 9 seconds to
circumnavigate at full speed, whereas the 2600 is roughly 12 seconds
wide
and the 5200/8bit about 20 seconds across. Addictiveness is
very
fun (8), with the <Esc> key as the pause.
Overall the
difficulty is set a bit hard and does not ramp up much. The
action
is slowed when too much is on the screen and the collision detection is
a
little sloppy compared with the other ports. A really nice
Apple ][
unique feature is a text display under the scanner –
displaying “x
Humanoids remaining”, or “all Landers
destroyed” and then finally, “the
powers of darkness have won – mankind is
doomed”. Graphics are
fantastic (9) with easily the best scanner, good clarity and details,
hilly terrain and even an erupting volcano. There are good
displays, some multi-color, a full demo, smooth scrolling, a lot of
enemies on the planet and several enemies and their shots fired can be
seen on-screen. The spiraling enemies and walking humans are
animated well. There’s good explosions, warping
effect, planet
blowing up, and on-screen bonus points displayed. Only thing
more
we could ask for is better color variety (really lacking here) and a
little more animation and details. Sound is fine (6) with
nearly
all the effects in place but some are repeated and most are a bit tinny
sounding and not quite as good (the human cry and becoming a mutant) as
other ports. Most noticeably missing are the lack of engine
thrust,
no Baiters or Swarmers, no warp-in effect, and no end of wave bonus for
humans tallying points. Kudos for the SB and Inviso buttons ring out a
buzzer sound when they are empty. I reduced the Controls
score to a
(7), as the analog joystick is not desirable for a game where you need
to
constantly switch directions L/R, but without thrusting or moving
L/R. Even worse is when your L/R direction all-too easily
changes
direction when you don’t want it too.
Arrrghh. The Inviso is
hard to use as it is one small key, the <;> key )(not the
<+>
key as noted in the instruction manual). Actually Invio works
as a
toggle switch, so if you do not turn it off, it will completely
drain. This may not be such a bad idea, since it will not be
easy
to turn it off without risking losing control and dieing.
Important
to note that <Control> <R> resets the
game. As usual,
‘tis only available on disk and is somewhat rare.
My first reaction was nice to see the options screen, but
there’s
probably more than folks will ever use. I do not have a
working
copy of the 800 version so my detailed notes here are based upon the
5200, but thanks to Stephen Knox for some brief play testing to confirm
the keyboard controls etc. Despite both versions being
prototypes,
they appear to be complete and maybe just needed some fine tuning and
additions. I thought about disqualifying them since Atari
cancelled
them before they were officially released. But 5200 fans and now 8 bit
computer fans can play almost any title by emulation, as well as via
multi-cart or other similar cartridges – so let them earn the
medals they
deserved.| Commodore Corner |
| by Brett Burnell |
Well,
I’m back after a long hiatus for some more reviews for my
favorite computer
system of all time, the Commodore 64! This month, I will review what is
probably one of my top 10 favorite games on the good old 64,
“Bruce Lee” by
Datasoft. Next month, I plan to review the often-overlooked original
“Test
Drive.”
“Bruce
Lee”
(copyright © 1984 Datasoft)
|
|
|
|
“The
man” himself! |
“The
Beginning” |
***
DESCRIPTION ***
“Bruce
Lee” allows you to do what most
13-year-old boys dream of, to become the martial arts master himself,
Bruce Lee
and have all of his moves! Now you can master the Martial Arts that
took the
legendary teacher years to develop and master right at the palm of your
sweaty
little hands.
You
can run left or right, lie on the
floor, jump, climb, kick, or punch. You can punch by pressing the fire
button
while standing still or do a flying kick by pressing the fire button
while
moving left or right. The object of the game (to open the next level)
is to
simply collect lamps in a “Kung Fu Theater,”
Shaolin Monk temple. However,
the ultimate goal of the game is to reach a wizard in an underground
lair. Once
you defeat this wizard, rumors of untold wealth are to be had.
At
the beginning of the game, you only
have access to three screens. Collect all of the lamps on the three
screens
without dying and a “secret passage” will appear
right below where you started.
This passage will take you to the “Chinese
Underground.” At this point in the
game, the difficulty increases slightly and the game becomes very
enjoyable.
***
SCORING ***
Misc: 9/10 –
Warning! This game is highly addictive. It is, by far, one of the best
platform
games ever made. My only complaint is that it was too short. The AI for
the
ninja and Yamos is great. They will follow you like an ant at a picnic.
Graphics: 7/10
- The graphics are comparable for the time. The designers used the full
color
palette of the 64 and there are a lot screens and levels to look at.
Bruce Lee
is yellow and the Yamo looks like the Incredible Hulk. The one
complaint I have
is that the game seems to have a somber mood to it. The underground
uses too
many dark colors.
Sound: 7/10
– The sound was again, ample for its time. Nothing new or
“over the edge” here,
just simple tunes. Sound effects are all simple, good, and entertaining.
Playability:
10/10 - Playability
is where this game is really worth it’s weight in gold.
You can tell that the designers took a good bit of time thinking
through and
designing the levels to be first rate. They’re not too hard,
but not too easy
either. The level of difficulty also nicely rises to the occasion the
further
you make it into the game.
Originality:
6/10 –
Borrowing a lot from games like Jumpman!
From
Epyx, this game does platforming like it should be done. Future games
like
Super Mario Bros., Donkey Kong Country, and others owe their basic
gameplay to
games like these. It’s truly an original.
Overall: 39/50
– This game has everything going for it so pick up a copy and
boot it up! Even
after you have mastered the game and beat it several times, call up a
friend
and play against each other. Your friend can even play as Yamo and
chase you
around!
***
MISCELLANEOUS ***
Brett Burnell is an independent contractor in the Commonwealth of Pennsylvania. In his free time, he can be seen programming video games, being a referee for Twin Galaxies, going to Retrogaming shows, or just playing with his kids. He can be reached at bburnell@programmer.net.
| NEScade -- Paperboy |
| by David Lundin, Jr. |
Of the all time arcade classics that stayed with me from my early youth all the way up through high school, Paperboy truly is a game that has stood the test of time. The premise is simple enough, you are a paperboy delivering newspapers on some of the most dangerous streets to ever been seen in suburbia. For a successful delivery, papers must be thrown either in paperboxes or on a subscriber's doorstep. Non-subscribers get no mercy as breakage bonus points are awarded for smashing up their windows and yards with papers. However things aren't that easy, Paperboy's neighborhood is filled with dangers that range from traffic and stray animals to tornados and runaway lawnmowers. After completing the day's rounds, head out to the training course to score some bonus points by performing stunts and paper throwing target practice. Even into the late 1990's a Paperboy arcade upright in close proximity to my high school continued to earn high revenue and the game remains a unique classic. Four years after appearing in the arcade, Paperboy pedaled his way to the NES but results would be mixed.
Paperboy in the arcade was unlike anything else of its time. Not only was the game objective a fresh spin on a classic piece of American youth, the control device went even further to bring players into the experience. Instead of a joystick or a standard control yoke, Paperboy used a replica of bicycle handlebars for bicycle speed and movement. Pressing the handlebars forward caused your bicycle to accelerate and pulling them back slammed on the brakes. Buttons mounted beneath the handlebars triggered paper throwing and of course turning the handlebars steered your bicycle. Thankfully this transfers over well to the NES control pad. Steering doesn't feel as tight and responsive as it did with with handlebars in the arcade but it's still quite passable. Acceleration and braking work out to up and down on the control pad respectively and the B and A buttons are used for throwing papers.

The first difference outside of the expected control changes with the NES version is the omission of difficulty selection. The arcade original begins with the selection of three possible routes, difficulty varying between them: Easy Street, Middle Road, or Hard Way. On the NES the game simply begins although as the week progresses the difficulty ramps up as it did in the arcade. The basics of the game remain exactly the same. Each day begins with an overview of subscribers and non-subscribers on a route map and then the day's work begins. Missing a delivery or damaging a subscriber's home causes them to become a non-subscriber on the next day. All of the spoken audio clips that added a great deal of charm and humor to the arcade original are missing on the NES but that is to be expected. A good job was done with the background music and the in-game and training course music is recreated well. You can tell a genuine effort was put forward to get as much of the audio package replicated as possible. However the graphics are a completely different story.

Originally the world of Paperboy was bright, vibrant, colorful and beautiful. Everything had very detailed animation, smooth graphics, and a very cartoony appearance. The Paperboy alone had impressive fluid animation, his coat flailed in the wind, he pedaled smoothly, steering and bicycle movement was realistic, and there was a real throwing motion to tossing papers. Over on the NES things look drab and dull. There is very little color and animation is lackluster to say the least. Although the basics are still there, many times it's hard to even know what some of the obstacles and dangers in the game are, due to their undetailed sprites. Even though the gameplay mechanic remains true, the poor graphics detract far too much from the visual appeal of the original. This has to be among the worst looking NES games to ever be released.
Anyone that enjoyed the original Paperboy will find little redeeming value in the NES version. For the most part the entire game is there but it looks horrible and plays a lot slower than the original. It's another example of one aspect of an arcade port bringing the entire game down around itself, in this case the graphics. If you hunger for a retrogaming port of Paperboy, pick up the Atari Lynx version, which is a beautiful almost arcade perfect recreation. Outside of needing it to fill holes in your collection, this port of the exploits of a young boy delivering The Daily Sun should be kicked to the curb. No matter how bad it is I still played the NES version quite a bit during the time of its release - I was young, I was stupid, I was out of quarters.
"InsaneDavid" also runs a slowly growing gaming site at http://www.classicplastic.net/dvgi
An Ebayer's
Lament
by
Andrew Tonkin
For almost 6 years I have been regularly selling items on ebay. I mainly focus on selling video games. I started selling off some of my unwanted items to help fund my collecting and hopefully save up enough money to buy those elusive and expensive items. I decided to sell video games because that is what I knew and have a passion for. I could try and sell rare pottery but I know bugger all about that stuff.
I am glad to say that I have made a very nice profit over the years. However I have also found there are quite a number of interesting problems that can be faced when trying to sell video game items all over the world, particularly when some of them are getting on 25 years old or more.
Modern consoles use wonderful plugs called “AV Leads”. You simply plug them into the side of your TV and select AV INPUT and everything appears with a crisp picture and clear sound. But early consoles used the dreaded and much feared RF lead to connect to your TV. This meant plugging everything together and then spending the rest of the afternoon trying to tune your console into your TV. Once you had a lovely clear picture and sound, even the slightest bump could muck it all up. And God save you if your mum decided to do the vacuuming. And then there was the problem of each different console requiring a different channel.
Sometimes I buy a nice console lot from a garage sale, thinking to myself, “I should get a nice little profit for this on ebay.” I take it home, test it out and then put it aside to sell sometime in the future. But then at that later time when I am ready to list it on ebay there is always something missing. It might be the power adaptor, the joystick or the RF lead. I know it was there when I first tested it out.
A problem with classic consoles and games is that they become more and more fragile with age. A problem with the Post Office is that they do not seem to understand the term, “Fragile”.
I like to give the things I sell a good clean before I photograph and list them on ebay. While I do try and be careful, sometimes I have done some really stupid things.
Nintendo Realm -
Early December 1985
by
Scott Jacobi
Lunar
Ball released
by Pony Canyon on December 5th, 1985. Released in the U.S. as
Lunar Pool by FCI on October 1987
Throughout video game
history, there
have been many takes on billiards, but very few of them have ever been
as imaginative as Lunar Ball. With 60 different tables to
complete, Lunar Ball offers an unquestionable variety of
challenges. The accuracy of the controls are surprisingly
sophistocated for a Famicom game. Lunar Ball comes very close
to
offering a full 360 degree shot choice for the player, and utilizes the
now ubiquitous power meter to determine the strength of your shot. Each
table has a different shape and set of pockets, and typically has 6 or
7 balls to pocket. Bonus points are awarded for consecutive
balls
sunk, and even more points if those balls were sunk in numerical
order. No matter how many other games I move on to, I always
enjoy coming back to this one from time to time. It's a
perfect
example of a game that doesn't try to do anything well other than what
it's supposed to and succeeds at doing it.
Star
Luster
released by Namco on December 6th, 1985.
Star Luster is an unsual
departure
for Namco who, prior to this release, mostly ported their arcade games
to the Famicom. Star Luster marks a more original offering
from
Namco, and yet it is clearly inspired by a much earlier game: Star
Raiders. Star Raiders was released on the Atari 8-bit family
of
computers in 1980, and was an unprecedented success as a computer video
game. Providing players with a "cockpit view" of the action,
it
almost felt 3D in an age long before 3D gaming was
commonplace.
Star Luster borrows heavily from the formula that Star Raiders
established, including warping from one location to another via a
galactic map, and monitoring the relative position of your enemies with
a two dimension radar. It even includes docking with a star
base
for refuling purposes. Where it departs is the use of the
second
button as your ship's accelerator (which promptly slows down if the
button is released.) While Namco's presentation of the
formula is
much prettier to look at, it doesn't pull it off as magically as the
older Atari version does. Therefore, I only recommend that
you
try out this game if you were a fan of Star Raiders and want to see how
Star Luster compares.
![]() |
![]() |
| Lunar Ball | Star Luster |
Volguard
II
released by DB-Soft on December 7th, 1985.
![]() |
![]() |
| Spelunker | Volguard II |
1942
released by Capcom on December 11th, 1985. Released in the
U.S. on November, 1986.
Capcom's 1942 may not be
remembered
nearly as fondly as it's younger brother 1943, but compared to other
games released around the same time, it's quite admirable.
The
fact is, 1942 was one of the first games ever produced by Capcom in the
arcades OR for a home system. If you're not familiar with it,
it's a vertically scrolling shooter, very much in the same vein as
Xevious, only without the air-to-land bomb component. Rather
than
mixing air and ground attacks, Capcom chose to focus on the air attacks
with a dazzling array of complex flight plans mixed with independant
rouge enemies that strike out of formation. Add to that the
concept of larger planes which take a great deal more damage before
going down, and you have an experience that could probably still
challenge all but the most hardened shooter fans. 1942 also
introduces the notion of a limited supply "uber" weapon that can
anhilate everything on the screen, a concept which is still at the core
of popular shooters today. Power ups for your plane are
limited
to increasing you shots from two to four and adding smaller wingmen to
your arsinel, as well as a resupply for your special weapon.
If
you could chose between 1942 and 1943, then you would probably choose
1943, if only for the ability to enter a password and start in the
middle, but 1942 is an interesting look at not only Capcom's roots, but
the roots of modern day shooters in general.
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![]() |
| Choujikuu Yousai Macross | 1942 |
Bokosuka
Wars
released by ASCII on December 14th, 1985.
This appears to be an
early form of a
strategy game that originally appeared on the MSX computer.
Essentially, you start out as a lone king who must battle his way back
to his kingdom. Along the way, you can transform trees and
other
various obstacles in to allies or two different classes, Soldiers and
Knights. Each character (including the king) has a special
ability and role. Of course, it's not a simple cake walk back
to
your castle, and you will be launched upon by hoards of
enemies.
If you or any of your soldiers collide with an enemy, you automatically
enter in to a battle. The outcome of the battle is
automatically
determined by the computer, and the game progresses as long as the king
stays alive. You can switch the controls so that you only
move
the king, all of the Soldiers, all of the Knights, or everyone
together. Of course, it gets difficult to move everyone
together
as there are too many enemies and objects in the way to move down the
screen uniformally. Wrapping up, this game requires a lot of
patience to fully understand and enjoy, but there are some FAQs on
gamefaqs.com that might help speed up the process for you.
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| Dough Boy | Bokosuka Wars |
| Game Over |
*Phew* I made it. That wasn't too bad. All in all, a nice solid issue. My goal this issue was to get everything done just the way it should be. Over the next few weeks, I will try a little experimentation with the look and spruce it up wherever possible. All of your feedback is greatly appreciated.
I would like to take this opportunity to thank Adam King on behalf of the RTM staff for all of his years of service and hard work.
Copyright © 2006 Alan Hewston & Scott Jacobi. All related copyrights and trademarks are acknowledged.