Retrogaming
Times
Monthly |
| Issue
#36 - May 2007 |
Another
month, and another dose of retrogaming goodness. Many of you
have been notified about our latest issues for a long time by the site www.AtariAge.com,
whose support we have always been, and will continue to be grateful
for. If you've been with RTM for a long time, and have never
visited AtariAge, someone really ought to introduce you to a little
site known as Google. But just this past month, we were
contacted by another webmaster, who goes by the handle Saint.
He operates and maintains the wonderful site www.ArcadeControls.com.
Saint asked if we would mind if he mentioned our latest
issues on his page, to which I immediately responded, "Yes, PLEASE!"
Saint didn't realize it at the time, but I happen to be a
long-time member of his site, which is also known as BYOAC, or Build
Your Own Arcade Controls.
I was trying to decide if I should dedicate a seperate article to BYOAC
or not, but I can't think of a better subject for this opening
editorial than Saint's evolutionary efforts. When I began
trolling his site in its early years, I was only just becoming
fascinated with MAME, and the ability to emulate all of my favorite
classic arcade games right on my computer. There was only one
problem with MAME: playing with a keyboard, or even a SNES or PSX style
gamepad just wasn't as satisfying as griping a real arcade style
joystick. Apparently Saint and a lot of other people that
formed his community felt the same way. And thus, BYOAC was
born. But these guys (and gals) weren't just setting up
glorifed arcade controllers... they were doing the unthinkable:
building or gutting real arcade cabinets and sticking their MAME
powered computers inside of them!
The idea blew me away. So simple, and so obvious, yet so
mystifying. What formed out of the collaborative spirit of
the site was a community of people, some of whom had technical
know-how, some of whom had carpentry experience, and the rest who
simply had a will to make it happen. When I finally signed up
to join the message boards in 2002, I was mainly signing on to pick
people's brains about the best ways to connect my computer to my TV,
feeling that the construction aspect of the site was simply beyond my
ability to enjoy. But after seeing a few Showcase 33 cabinets
(the kind where the joystick appears to be raised on a pedistal,
detached from the screen about a foot away), I thought perhaps building
such a pedistal that I could place in front of my nw widescreen TV was
feasible.
Had it not been for Saint's site, and the community that grew there, I
would not have thought the idea was possible, much less think that I
could accomplish it. But with the aid of my
then-girlfriend/today-wife, we set off on a trip to Home Depot with a
crudely drawn design in my hands for some pieces of wood.
Several visits to the message boards and roughly three weeks
later, this
was the result which I still use to this day (I'm especially
proud of the button layout) That page, by the way, is another
one of Saint's outstanding accomplishments, having built a Wiki site
around the concept of building emulation machines and arcade cabinets,
that anyone with constructive advice and knowledge can contribute to.
All that on the heels of the book that he published on the subject that
can be purchased from amazon.com.
Saint is an example of someone who not only cherishes the love that you
all have for the memories and enjoyment that retrogaming brings, he is
a true supporter of the hobby and one of the largest contributors that
has helped raise retrogaming from an erstwhile pastime to a bonified
industry with companies riding the wave that he helped create to
commercial success. So it is with true admiration that I say,
yes Saint, I think it would be wonderful if you mentioned our issues on
your site. And we here at RTM extend an invitation to all of
our readers to check out BYOAC at least once if you've never been there
before. I think you'll be quite amazed at what you find there.
 |
| The Many
Faces of... Fast Eddie |
| by Alan
Hewston |
|
As promised, we continue our string of honoring titles that are now 25
years old - in the Many Faces of Fast Eddie. This is a home
system
game that was never released at the arcade, and should not be confused
in
any way with the arcade game “Fast
Freddie”. Perhaps this game
should be called “Fast Eddies”, since our hero gets
liquidated when his
sneaky enemies get him, thus another Eddie (clone) shows up to continue
playing. The instruction manual inaccurately describes a loss
of
life as Eddie getting “tripped” up.
You’ll get to see quite a lot
of Eddies in each game, so maybe this is where that TV
show
“Ed, Edd & Eddie” got its naming idea
from. It is purely
coincidence that I am covering this game this month . . . considering I
heard (my children watch a lot of Nickelodean) that they recently aired
the final “Ed, Edd & Eddie” episode.
Fast
Eddie was first made for the Atari 2600, so the graphics on all
versions ended up somewhat lacking, where the enemies look like large
cockroaches that tap-dance about the screen, but in reality, they are
animated Sneakers (i.e. athletic shoes). Eddie must avoid
contact
(getting tripped up) with the Sneakers by climbing ladders and walking
and jumping about the 5 floors of an unfinished building - all while
trying to collect 10 prizes and a Key. When you move up/down
a
ladder, you are safe from collisions with the Sneakers and
automatically
moved all the way to the next floor and are no longer considered on the
floor you left. You cannot go part way on a ladder and stop -
there
is no place to hide. For your convenience (but be careful not
to
over do it), once you begin moving on a ladder, you can move/hold the
stick the other direction and then as soon as you reach the next floor,
you’ll immediately begin heading back the other
way. In doing so,
you have not stopped moving and thus are never technically on any floor
–
you’re still on the ladder. About 95% of the time
one can do this
over and over again and have the Sneakers run safely overlapping
you.
Starting
anew on each screen, the prizes begin with a value of 10 points
and increase by 10 points per prize up to a maximum of 90
points.
After you collect 9 prizes you can then collect the Key, or get that
10th
prize and then collect the Key. The Key cannot be seen
initially as
it is protected by “High-Tops” the tallest of all
sneakers. High
Tops is initially too tall to jump over, but he decreases in height
each
time you collect a prize. After 9 prizes are collected, the
Key
appears over his head and follows his movement. Simply jump
over
him and touch the Key to end that round. The game play is
easy to
learn and begins at a very easy skill setting. But
don’t be fooled,
the action gradually picks up and the difficulty on level 8 is more
than
most Eddies can handle. Special thanks to Martha
Koppin’s very
detailed review – read it online from a 1980’s
issue of Creative
Computing Video & Arcade Games at:
www.atarimagazines.com/cva/v1n2/fasteddie.php
Martha
describes in detail the sneaker layout, size and some
strategy.
Arcade:
none
All
home versions from 1982 by Sirius Software & 20th Century
Fox
Atari
2600 – Mark Turmell
Atari
8 bit computers - Tom McWilliams
C64
- Kathy Bradley
Vic
20 - Kathy Bradley
|
| There
are not that many Yellow
carts out there. |
Moby
Games only has screenshots for the Atari 2600. Someone needs
to send them some from other systems.
www.mobygames.com/game/fast-eddie/screenshots
Home
Version Similarities - except those in < > all home
versions
have: a silent attract mode (showing all the Sneaker action on the
level
most recently selected); 8 starting levels of action to select; begin
each game with three (and you can never accumulate more than three)
reserve Eddies; if you do not have 3 Eddies in reserve, then any time
you
capture the Key you automatically earn another reserve Eddie; the Key
is
held by High Tops at the end of each round; you’ll also earn
points for
collecting the Key (points will tally up rapidly), and then the next
round/screen will begin; there are always 5 rounds to each
level;
aside from when selecting the starting level, in the attract mode, the
level and round numbers are never shown; you’ll know that the
level has
changed when the layout of the Sneakers changes; the number and
arrangement of the sneakers is always the same to begin each round
within
the same level of play; likewise the Sneakers never change their speed
or
numbers at any time; all the action takes place on just one screen;
each
screen has 5 floors, with High Tops on the top floor and Eddie
beginning
on the bottom; the Sneaker on the bottom floor will wait 5 seconds
before
becoming active; each floor has 2 ladders connecting it to the floors
above and/or below, for a total of 8 ladders per screen; the 4 ladders
on
the left half of the screen can take place in a any one of 4 random
<C64 & Vic> positions from the left edge to the
middle; the
corresponding ladder on the right half (i.e. on that same floor) is
always in the same position (from L to R from the middle to the right
edge) as the one on the left hand side on that same floor; the layout
of
the ladders is unique <C64 & Vic 20> and randomly
changes every
time you start a game or begin a new screen; thus you can start the
game
over and over to get a ladder setup you like, but only for that one
screen <C64 & Vic 20>; each floor has
at least one
Sneaker; Sneakers move only horizontally and all Sneakers move at the
same speed always; floors will have a different sized Sneaker (small,
medium or large) or more than one small Sneaker, which can be next to
each other or spaced apart; when more than one, the Sneakers will act
as
a set and move together in harmony and either reversing at the walls,
or
wrapping around and reversing at a fixed location; each level has a
fixed
(unique) <Vic 20 (is similar)> setup (number, spacing and
wrapping
around capability of the Sneakers) and is always the same on every
screen
and every life on that level; Eddie begins each screen/round
and
life at the middle position of the bottom floor; when Eddie begins a
new
life, the prizes and motions of the sneakers continue <Vic 20
resets
locations> except for the bottom Sneaker, which always resets to
the
left edge and waits 5 seconds before moving; there is not much of a
break
in the action between screens or lives; there is a pause that can be
used
at any time; after completing 5 rounds on each level, Eddie begins the
next higher level, up to level 8, at which point the game continues
indefinitely (I assume); the game number selected and the level
selected
are one in the same; as the difficulty level increase the enemies
remain
at the same speed, but increase in number, size and/or spacing to
become
a little bit harder to avoid; there are always 2 prizes available to
collect at any one time; they can be fixed or moving along at different
speeds; neither is ever on the top floor as that floor is reserved for
the Key and protected by the special Sneaker called “High
Tops”;
once you collect a prize, the points earned for it will briefly be
displayed in its place (on-screen), and then another prize will show
up,
but never on the same floor <C64 & Vic 20> as
Eddie;
Eddie cannot move off the screen and does not even bounce off the
screen
edge; Eddie and the Sneakers can move right up to the edge of the floor
/
screen <2600 & 800 (there is a gap to get used
to)>; when
the game ends the screen flashes dramatically <Vic 20>;
your
current score and the high score then alternate.
The
Sneakers are arranged on the floors for the Atari versions in each
level as follows:
S =
Small, SS = 2 Small next to each other, SSS = 3 Small next to each
other, M = Medium, L = Large, T = Stationary, + =
medium
sized gap between, ++ = Large sized gap between, W =
wraparound, H
= High Tops
Level:
Floors from L to R from (Floor 1) .
to . (Floor 5)
Level
1: (S)(ST)(S)(ST)(H)
Level
2: (S)(S)(S)(SS)(H)
Level
3: (S)(S++SW)(M)(S++SW)(H)
Level
4: (S)(S+S)(SS)(S++SW)(H)
Level
5: (S)(M)(L)(S++SW)(H)
Level
6: (S)(SSS)(M)(S++SW)(H)
Level
7: (S)(S+S)(M)(S++SW)(H)
Level
8: (M)(S+S)(SSS)(S+S+SW)(H)
The
C64 uses the same pattern, but none are Stationary, unless you lose a
life.
The
Vic 20 has the same pattern through level 5 but then uses:
Level
6: (S)(S+S)(M)(S++SW)(H)
Level
7: (S)(S+S)(M)(S++SW)(H)
Level
8: (S)(S+S)(S+S)(S+SW)(H)
The
Vic 20 apparently was not coded to handle all the necessary
Sneakers.
Scoring
the Key.
The
scoring for the Key is not listed in any of the manuals, but appears
to be similar to the Prizes in that it does not matter what level you
begin at. The more Keys collected, the more they will be
worth and
the Atari versions score the Key the same. Both Commodore
versions
score the Key the same, but different than Atari. Atari
scores the
first & second Key as worth 310, the third & fourth Key
930, the
fifth & sixth Key 1550 . . . seventh 2170 . . ninth 2790 and so
on,
increasing by 620 every odd numbered Key. Commodore scores
the
first set (level) of five Keys all worth 750, the second set of five
keys
worth 1000, the third set of five keys worth 1250 . . . and so on
increasing by 250 each level.
Have
Nots: Vic 20 (36)
My
first reaction was: You can see above that the Vic 20 is the
most different – which does hurt its scores.
Gameplay is good (6)
but there is not a lot of meat or extras in this game – not
much
strategy. Just stay alive. Although having the same
score,
the Gameplay is the worst version due to fewer Sneakers seen in levels
6
to 8. Addictiveness is very fun (8) with plenty of fast
action and
ability to challenge each of the 8 levels. There is no where
to
hide and no break in the action so the ability to pause the action,
toggled by <R/S> is great. There are no other
glitches or
drawbacks to the game that will turn you off, other than it is not easy
but is repetitive. All versions have an attract mode where
the
current level’s screen and Sneakers are in motion with Eddie
silently
jumping the bottom Sneaker ad infinitum. There is sufficient
effort
in all the key graphic areas – details, background colors,
color variety,
animation, fast action, multiple enemies, multi-colored Eddie and
Sneakers – so Graphics are decent (6). But most of
the Vic’s
drawbacks are here in Graphics, separating the men form the boys.
Overall
1 point is lost because of fewer Sneakers; the melting animation of
Eddie
being liquidated is replaced by Eddie simply vanishing; the floors and
ladders always change to be the same color; and the game speed is
slowed
down. AFAIK, the ladders follow the same limited layout as
the C64
(see below) save for one ladder sequence was skipped here by Kathy
Bradley. Sound is fine (6) with just enough effects but no
music in
any version. Nothing is missing, but not much added
either.
Controls are perfect (10). <F7> is a screen
refresh.
<F5> selects the starting level.
<Restore> returns the
game to attract mode. This cartridge is a fairly hard to
find, but
it may have been released by Sirius onto cassette or diskette.
 |
 |
| Vic 20 screenshot courtesy of Boris. |
C64 screenshot courtesy of Gamebase 64. |
Gold
Medal: Atari 2600, Atari 8 bit computer & Commodore
64
(37)
My
first reaction is – a three way tie for the gold is well
deserved as
there are not that many differences. This is easy to understand when a
simple 2600 game was pretty much copied and not enhanced at all for the
home computers. You’d think a musical score or more
effects could
have been added. All versions have some differences in the
scoring
categories, as noted at the end, but none are significant enough to
reduce the score. Thus the same scores and basic descriptions
work
for all Gold medal winners.
Gameplay
is respectable (6), but there’s not too much strategy or meat
here. The Addictiveness is enjoyable (8) with a pause on all
versions and as many as 256 different ladder (position) combinations to
make every game very unique. And then, with each new screen,
and
sometimes when the action resumes from a pause, the ladders and floors
can both change to one of 8 different colors – for up to 64
color
combinations. Graphics are pretty good (7) in all ways:
details,
animation, action, multiple enemies, multi-color and color variety; but
nothing really stands out either. The computer versions could
have
been graphically enhanced, or musically enhanced but were not. The
Sound
is OK (6), and nothing needed is missing, but I could have given them a
(5) since there are not that many sound effects and no music.
The
best audio effect is that of the Key points tallying up at the end of
each round. There are audio effects for jumping, climbing,
collecting Prizes, death, and the end of the game. Controls
(10)
perfect control for all versions.
Commodore
64
This
version has both the most shortfalls and the most
improvements. There is both a non-silent demo mode and an
attract
mode which cycle back and forth. Unlike the Atari versions,
When
Eddie or the Sneakers move all the way to the edge of the floor, they
actually are at the edge. The randomness of the 4 ladder
positions
(screen layout) is lost here. Instead of 256 different
combinations, there are probably only 40, as every game begins with the
same ladder arrangement and each succeeding screen follows the same
predetermined layout of all 8 ladders. The first round has
ladders
at positions 4,2,1,1, the next round 3,2,3,4 and 1,1,3,2 then 3,4,21,
and
1,3,2,1 etc. You can go on for a while checking the patterns
and
every game is exactly the same. Fortunately, the
floor and
ladder colors are still varied. This is the only version with
an
audio effect to signify the start of a game. A drawback to
the
gameplay, making it easier - is that the next prize will sometimes
arrive
on the same level, and can even arrive at the same spot where the
previous prize was just at. C64 is only found on
diskette/cassette.
<R/S> is the pause. <Restore>
returns the game to demo
mode. <F5> selects the starting level.
Atari
8 bit
<Select>
selects the starting level. The pause is toggled by
the <Option>, plus the ultimate in controls, fire button
more
safely resumes the action from a pause. Eddie and the
Sneakers
cannot make it all the way to the edge of the floor, so there is some
added difficulty or frustration to learning where the limit of their
movement is. Available on cart (uncommon) and (rare) diskette.
 |
 |
| Atari 8 bit computer screenshot courtesy of
Atarimania. |
Atari 2600 screenshot courtesy of
AtariAge.com |
Atari
2600
This
version is the original so it is quite impressive that the
<Black/White> was used to add a pause
feature. The edge
of the floor problem is not quite as bad as the Atari computer
version. The displays for lives remaining is simply 1 to 3
bars,
not a graphic depiction of 1 to 3 more Eddies. This
version
is obviously only available on cart, and is the easiest to
find.
This version is the best, relative to the system it was programmed
for.
Acknowledgements,
Updates and Errata since last month.
Nothing
new to report. On Ebay I keep falling well short of
securing the elusive Vic 20 Lode Runner – I guess everybody
wants that
game. Might be my own fault for asking for so long to get one
for
my reviews here. Isn’t it supposed to be the other
way around - I
write a review and tell how great a game is and then everyone goes
looking to add it to their collection. Oh well.
Announcement
/ Shameless Plug
Those
living near North East Ohio do not forget to come to the
CCAGShow.com 2007, on Saturday May 26th.
We’ll
have AtariAge.com , Treyonicscontrols.com , VideoGameConnection.com and
other great vendors as well. I’ll be there with my
Pitfall Harry
costume and hopefully my one-of-a-kind, always unique Pac-Man and Dig
Dug
Murals. Put yourself into the game.
Come
back next month: for another 1982 release, currently planning
the Many Faces of
“Front
Line” on the Atari 2600, Colecovision & Commodore
64.
Contact Alan at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
www.my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Unique
yet simple concepts have been the
heart and soul of the video game industry since its birth.
Although
things have become increasingly complex in the modern era, the games
that
continue to be regarded as favorites are those that take an easy to
understand
concept and put a new twist on it. Such is the case with
Joust, medieval
mounted combat with something different. Instead of
traditional riders
on horseback, the knights in Joust take to the skies atop giant flying
birds in an all out battle to the death. Player one rides an
ostrich
while player two rides a stork and the enemy knights come mounted atop
buzzards. Although the mounts may be surreal, the core game
play
mechanic couldn't be simpler, "highest lance wins." As long
as your
lance is higher than that of your foe when you run into him, you will
win
the joust and he will be tossed off his mount. Colliding with
an
enemy at equal elevation will cause both knights and mounts to be
turned
away in the opposite direction, no one dies, and the joust is a
draw.
If an enemy's lance is higher than yours during a collision you will be
destroyed and your mount will fly off. Knocking your foes off
their
mounts is just the beginning however, as once dismounted they turn into
eggs. Eventually these eggs will hatch if not captured,
becoming
the next most powerful enemy knight, and a fresh mount will swoop down
so that they can return to battle.
Things
start off slow but quickly become
more hectic as the screen is filled with enemy knights of varying
skill.
As waves of enemy knights are defeated the landscape changes, platforms
disappear and lava pools rise. Within the lava pool lurks the
deadly
Lava Troll, a powerful enemy that reaches up with its burning grip,
pulling
any knight not swift enough to escape to a fiery death. Yet
the most
deadly enemy in the game is the pterodactyl which appears if the player
takes too long to clear a wave. Only a direct joust to the
pterodactyl's
mouth will kill him, any other contact results in death for the
player.
With its unique concept, detailed graphics, simple play control, and
frantic
pace Joust became a favorite of the arcade patron for many years to
come.
As with many games of this level of popularity, it was ported to the
home
game systems of the era and beyond.
An NES
version of this game seems like
a simple enough project but things have to be executed properly to pay
any respect to the arcade smash it set out to recreate.
Thankfully
things go off without a hitch. Graphically the game is very
nicely
presented with the level detail recreated pretty much
verbatim. Platforms
disappear on the later levels and the bridges slowly burn away to free
the Lava Troll just as they did in the arcade. The player
sprites
are nicely detailed as are the enemy knights and their mounts and all
are
animated fluidly and accurately to their original
counterparts. Play
control is spot on with the directional pad controlling horizontal
movement.
Varying degrees of walking speed are easy to work out which perfectly
recreates
the movement in the arcade original. Holding the B button
down causes
your mount to flap consecutively to gain lift while you get one flap
for
each press of the A button. Flight and game physics are
nicely recreated
and feel fluid and accurate, including the egg physics. To
round
out the package an admirable job has been done to incorporate as much
of
the original sound effects as possible.

It is
also worth mentioning that there
were actually two similar, although slightly different, versions of
this
game developed for the NES hardware. In Japan the Famicom
version
of Joust featured sprites more closely designed after the arcade
originals
but over all the graphics came out looking plain. The NES
version
featured some slight enhancements such as the knights having feathers
atop
their helmets and a full rework of the rock design of the
platforms.
While this strays from the original presentation just a bit, it gives
the
game much better contrast on the eight bit hardware.
Additional graphic
tweaks such as the buzzard's beaks and the knight's lances having more
color are a nice touch that make the NES version an all around better
game
than the Famicom release.
Joust
stands one of the true arcade classics
from the golden area of the arcade industry. While I've never
been
that great at it I've still played it for years and will continue to do
so for one reason - it's fun. After all, that's the mark of
an excellent
game, challenging yet extremely entertaining. Those looking
for one
of the best home ports of this arcade legend for a bit age console need
look no further than the NES. It's still a ton of fun to
throw hours
away in two player mode and the NES version has stood the test of time,
just as much as the arcade original of which it is based. Yet
another
must have title for anyone's NES library.
"InsaneDavid"
also runs a slowly growing
gaming site at http://www.classicplastic.net/dvgi
 |
| Apple II Incider: "Happy 30th Birthday to the Apple II" |
| by Donald Lee |
|
I've been meaning to write some articles on one of the the lesser known members of the Apple II family of computers. However, due to various circumstances, the RTM deadline was suddenly upon me and I wasn't quite ready. However, as it turned out, the 30th Anniversary/Birthday of the the introduction of the Apple II at the West Coast Computer Faire just passed on April 16th. Yes, it has been 30 years since the original Apple II computer was introduced to the world.
What good timing! This gives me an oppportunity to talk about my experiences over the years with the Apple II and how it has affected my life over the years. Plus, I can fulfill my obligation to RTM this month as well (hahahaha).
I recall my parents picking up our Apple II computer (the Apple IIe) sometime in 1983. Harking back to the 80's, where you could pick up computers at department stores, the Apple IIe was purchased at a Macy's department store. Interestingly enough, that was where my family picked up our Atari 5200 as well.
As I noted in one my earlier columns, Apple Panic was my first game. I also loved playing with the introductory disk that came with the IIe: "Apple Presents......Apple IIe". It was a cute little program showing the various features of the Apple IIe with some mini games that I thought were quite fun.
As it turned out, my grammar school (I was in 3rd/4th grade around 1983) also used Apple IIe's. So I got a chance to play around with the IIe a lot. I was mainly a software guy so I got a chance to play with various games and other programs including one well known application: "The Print Shop".
I can't claim to have any type of artistic ability or inclination to create anything artistic. However, I fell in love with the Print Shop. I convinced my parents to buy me a copy and for the next few years I was printing all sorts of cards and other things with my trusty (and still around) Epson MX-80 Dot Matrix printer.
The mid 80's to the early 90's were a blur to me. Those were my teenage years and like most teenagers, it seemed to fly by quickly. Despite the introduction of many technologically advanced computers during those years (Atari ST, Commodore Amiga, etc), I kept using the Apple II through my middle school and high school years.
I don't have any stand out memories of the Apple II during those years. However, i was an avid gamer and looked forward to any games that were released for the Apple II.
It was when I entered college (1992) that my love for the Apple II was re-kindled. I went to a community college initially and was exchange written letters (yes, hand written) with a high school friend of mine who had gone to Massachusetts. Through my friend, it was the first time I had heard of email and the Internet. I tried to find out more from my community college, but I didn't know where to look and what to ask for. Despite this, my trusty Apple II was an important part of my college life. I used it to write papers and also started learning how to use word processing, databases and spreadsheets. Despite the fact that the community college used old DOS mainstays such as Word Perfect and Lotus 1-2-3, I used an old Apple II standby, AppleWorks.
It wasn't until 1995 when I transfered to a 4 year university that I finally discovered the joys of email and the Internet. I signed up for my free dial up account at the university and began to spend hours at the computer lab reading/sending email, surfing the web with Mosaic, and reading Usenet groups.
Thanks to a friend (another computer geek), I also finally discovered the joys of telecommunications. In all the years of using the Apple IIe, I had never used any online services like Compuserve or Delphi. My friend and I went on a shopping trip to some computer clearance shops and I picked up a 2400 baud modem (!!!!) and a serial card for the Apple IIe. After picking up some cheap telecommunications software, I soon find my way onto the Internet from home.
My Apple IIe would still be used up until the late 90's. However, I had to join the world of Windows when a programming class required I used a complier that only ran on a Windows machine. I soon discovered what a modern operating system (Windows 95) was like and began to slowly move away from my IIe. However, I was happy that my IIe, despite it's age, could be part of the Internet generation even if it was just through the use of dial up account and text based applications (Lynx, Pine, Tin, etc).
Now, it is 2007 and my IIe is all boxed up and unused (the video chips failed). Yet, it is hard to believe, it was 24 years ago that I first got my IIe. Though the IIe is a machine, I almost think of it as a friend that has been with me through many parts of my life.
Happy 30th Birthday to the Apple II family of computers. Here's to many more!
Most
of the regular readers know this as the section of RTM where I review
the next six or so Famicom games on my chronological release list.
But I recently completed a project that I wanted to
share with you. Part of retrogaming is keeping older titles
alive by playing them and sharing them with others. Another
part, for me, is discovering games that I never knew about, or couldn't
play before, and finding out how to play them.
This usually happens when I discover a translation of a
Japanese ROM into English. (And if you're not familiar with
this trend, and have a look at www.RomHacking.net
to learn more.) And just last month, I increased the number
of these translated ROMs by one. So I thought I would
describe what the was like.
It all started because I was
doing a lot a research about the Tower of Druaga. This is the
game that I spoke of in my editorial last month that did phenominally
well in Japan, and was a complete failure in the United States.
I was interested in what platforms that game was ported to,
and I discovered that it was converted for the TurboGrafx-16 (otherwise
known as the PC Engine in Japan). At first I figured it would
just be highly accurate conversion of the arcade game, but it turned
out that it was much more of a makeover and improvement.
While the arcade featured random solutions that revealed the
(often necessary) treasure chests on each floor with no clues to help
you discover them, the PC Engine version gave you hints to help you
along. Obviously, due to the game's unpopularity in the
states, it was never translated into English. Without an
ability to understand Japanese, I was just as helpless as when I played
the arcade game.
I lamented this fact, and wondered if anyone would ever take up the
mantle for me and translate the game. Having never translated
a game myself, I figured that I would be an unlikely candidate.
However, I've been a programmer for a long time, and have
navigated my way through assembly, so I was no stranger to hexidecimal
(base 16) which is what ROMs look like when viewed in a hex editor.
I decided to take a look at it just to see what I could see.
And at one point, I noticed the word "NAMCO". Then
it occurred to me: the text is probably neither compressed nor
encrypted, two aspects that would have immediately disqualified me as a
translator. Figuring out the compression or encryption
algorithm would have consumed more time than I was willing to dedicate
to the project, much less knew how to even start. But I had
to find out for sure.
So I took the space in the ROM where "NAMCO" was, and I replaced it
with every number from 0 to 255 (or "00" to "FF"). I did this
to see what the results would look like, and in a small matter of time,
I had a complete ASCII chart of what letters mapped to what numbers.
Now I had to see if I was right. I started the
game, and copied the first hint that the game provided. I
translated it according to my ASCII table and searched for that
sequence of numbers, and... viola. There they were.
Interestingly, they were preceeded by a series of numbers
that I didn't yet understand. Some were spaces, and some were
little symbols that change the sound that a letter makes.
(For a very simplified example, in Japanese, two little
dashes over a letter that normally has a T sound becomes a D sound.
A little circle over an H letter makes it a P letter.)
Eventually it occurred to me that every line of text was
actually written across two lines. The first time was for the
dashes or the cirlce, while the bottom line was the actual text.
This turned out to be a blessing in disguise.
Here's why.
You need fewer Japanese characters to express things than you do in
English. This meant that since I had to fit all of my
translations in the same sized block of text that the game used for
Japanese, I could not express nearly as much and would have to "shrink
ideas to make fit good." That last sentence shows the
dilmena. However, since I discovered that every line was made
from two lines of text, I actually gained a lot more room in the ROM
for the translations. At this time I felt the hard part was
over, now the more difficult part: doing the translation.
What I needed was a partner. And I found such a
partner at work, a woman named Keiko who was originally from Japan.
While she wasn't a gamer by any means, she could translate
every block of text I could find. Over four lunch hours we
translated every screen that I could find. Once I had all of
the literal translations, I still had to truncate many of the ideas in
order to make them fit. That was a long, slightly boring,
process but the effort was well worth it.
I ended up translating about 95% of the game, omitting a few things
that I was unaware of or did not know how to find. There was
only one major thing that I knew was untranslated. This
happened to be a status screen that was written in Japanese, not in
ASCII, but directly through graphic tiles. You can't
translate graphic tiles, all you can do is redraw them. The
problem was, I had no idea a) where those tiles were and b) how I would
ever find them. I submitted my 95% translated patch,
believing I was done with the project, but it turns out that I would
get a little bit of help, in the form of RomHacking's message boards.
Using a tool known only as YY-CHR, a board member was able to
look at the ROM in the proper format (it happened to be four bits per
pixel, just like the SNES) and locate the precise point where the tiles
were stored. Now that I new how to find them, all I had to
was edit them, and this wonderful tool YY-CHR helped me do that.
It wasn't easy because some tiles were utilized more than
once, so I wasn't free to rededicate each tile's functions, and had to
stick to their original purpose. But I was able to complete
the translation.
Even I thought I was done now, but I searched around the ROM a little
more, and I discovered the location in the ROM where the glyphs
(letters) were stored. After a moment of inspiration, I
decided to add a lower case set of English letters to the game (all of
my translations were in upper case.) That meant I would have
to rewrite most of my translations, but it was worth it, as it made the
translations look more polished. Again I thought I was done,
but I remembered that I had to abbreviate certain words, like gauntlet.
I only had 12 letters for every item name, so the white
gauntlet was translated as "WHITE GAUNT." which was less than ideal.
I had a few tiles left over and I borrowed a trick from many
terrific translators before me: I made a tile composed of two letters.
I made one tile for "tl" and one for "et". Thanks
to this technique, I was able to construct the name of the item as
"White Gaun(tl)(et)", 12 tiles exactly. That was the final
touch and I felt like the patch was finally complete.
And if you would like to see and download it for yourself,
you can find it at: http://www.romhacking.net/trans/1104/.
You'll need the original ROM and an IPS file patcher and if you
need assistance with file patching, romhacking is an excellent
resource. If you try it out, please let me know what you think, I
would love to know.
 |
| Old Wine in New Bottles: Retrogaming on Modern Hardware |
| by Jonathan H. Davidson |
|
Probably
because of the widespread
distribution of Stella and similar free emulators, there have only been
a very
few commercial releases of Atari 2600 emulators for the PC. Indeed, I
am only
aware of two examples: Atari: the
80
Classic Games and the Activision
Action Packs.
The
Atari collection was originally
released in 2003. After its initial commercial run, it was later
re-launched
(in Canada,
possibly also elsewhere) as a free bonus with purchase with certain
types of
General Mills cereal. (I got mine with a box Cheerios!)
The
title is somewhat misleading as the
collection actually includes only 62 Atari 2600 games. The balance of
the 80
titles consists of 18 Atari arcade games. This review will focus on the
2600
games only; I plan to cover the arcade games in a future article.
The
range of games is nothing short of
comprehensive! It includes about three-quarters of the original
Atari-made
games. Obviously excluded are ports of (non-Atari) arcade games and
games that used
licensed content (e.g. the Disney children’s games). Titles
included range from
very early releases such as Star Ship, Space War through games released
at the
very end of the system’s lifespan such as Quadrun, Motoredo,
and even Swordquest
Waterworld. Many of these games are so very rare that a typical
collector will
never otherwise get to play them.
Some of the game choices are a bit odd
(e.g. Video Chess, Fun with Numbers). There is also some redundancy
with
different versions or editions of games. For example the collection
includes three
different baseball games: Home Run (1978), Realsports Baseball (1982),
and
Super Baseball (1988). It almost seems like the producers were trying
to
pad-out the size of the collection.
The main interface
screen is very well
designed. The games are grouped into various categories and clicking on
the
game launches the emulator. Each game includes a mini-manual that
explains the
objectives and controls. It also has a quick-reference guide to the
switch
settings and a list of the levels/options. Some of the colours appear
to be
very slightly off. Otherwise, the quality of the emulation is excellent.
In
terms of control, there are options for
keyboard controls as well as joystick. The keypad game controls are
mapped to
the PC keyboard in an intuitive way. Unfortunately, the paddle games
are stupidly
mapped to the keyboard, using the Z
and C keys, rather than the arrow
keys. Indy 500, which used a unique driving controller, is not included.
The
extras and bonus content are also very
comprehensive. There are full-colour scans of all of the original game
manuals,
cartridges, and boxes. Sometimes there are even multiple scans of
variations,
such as Japanese and/or European releases.
Next
month, we will look at another PC
collection of 2600 games: the Activision
Action Packs.
Feedback
on this column is most welcome;
special thanks to everyone who has sent positive comments so far.
Please send
e-mail to jhd@interbaun.com.
Short, but different. We mixed it up
quite a bit this time, but they say variety is the spice of life.
We hope you enjoyed it, and keep the feedback coming.
Copyright
© 2007 Alan Hewston & Scott Jacobi. All
related copyrights and trademarks are acknowledged.