Retrogaming
Times
Monthly |
| Issue
#33 - February 2007 |
I have had
to make it through
my first month without my wife. She is in Japan on a
study-abroad
program until April. So I've had to get used to playing games
again without my special "2P". We talk on a fairly regular
basis,
which is a hard thing to do since she's 14 hours ahead of me.
Of
course I tell her to keep an eye out for me, for any particular rare
video game trinket that she thinks I would like. The years
have
made me somewhat jealous of Japanese gamers and the astounding amount
of video game merchandise
that they have the opportunity to buy. There's one thing that
the
Japanese do particularly well, and that's anniversaries.
2003 marked the 20th anniversary of the Famicom. The amount
of
merchandise related to that event that appeared was astounding.
Everything from towels, to musical key chains, to t-shirts,
books, and videos and more. If you were a fan of that system,
you
got the opportunity to show it by spending money on every conceivable
item. 2008 should see more of the same when the 25th
anniversary
occurs. And speaking of 25th anniversaries, Pac-Man had his
not
so long ago. Namco celebrated with T-shirts, and a new style
of
plush characters, as well as mugs, ash trays, and character bean bags.
Taito had something similar going on for Space Invaders
shortly
before that.
All this has made me wonder... where is the western love for video game
anniversaries? The anniversaries for the Atari 2600 have come
with a commercial whimper, not a bang, as companies have tried to make
new forays in the entertainment market with plug-and-play devices like
at 10-in-1 Atari joystick system. But there was no
celebration,
no commemoration. Are we western retrogamers forever doomed
to
celebrate momentous
anniversaries in silence while the Japanese revel in their celebratory
merchandising flood? There is something that makes their
culture
so different from the rest of the world, that companies see dollar
signs when it comes to promoting otherwise insignificant
milestones. I'm not sure what it is, I only know that I've
been
envious of them for a long time. (Ever since it was first
announced that Dragon Warrior V and Final Fantasy V would not be
translated in to English as a matter of fact. That's a long
time!)
So I put it forth to you loyal readers. If there is an
anniversary that you're aware of, and it's not getting the appreciation
and respect that you feel it deserves, write about it and send it to
us. Sure, it's no merchandising market machine like the
Japanese
have, but it's your chance to share a special occasion with others, and
let everyone know why you feel that a game or system's anniversary
deserves to be celebrated. That way, we can all keep the
retrogaming memories alive.
 |
| The Many
Faces of Serpentine |
| by Alan
Hewston |
|
We continue our string of honoring titles that are now 25 years old -
in
the Many Faces of Serpentine. This 1982 home computer game is
an
easy to learn and addictive maze game first released on the Apple ][ by
Broderbund. Serpentine can be summed up as
“eat or be
eaten”. My wife likes it because it is similar to
“Snake” that you
can play on most any cell phone. All of the action takes
place on a
one-screen maze, but every level the maze pattern changes, for the most
part getting more difficult, all the way to level 20, at which point
level 21 repeats the screen for level 1. (On most versions I only made
it
to level 12). Each level you must eliminate all the enemy
snakes
while trying to protect yourself and your egg (offspring).
Your
snake is slightly faster than the others, so you will eventually be
able
to chase and eat them from the rear – this is always
safe. The law
of the wild is that you must be larger than the enemy snakes to eat
them
head on, else you lose a life. There are 3 enemy snakes to
begin
each level, but each can produce an offspring (eggs).
Initially,
all enemy snakes are red and you are blue. As soon as you are
larger than any snake, it will immediately turn green - meaning it is
safe to eat them head-on. Likewise if you become the same
size or
smaller, those green snakes will change to red. Eating
anything
green is most desirable to be done head-on, because that will add one
segment to your snake, up to a max of 7 segments. Plus,
head-on
snakes (segments) are worth twice the points as well. The
enemy
snakes do not eat each other, but will pass over each other, making it
harder to see where they are going. All snakes will
eventually grow
an egg on their final segment which falls off when laid –
decreasing
their length by that one segment. If your snake is
only 2
segments long when you lay an egg then you will die in doing so
– as you
must be at least 2 segments long. You can eat the enemy eggs
but
not your own. Likewise, they can only eat your egg and not
each
other’s. Once laid, enemy eggs do not take too long
to hatch - into
two-segment long snakes. Your egg will not hatch until the
level is
completed, AND you have returned home. You’ll want
to protect your
egg because if it survives the level and hatches, it will count as an
extra life in your nest. Be warned that the frog can show up
and/or
will continue to move after the snakes are gone, so hopefully you are
not
too far from home, and/or your snake does not take too long to wander
home. That frog will be hunting your egg, homing in on it,
and if
eaten at that time, then you are out of luck. Fortunately, if
your
egg is eaten before the level is completed, you will be able to grow
and
lay yet another egg. Good news is that you can only have 1
egg at a
time. In later levels, you should give up on that first (or
second)
egg and work get the level completed just after you lay your next
egg. Finally, the Frog. The frog begins just
outside the
maze, and may wander around inside or out, but always hops one or two
blocks at a time. If you are near the frog it will attempt to
hop
away from you or get off the maze and even got to the other
side.
In later levels the frog will be even smarter and hide inside a box
inside the maze. All snakes can eat the (green)
frog and
grow, the frog returns the favor by seeking out snake eggs, especially
yours.
When you lose a life, all snakes, the frog and any enemy eggs are
cleared
from the maze. Only your egg, if present, will remain. Bad
news is
that you will likely be shorter when you come back out, but at least 3
segments. Good news is that any snakes eaten will remain
eaten, and
all remaining snakes retain their exact lengths at the time you
died. So you never have to repeat an entire
level.
Scoring: Frog (500); Egg (150 times level); tail segment (100
per
segment, increasing +100 every other level thereafter); head-on segment
(200 per segment, increasing +200 every other level
thereafter)
This is yet another game that aspiring programmers should make a
homebrew
version on the 2600, CV or Intellivision – hint,
hint. Too
bad the original games did not sell that well, or came out to late for
them to consider a sequel. My ideas for a sequel would
include 2 to
4 simultaneous players, options with or without computer snakes, play
competitive (cut throat), teams, or collaborative. Multi-players could
get a slight speed burst for 5 to 10 seconds by pressing their fire
button, then have to wait 20 more seconds to recharge. Other
enhancements would include additional harder mazes, mazes with changing
doorways or walls, or a locked door & key, moving hazards or
power-ups, teleports, wrap around tunnels, or one way halls or tunnels
& more.
The
metallic Broderbund cartridges really shine out!
Arcade: none. First on the Apple ][
– by
Broderbund
Apple ][ 1982 by David Snider - Broderbund
Atari 8 bit computers 1982 by David Snider - Broderbund
Commodore 64 1982 by Mac Senour - Broderbund
Vic 20 1982 by unknown - Creative Software
Not covered here – IBM 1982 by Harold Hedelman –
Broderbund
Several Serpentine screenshots and their captions can be found at.
mobygames.com/game/serpentine/screenshots
Home Version Similarities - except those in < > all home
versions
have: a pause; a silent demo mode <Vic (attract mode only, but
with
music); maze sized 13 x 11 <Vic (10x10); same scoring system
(noted
earlier); eggs are easy to see growing & about to be laid
<Vic>; extra life when egg survives a level; additional
bonus life
earned around 20k & 50k; your lives remaining, score and level
number
are displayed on-screen; each level the screen changes to a new maze;
there is a sequence of 20 <Atari 8 bit (only 5)> mazes
which then
repeats; most of the later mazes are more difficult; snakes can grow to
7
segments <Vic (6)>; the movement of all snakes is fluid
& at a
constant speed <Vic>; regardless of the number of snakes
&
lengths, the action is never slowed <AP ][ &
Vic>; your snake
is always a bit faster than the enemy <Vic>; the Frog can
move
around outside the maze <Vic>; after a death enemy snakes
maintain
their length & number <Vic (restart the level
entirely)>; save
a high score via a 3 letter initial <Vic &
Atari>. No version
has any options for the number of players, skill or difficulty setting,
or for choosing the starting level or maze. There is not much
music
in any version but the Vic, and although the sound effects are not
dramatic, there are many effects including: starting the level; you eat
their tail; they eat your tail; your death; game over; you eat a frog;
they eat a frog; you lay an egg <Vic & AP2>; they
lay an egg
<Vic, AP2 & Atari>; you eat an egg; they eat your
egg; frog
eats an egg; your egg hatches; frog moving inside maze (most of the
time). Several of these audio effects are similar or maybe
the
same, but I did not go to that detail or penalize.
Have Nots: Vic 20 (37)
|
| Vic 20
screenshot courtesy of Boris’s Vic 20 homepage |
My
first reaction was disappointment that there were not any gameplay
options, which unfortunately is the case for all versions. So
a better 1st reaction
is the Vic has the best music.
Gameplay is pretty good (7) with all versions having significant depth,
good action and creative mazes, but no options. Gameplay is
the
worst here because some elements are not quite right. The
speed of
the snakes is inconsistent, and varies with direction, or when turning
a
corner & maybe for the length of the snake. Likewise,
the frog
does not move as consistently as on the other versions. The waiting
time
before you start growing an egg is much longer than the other snakes
and
is frustrating. The frog can only be seen when on the maze,
taking
away some of the strategy and adding to the dumb luck factor of where
and
when it will show up. The max snake size is 6 segments - a
minor
deduction. A big hit is the maze size is 30% smaller
– impacting
strategy and variety. Finally, if you die laying an
egg, it
hatches and you get it right back. Addictiveness is enjoyable
(8)
but not as good as it could be. For any game, the
<fire
button> as the pause should be the best button/key to
immediately
toggle the action. And it would be here, but . . . it is
programmed
poorly, so that you can accidentally toggle it twice, and thus your
game
is NOT paused. There is no game reset, and as already
mentioned it
is frustrating if the speed is inconsistent or the enemy can catch
you. The action is also slowed when there is too much
on-screen
action. The later levels get more difficult but not quite as
challenging as the original, where the frog can hide inside the maze
and
there is less space to roam. Finally, the most frustrating
thing is
that every time you die, the level completely resets. So you
cannot
even get partially through the level if you had eliminated 1 or 2
snakes
before you died. Graphics are good (6) but the worst
– being
blocky, with less detail and too large leading to the 30% smaller maze
size. Everything is multi-colored and there are good scores
&
displays, good color variety and graphical variety. The egg
is much
harder to see growing and when about to lay. Sound is cool
(7) and
is the best of all versions. There is nice music during the
attract
mode, when the game is over, when you make it home safely, and then if
your egg hatches, you hear even more music for earning that extra
life. The other standard sound effects are all there except
for
when an egg is laid. Controls are tricky (9) with the poor
fire
button programming & you really have to fight with the controls
to
make turns, especially around all those 180 degree turns –
which are
all-too-numerous in this version. The cart is a bit hard to
find.
Silver Medal: Atari 8 (38) & Apple ][ (38)
|
| Atari 800
screenshot |
My first reaction is these are similar but both have some
setbacks.
If you are not that good a Serpentine player, then the Atari will seem
better as you have perfect control. But if you are up to the
challenge (which includes fighting with the analog controller) to make
it
to all 20 levels - then the Apple is preferred.
Atari 8 bit (38)
Gameplay is (8) good quality with all elements in place. The
Addictiveness is very good (7), but the worst of all
versions.
There is a pause <Break>, but with only 5 distinct levels
(mazes)
you will get bored quickly. The difficulty of the
snake’s AI still
ramps up – such as them working together to defeat you, but
you miss out
completely on the harder mazes. Finally, you will constantly
run
over a frog, yet miss it due to poor collision detection –
not a feature
of any other version. Graphics are effective (7) with good
displays, good color variety, use of multi-color, and good
details.
Sound is decent (6) with nearly all the effects save for the enemy
laying
an egg. Controls are perfect (10). Found on cart (a
bit hard
to find) and possibly on disk & cassette as well.
Apple ][ (38)
|
| Apple 2
Serpentine screenshot courtesy of Apple ][ remakes |
Serpentine can only load/play on Apple ][s that have un-enhanced
ROMS. So if Serpentine, or other titles do not load
– that
could be the reason. Gameplay is all there (8).
Addictiveness
is superb (9) with all versions having good variety and randomness, and
no double-deaths. The pause button is <Esc> and
there is a
good progression of snake AI (difficulty) and maze
difficulty. The
Graphics are very good (7) with good displays, detail, clarity
&
acceptable color variety. Everything is multi-colored, the
characters, background, and enemies. There is not a lot of
high
speed action on any version, but the movements of all snakes are
consistent and fluid, especially turning corners. The action
is
probably the slowest here and gets slowed with more on-screen action -
i.e. when the frog is present and all snakes are 7 segments
long.
This is the only version having animated mouths, but then the frog
sometimes disappears (or is about 5% visible), but it is still there
and
can eat and be eaten [maybe this is a glitch in my system].
Sound
is good (6) despite not much music, and internal speaker sound, all of
the effects are in place except for the laying of eggs. This
is the
only version with an audio cue when you earn an extra life via points
scored. Controls are (8) imperfect as the analog controllers
can
have a mind of their own, so you have to constantly hold that stick the
direction you want to go, not only when you change
directions. The
game is found only on diskette. Some Apple ][ specific cheats to help
you
see level 20: Extra serpent when you: Press [Esc] &
then press
and hold [Shift] and while holding it, press [1] and then [4] to gain
lives. There is an Apple ][ following that creates new games
called
“Apple ][
Remakes”
www.omninet.net.au/~irhumph/apple2.htm
In the Serpentine remake, they have included the shortest path
algorithm
– for when the serpent needs to head home at the end of each
level.
They also include the original mode with the non-optimal path returning
home.
Gold Medal:
Commodore 64 (40)
|
| C64
screenshot courtesy of Lemon 64 |
My first reaction was this has the least shortfalls and wins the
gold. Gameplay is complete (8) and has all the levels found
on the
Apple ][ original . The frog will spend time hiding and
faking you
out, off the maze, and because the Frog actually runs away more it can
and will hide inside the maze, inside boxes that you cannot enter -
found
only on the Apple & C64. The Addictiveness is
outstanding (9)
with the pause <R/S> and good progression of difficulty
and (I
think it has) all those levels. Graphics are pretty good (7),
a
little better than the Atari, but not quite as good as the Apple with
its
animation. There are good displays, everything is
multi-colored,
with good detail, good clarity and adequate color variety.
Sound is
decent (6) with all of the sound effects in place. Controls
are
perfect (10). Found on cart (uncommon) and probably on disk
&
cassette as well.
Acknowledgements,
Updates and Errata since last month.
Many
thanks to Sir Thomas McLaren who helped me to not only learn
bout Apple ][ un-enhanced ROMs (and that this game and others may only
load/play on systems having them), but also in securing me such an
Apple
][ system to play them on.
Visit Tom’s site at:
www.digitaldinos.com
Come back next month: where we cover the Many Faces of
“David’s
Midnight Magic” on the AP2, C64, 2600 & Atari 8 bit
computer.
Contact Alan at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Many of
those who have played video games
throughout the generations feel that the era when fighting games really
began to shine at home, was when the Sega Genesis and Super Nintendo
were
released. It's undeniable that the early 1990's were critical
in
the advancement and popularity of one on one fighting games.
However
titles like Street Fighter and Mortal Kombat were nothing new when one
looked to the past. Arguably the entire genre began back in
1984
with the game Karate Champ, published by Data East and developed by
Technos
Japan.
Karate
Champ was innovative for a number
of reasons, the first being the controls. The only buttons on
the
control panel are for starting the game. A pair of joysticks
is used
to move each player's character. By using a combination of
directions
between the two joysticks, a large and diverse number of special moves
can be utilized. The two player game was not cooperative but
instead
put players face to face in an all out martial arts battle. A
referee
would award points, either a half point or full point, based upon
single
blow strikes. First player to earn two points wins the round,
two
out of three rounds wins the fight. There were two versions
of Karate
Champ released in the arcade - the standard machine and the Player Vs
Player
version. While the basic gameplay is the same, the standard
machine
has some different graphics and modes, while the Player Vs Player
version
is straight up head to head fighting. The NES version is
based off
the Player Vs Player version for the most part, which makes sense,
since
two player competition was the reason the game was fun.

Graphically
things are nice, maybe even
a little more detailed in some respects on the NES. Neither
version
is really superior, they're just different. Obviously control
is
going to be the big hurdle with the home version, given the limitations
of the NES control pad. The directional pad takes the place
of one
of the joysticks while combinations of the A and B buttons substitute
for
the other stick. It's not the same but with a little bit of
practice
most of the moves from the arcade version can be replicated and
gameplay
becomes fluid and technical. In that respect the NES version
is very
much like its arcade counterpart - you have to practice to get anywhere
with this title. Audio was far from spectacular in the
original but
it's replicated well enough on the NES, including speech.
While
Karate Champ is well done for the
NES platform, a major part of the game just isn't the same at
home.
That is, of course, the human social factor. This would be a
problem
with fighting games at home to this day. In the arcade you're
always
playing against different human opponents, the challenge is always
different
and that's how one becomes a better player. When these games
come
home they're usually always played between the same few
people. While
there's a lot of fun to be had, in my opinion this prevents these types
of games from becoming as enjoyable as they should be. Still,
if
you liked Karate Champ in the arcade and wanted a solid one on one
fighter
at home, there really wasn't much else to choose from. The
game is
ported well but removing the game from the arcade removes a large part
of what made it fun. If you don't mind that or only want to
play
the single player game against the CPU opponent then Karate Champ is a
solid arcade conversion for the NES.
"InsaneDavid"
also runs a slowly growing
gaming site at http://www.classicplastic.net/dvgi
Welcome to the February 2007 edition of the Apple II Incider. As I write this, it is in early January and we've just passed the holiday season. Hope everyone had a great new year and lots of fun with family, friends and significant others. Instead of talking of about my Apple II gaming memories this month, I'll talk about how Retrogaming can be a great gift.
The origin of this column dates to sometime around late November 2006 after Scott Jacobi took over as Retrogaming Times Monthly (RTM) editor. I had decided to do some writing for RTM and was talking to a female friend of mine about the column and my love of Retrogaming.
It turned out my friend had also played video games during her teenage years as well. Interestingly enough her family also had an Apple IIe as well. She expressed that Robotron for the Apple II was one of favorites during that time. However, she wasn't really into the Retrogaming scene and not aware of the various emulators that were out there.
I don't know about the rest of you, but Christmas gift giving and shopping can be a challenge sometimes. However, with my female friend, I thought I had the perfect gift giving opportunity.
Initially, I had thought about giving her one of the many arcade compliations that existed as my friend had a Playstation 2. Alas, that idea didn't seem to be too appealing so I passed. As I wasn't going to see my friend until after Christmas, I knew I had some time to find the appropriate gift.
It didn't take long for me to come up with an idea. After I had decided to contribute to RTM, I also had started playing Apple II games via the AppleWin emulator on my PC. While the games were fun, I was missing a key component to game playing: A game controller. I picked up a USB Logictech Dual Action controller at a local Best Buy and I was back to enjoying some games from the 80's.
As I picked up a controller, I thought to myself: "Why not give one to my friend as well?" Instantly, my gift giving dilemma was solved.
Of course, just giving my friend the game controller wouldn't do her a lot of good. So I introduced her to the AppleWin emulator and some games including Robotron and MasterType. Though Robotron was my friend's favorite as a youth, MasterType was the favorite now. It was funny how a game could still bring some smiles and enjoyment to people even though it is 25 years old.
All in all, I had a great time introducing my friend to the joys of Retrogaming and also happy that she found some enjoyment as well.
This month,
we're covering March 1986, and since there were six releases in March
1986, that's what I will limit myself to this time around.
The truth is, we're out of the Famicom's infancy and headed
into it's prime years when developers were really beginning to increase
the size, and play time, of their games. So it takes longer
to try these games out and distill the essense of the game into one
paragraph. In fact, we have the Famicom's first true RPG, and
it was actually quite a chore to get all the way through.
Interesting though. So let's see what March of 86
had to offer Famicom owners.
Circus Charlie released by
Konami on March 4th,
1986.
Circus Charlie
was
a game that I can remember playing in the arcades. It can
legitimately be
considered a side scrolling platform game, although there really aren't
any
platforms. Instead, what there are a lot of are obstacles
that you must
direct Circus Charlie (a clown) to jump over or on to while proceed
from one
end of a high wire or circus ring to another. For example,
you start on
the back of a tamed lion. You must proceed to the right, all
the while
jumping off the back of the lion through large flaming hoops.
But
sometimes there are burning pots of oil on the ground, so you must
decide: do
you take them safely one at a time, or can you be quick enough to leap
through
the ring and over the pot in one shot? You are rewarded with
a point
bonus for the speed with which you reach the goal. The next
stage sees
you leap frogging over tight rope walking monkeys while the third stage
has you
leaping from one inflated ball to another, which sometimes necessitates
that
you back up before you proceed with leaping to the next ball.
All in all,
Circus Charlie provides a cute diversion and makes interesting use of
the infrequently
utilized circus environment.
Ninja Hattori
Kun released by Hudson
on March 5th, 1986.
While the title
may
conjure up fun memories of Jaleco's more simply titled Ninja-Kun, Hudson's
Ninja Hattori
Kun is riddled with problems. The first obvious problem is
the controls.
Your Ninja character feels very heavy and has a momentum
problem.
It's hard to get him moving, and it's even harder to stop him
or turn him
around. This is a particular problem because the fruit
targets and tree
ledges that you are trying to aim your jumps towards are very small, so
the exaggerated
momentum can be very unforgiving.
Next
is the invisible life bar. You
can take
several hits, and different enemies do different amounts of damage to
you, but despite
my best efforts, I could find no indication of my current health,
leaving me
very confused as to what moment I was about to die.
And the music… well, the less said about the
music, the better, sufficed to say at some point the composer worked
the “Can-Can”
into the theme. In
short, avoid this
game.
 |
 |
| Circus Charlie |
Ninja Hattori Kun |
Gyrodine
released by
Taito on March 13th, 1986.
Gyrodine is an interesting vertical shooter that was rather ambitious
for it’s
time. In my
personal opinion, however,
the game’s components didn’t come together all that
well. The Famicom
version is actually converted
from the original arcade game of the same name, in which you control a
helicopter that has a few different offensive capabilities. It has air-to-air guns,
air-to-ground machine
guns, and guided missiles. To
fire the
air-to-air guns you press B. To
fire the
air-to-ground guns you press A. And
to
fire a guided missile, you press both buttons together and use the
control pad
to guide it laterally. Therefore,
you
can never truly use your guns in both modes at the same time. In the home conversion,
you can pick up
little meshes of pixels that represent people, a departure from the
arcade
game. In many ways,
it plays a lot like
Xevious, but slightly more sluggishly.
Shooter fans will probably enjoy this early look at the
genre, but
casual fans are better off looking elsewhere for a good shooter
experience.
Hydlide Special
released by
Toshiba EMI on
March 18th, 1986. Released in the U.S. by FCI on June 1989 as
Hydlide.
Sad but true, Hydlide Special is really the first game for the Famicom
that could
be truly considered an RPG, having beat Dragon Quest to the market by a
little
more than two months. And
truthfully,
RPGs were a gamble, since developers had no idea how younger console
players
would take to the slower, more methodical play style that was
popularized by
older computer players. In
fact, Hydlide’s
origins are back on the MSX home computer system that was popular in Japan. Hydlide Special is
basically a console representation
of the original MSX game. It
was clearly
inspired by early RPG games such as Ultima and Wizardry, but it opted
for a
faster paced combat system which consisted of nothing more than
collisions. In
order to fight the
enemies, you literally walked in to them.
As long as you did not walk against their current
direction, you would
harm them and they would not harm you.
But if they switched to face you, you would begin to take
damage. Because
there is essentially no communication
in the game, it’s difficult to gain hints or clues as to your
purpose or the
whereabouts of key items, leaving you to wander for the most part while
you
feel out which areas are safe for you to enter, and which areas are
essentially
suicide. If
you’re going to give this
one a shot, I actually recommend having a FAQ handy… and I
ordinarily don’t
enjoy using FAQs for RPGs.
 |
 |
| Gyrodine |
Hydlide Special |
Baltron
released
by Toei Animation on March 19th, 1986.
We're simply not going to be spending much
time with this one. I gave it a chance. Really I
did. But it's like someone took the worst aspects of Scramble
and Defender and made a twisted combination of the two and ended up
with Baltron. You can choose which direction you fly in by
holding down the B button and moving in that direction. Then
your speed is determined by how far across the screen you wander.
When you shoot with the A button, you fire an air shot and a
ground bomb. Enemies zoom in on the screen (some of whom look
like paper airplanes to me), fire at you, and trail off the top or the
bottom of the screen. A scanner above shows you the positions
of the immediate closest enemies. In theory, this should just
be an ordinary game, but there's nothing enjoyable about it, and quite
frankly, I wanted to stop as soon as I started. Steer clear
of this one.
Magmax released by Nihon
Bussan on March 19th, 1986.
Released in the U.S. on October, 1988.
Now this was an awesome arcade game. Not to be confused with
Mad Max, the early Mel GIbson apocolyptic film series, Magmax puts you
in control of what starts out simply as a ship. On the
surface of the planet, you are bound to the land, but by droping down
into certain hole, you can fly throughout the underground. As
you proceed through the game, you will come across oddly abandoned
robot parts, such as legs, a head and chest, and a special gun.
By picking up these parts, they join with your ship, which
you discover to be the torso of the robot. As you accumulate
each part, your firepower grows signifigantly. Unfortunately,
so does you size, and you become a much bigger target. But
that's half of the fun. The good news is that when you get
hit, you don't die as long as you have one part connected to you.
You may lose a part, but the rest of you gets to continue in
hopes of finding and reuniting with that part again. As far
as the rest of the game goes, it's your standard horizontal shooting
fare, but the ability to change up your environment by rising above or
droping below the ground keeps it interesting. Frankly, for
emulation, I have to choose the MAME version over the NES version, but
if the NES version is all you have access to, you could find worse
games to try (like Baltron).
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| Baltron |
Magmax |
Nothing
major to report this time around. Don't be afraid to contact
us with any news that you would like to share. You don't have
to be a regular contributor to RTM to contibute your Newbytes.
So...
Not the biggest issue we've ever had, but
certainly not the least interesting. Without sounding like a
broken record, we are always looking for new authors. If
there's a topic that you would like to cover in the pages of RTM,
please get in touch with us and let us know that you're interested.
See you next month!
Copyright
© 2007 Alan Hewston & Scott Jacobi. All
related copyrights and trademarks are acknowledged.