Retrogaming
Times
Monthly |
| Issue
#38 - July 2007 |
I'm sure
I'm not the only one. Every hardcore collector out there,
whether of
video games, or comic books, or toys... they've all done it before to.
What am I talking about? An auction bender.
A night of pure
debauchery where the heart takes control of the wallet away from the
brain. More than
likely, you’ve
experienced this the first time you tried eBay.
Maybe you bid on one item.
And
you won, and it arrived and it was so easy that you bid on another, and
another, and another. Until
finally you
realize just how much you’ve spent and you think,
“oh deal lord, what have I
done?” Yeah,
eBay is an old story for me. Been
there, done that. I’ve
moved on to something more hard-core.
Sure,
eBay
is good for the casual video game collector.
A few rare items pop up once and awhile, a lot goes up for
auction that
makes a good collection starter, that’s all well and good. But what holds true
for video game
shops in Japan holds equally well for auction sites.
While eBay never hit it off in Japan,
Yahoo Auctions did. And
if you could manage to perform a search on
there, where an English search yields only a fraction of the results
you
could find if you knew the equivalent Japanese search, you’d
find things. Things
that are relatively common there, and
sold for dirt cheap that never came out here in the United States. Things that might make you
the envy of all
your video game collecting fans. There’s
just one problem (well, besides the difficulty for a non-Japanese
speaking customer
to find what he or she is looking for): Most sellers won’t
ship
internationally. So
what to do?
Enter a
site like http://www.japanauctioncenter.com/
and all of a sudden the treasures of Yahoo Auction Japan
become a little more
available. Sites
like japanauctioncenter
allow you to place a bid on items found on Yahoo Auction Japan,
and they
will bid on your behalf. If
you win,
they will have the item delivered to their headquarters in Japan,
and
whenever you are ready, you can have the bundle of all of your winnings
shipped
together to you in the States. All
it
takes is a Paypal account, and an amount of money deposited to them up
front. So
what’s the catch? Of
course, they take a cut as commission.
These days it’s around $8 plus 8% of the
closing bid price, although it’s actually calculated in yen.
On top of that, you pay both the shipping from the seller to
the headquarters, and the international shipping from the HQ to your
home. It gets expensive, fast.
So here I
am with a new found ability to purchase goods from Japanese auctions,
and a
moderately sophisticated way to search for what I’m looking
for, (thanks in
part to sites like Jim Breen’s Japanese Dictionary Server)
and what
happens? I go nuts. A couple of hundred
dollars later and I am
the proud owner of a huge collection of Famicom game guide books,
written
completely in Japanese, none of which I can understand, and loaded with
pictures of Japan's retrogames. How
I ever thought I could
make use is these is unclear to me now, at least I still think that
they’re
neat to own. And
granted, isn’t that why
a lot of collectors collect? The
concept
that the ownership of the good is more valuable than their utility? I have to say that I enjoy
flipping through
the pages and seeing how games were represented differently by Japan
than by our
American magazine counterparts. The
line
between magazine and comic book was much blurrier in Japan. Nevertheless, I think next
time, I’ll keep my
bids down to under a hundred dollars, and spare myself the shock of
another auction
bender.
 |
| The Lost
Faces of... Pooyan for the Apple ][ |
| by Alan
Hewston |
|
Taking a break here with only one new game review, but not quite, as
this
still ends up being a full report. We continue our reviews of
25
year old titles, honoring those games first arriving in 1982, and at
the
same time, we continue to catch up on Apple II titles that were not
covered in the original review. I did not have a machine back
then,
so we call these missing reviews a “Lost Face” . .
. of
Pooyan. As you, the readers tell me, you love to
see all the
details, and looking way back almost 7 years ago, my review in
Retrogaming Times Issue #39 was pretty sparse, almost lame.
So with
over 400+ reviews since then, the Many Faces of Pooyan deserves a
makeover and some more accurate re-scoring as well.
|
| Cool Pooyan
marquee courtesy of KLOV.com |
Before we begin, let me tell you that this not-so-well-known title is
one
of those games that can really put you into the
“zone” And . . . if
there is ever an unabridged video game encyclopedia made, and I looked
up
the term “Peripheral Vision” this is a game
I’d expect to see as a prime
example. The Action may seem a bit slow to some folks, but
there
really is a lot going on. You need to focus and dodge not
only
those rocks coming at you, but also any wolves behind you on the
ladder,
plus keep an eye out for that wolf bait, all while using your
“Peripheral
Vision” shoot at and see if you’ve hit the ever
descending multitude of
wolves. This game really has a lot of action and gameplay
depth and
if there were a couple more unique screens to play, and a couple
choices
for difficulty, start round or other options, the Gameplay would be a
“10”. On a similar tone, this game and
its action can be extremely
addicting with a gradual increase in difficulty and intensity, and
loads
of randomness and varying attack. The rounds are challenging,
lasting a few minutes, but not a marathon either. Great stuff
–
give Pooyan a try today.
Arcade: 1982 distributed by Stern, programmed by Konami
Home versions
Atari 2600 1982 Datasoft/Konami – unknown credits
Atari 8 bit computer 1983 Datasoft by Scott Spanburg, graphics Kelly
Day
Apple ][ 1984 Datasoft by Chris Eishaugle
Commodore 64 1983 Datasoft by Scott Spanburg
|
| Coco
screenshot courtesy of Moby Games. |
Still a lost Face – as I do not have any tape/disk games or a
drive for
the CoCo.
TRS-80 Coco 1983 Datasoft (cassette only) by James Garon &
Gerry
Humphrey.
These two programmers made some great conversions onto the CoCo, so I
suspect it is a very good port as well. Screen shots verify
the
Strawberry bonus round.
Not covered here: overseas port – I do not have
this system.
MSX 1985 Konami/Hudson
To see more screenshots, visit Moby Games at:
http://www.mobygames.com/game/pooyan/screenshots
Home Version Similarities - except those in < > all home
versions
have: a demo mode; a pause in the action <2600>; two
different
action screens, Pig’s House & Wolf Valley; both
action screens are
similar, in that the Mother pig is on the right and can only move
up/down
on her open air elevator car, while the wolves move in from the left
side
of the screen <2600 they just appear on/with a balloon>;
the wolves
then move across and grab a balloon and then descend or ascend; the
wolves can be on different color balloons, but AFAIK there is no
significance to the balloon’s color, other than the Boss Wolf
(see
below); additional balloons, I’ve seen as many as 5 balloons
fly solo
(sans a wolf) and ascend upward from Wolf Valley to run interference
for
the balloons that carry the wolves; these extra balloons also move
upwards at different (i.e. slower) speeds to make interference even
more
effective; you still earn 50 points per each balloon popped; all points
scored are displayed briefly on-screen <2600>; in later
rounds
ascending balloons can have multiple layers <2600>
requiring a
2nd or 3rd hit to finally
drop the wolf; such
balloons, when hit, get smaller and thus float upwards even more
slowly;
the solo, or interference balloons never have more than one layer;
wolves
can carry along a rock or two to throw at you; they will initially
throw
the rocks straight at you, but in later rounds they learn to use a
parabolic arc – making it harder for you to judge/avoid; if
you are hit
with a rock, you will fall and die; in later rounds wolves will also
carry a shield that they hoist upwards in front of their balloon to
block
your arrows; as the game progresses, the frequency of their use of the
shields and the number of wolves using a shield will both increase; one
flaw in this defense is that your arrows, after hitting their shield
will
fall straight down, which then can break any balloon just below and/or
slightly to the right of where it hit the shield; you can
fire an
unlimited number of arrows, but can only have 2 <2600 only
1>
arrows in motion at a time; there are never more than 4 wolves
descending
or ascending at a time; your number of lives and the round are always
shown; a counter <2600> shows how many move remain to be
vanquished
before the round will end; the number of “Wolves
Remaining” each round
begins at 24 (on round one) and reaches a maximum starting point of 48
<2600 (unknown)>; when the counter hits 5 or less, the
Boss Wolf
may appear; the Boss Wolf will have a distinct balloon color, usually a
clear balloon, and requires 3+ <AP2 & 2600 appear to be
unbreakable> hits to break his balloon; if the Boss Wolf makes
it to
the top, the “Wolves Remaining” counter will
increase by 4 or 5; your
best strategy is to save a wolf bait to throw at this Boss Wolf; any
wolf
that descends safely will cross the field to the right and climb up the
ladders to attack you directly; there are never more than 4 wolves
<2600 (1)> on these ladders behind you; the wolves behind
you can
be doing one of 3 things – (1) most of the time they just
stand there,
then (2) they get ready to lunge at you (watch for the difference), and
then (3) just after they move, they will visibly lunge outward to grab
you; they will hold this lunging posture for several seconds and if
they
grab and you are there, or if they are grabbing and you move up/down
into
them, then they catch you and you fall to your death; similarly, when
the
wolves are ascending to the top, they will move to the right and
accumulate and work together to push a large boulder to the right; once
6
are up there the music will change and become frantic <2600, AP2
&
Atari?> signaling your impending doom; when 7 are there, they
then
push the boulder over the edge which will crush your Mother Pig;
fortunately, the instant your wolf counter reaches zero, the round
immediately ends <2600 – waits for all objects to
clear first>;
after a couple rounds and every couple? thereafter, you get to play a
bonus round <2600>; in all bonus rounds you cannot be
harmed, just
collect more points, and if you are perfect, and collect them all, you
then earned an added bonus; there are 2 different bonus rounds, which I
herby descriptively title as “Using Only Wolf Bait”
(get all the
ascending wolves using bait) and “Shooting the
Strawberries” <AP2 (not
seen?)> (hit all the Strawberries thrown by the wolves; during
the
regular rounds, you earn points for collecting the wolf bait, balloons
hit, wolves falling and rocks hit; a bonus life is earned at various
scores and multiples thereafter; between player turns/rounds a text
display <2600> will tell you what player’s turn
it is or if it is a
bonus round, or if the game ends; there is a short musical score for
the
introduction and when the game is over, plus some versions have one or
more musical scores playing throughout; there are many sound effects,
one
each for nearly every event in the game - such as when you shoot, hit a
balloon, hit a rock, hit a shield, when a wolf gets a balloon, when a
wolf throws a rock, when you are hit by a rock, grabbed by a wolf, the
boulder falls on you, when you acquire the wolf bait, when the wolves
jump off to grab the wolf bait, and when you earn a bonus
life.
Some versions have repeated or similar sound effects, but nearly all of
them are in place on every version. You’ll probably
notice a few
effects heard from games made earlier on that system. No
version
has a choice of starting level, and only the 2600 has any difficulty or
other skill related settings.
Have Nots:
Atari 2600 (33)
|
| Pooyan 2600
screenshot courtesy of AtariAge. |
My first reaction was that I was a bit too harsh on this title the
first
time around so some scores increased. But it now loses out on
a
medal. The Gameplay is (+1 from my initial review) (6) good
enough
that you can tell this is Pooyan. But it is lacking in
several ways
due to the graphical limitations of the system - which may have been
better done if this came out a couple years later. You only
have 1
arrow, there is no Wolves Remaining counter and the wolves simply come
out at random they do no arrive and then deploy. So there is
no
planning or strategy - just shoot. There is only one wolf
along the
ladder, and he may even begin the round there. To make
matters
worse, he can move up/down and attack from any (all 6) positions,
instead
of only 4 on other ports. Thus there is no safe spot in
between
ladders as in the other versions. The blockiness and
accompanying
discrete (choppy) motion of the game really limits the fluidity of the
game and you lose all sense of finesse or maneuverability.
The
motion or physics behind the game is extremely limited, and
unrealistic,
which also factors in on one’s enjoyment or the score of the
Addictiveness, which is (5) mediocre. There is not a whole
lot to
look forward to in this version. There is no pause, the
action
starts off fast and furious, with wolf shields firing up early and
often, It is hard to tell if the game actually gets
much
harder, other than the rounds do last a bit longer. There are
no
bonus rounds, no on-screen points and no end of round/game or other
breaks. There are the options for speed and rock
trajectories, but
those are not significant. There are additional elements
added,
such as the actively moving wolf on the ladder, plus the unique
addition
of interference balloons on the wolves descending screen. Why
not
gradually introduce a few of these new or different elements.
Instead, the game begins at nearly full skill and simply flips from one
screen to the next abruptly. Nothing much to look
forward to
after round 2. Graphics are (+1 from my initial review) (6)
not
bad, as you can tell what everything is. There are good color
variety, plenty of objects in motion (albeit choppy) and good
animation. The variety, and backgrounds are lacking, and the
details are sparse but good enough to see the use of the shields, the
rocks, the bait and the Boss Wolf. Sound is very good (7)
with some
introductory and round ending music, plus pretty much all the effects
are
there. The effects are not as well done and repeat but
provide a
decent job of enhancing your experience. Controls are (+2
from my
initial review) (9) as there is still some sluggishness to the response
and ability to fire and move nearly simultaneously. The game
is so
choppy that you do not feel like you are in control, but for the most
part, you can move and fire when you are supposed to. My
previously
low controls score was counting the blockiness and choppiness
twice. This cart is very hard to find, but is really cool
looking
and highly collectible. My thanks go to the Many Faces of
Father,
Tom Zjaba for (several years ago) finding and saving this cart for me
to
buy from him and add to my collection.
Silver
Medal: Atari 8 bit computer & Apple ][ (44)
|
 |
| Atari 800 cassette box & screen shot
courtesy of Atarimania.com |
Atari 8 bit computer (44).
My first reaction was disappointment with the look of the
game. The
Gameplay is all there (9). The Addictiveness is (+1 from my
initial
review) great (9) with a pause and nothing that really detracts from
the
game. Not sure why I scored it lower previously, other than
some
collision detection problems. Graphics are of good quality
(8) but
could be better. There is a little bit less action on screen
and
the colors are unrealistic. Who’s afraid of the big
“PINK”
wolf. The animation and details are lacking as are the
displays and
wolf counter – all of which could easily have been
improved. The
backgrounds, graphics variety and use of multi-color are all very well
done. Sound is impressive (8) with all the effects in place
and
OK. There is a full musical score, but it is too annoying and
that
made the difference to me. It is not hard to
imagine why they
added a music toggle key. Controls are perfect (10) (+1 from
my
initial review). I think that I did not observe things as
carefully
in my first review and the arrows do fire precisely on schedule, and
only
when they are allowed to. Pretty hard to find on disk
&
cassette, so hopefully you can find a bootleg or use
emulation. A
later, European release is even rarer.
|
|
Apple ][ screenshot courtesy of Moby Games |
Apple ][ (44)
My first reaction was that I‘m sorry I waited so long to get
to this
one. What a gem! One of the finest Apple ][ titles
I’ve ever
reviewed. The Gameplay is great (9), all there except for the
Strawberry bonus round. The Addictiveness is (9) wonderful
with a
pause <Esc>. The action is really fast on this
version, so
you may like it more or less than the others for that reason
alone.
Graphics are great (9) with multiple on-screen locations filled with
action. The most realistic color combinations, variety and
backgrounds and the fastest on-screen action are all here as
well.
There are plenty of details, good use of multi-color, the best
animation,
and good displays. The Sound is enjoyable (8) with all the
effects
done well and music for the title screen and introductions.
Controls (9) still leave some improvement desired. The use of
the
analog controller will eventually haunt you (death) as you have to work
too hard to make sure that you do not move when you want to remain
fixed. I have been told that better joysticks do exist, so
once
again, if there is something better than what I use, you may see
perfection here, but I doubt it. As is always the case, Apple
][
games are only found only diskette, and since Apple ][ originals are
hard
to find, an original AP2 is probably the hardest one to find.
Gold
Medal: Commodore 64 (46)
|
|
C64 screenshot courtesy of lemon64.com |
My first reaction is this title is most excellent, with a full musical
score throughout with a different score for each screen, plus the
frenetic music when 6 (and then 7) wolves are at the boulder.
Gameplay is outstanding (9) with everything from the arcade.
Addictiveness is (9) wonderful, with a pause <space bar>
and
gradual speed up in the difficulty. Graphics are well done
(9) with
great action, good details, color variety, graphics variety &
backgrounds. There are nice displays and animation plus the
best
use of multi-color for enemies, obstacles, you, plus some background
effects. Sound is superb (9) (+1 from my initial review) with
2
full musical scores and all the effects sound great. Controls
are
perfect (10) (+1 from my initial review). Echoing my Atari
comments, I did not observe things as carefully before, so there are no
points lost. Likewise this version is only found on diskette
(cassette in Europe) and probably pretty hard to find an
original.
Too bad as most of you have missed this one at the arcade and the only
cart version, 2600 is its weakest link.
Acknowledgements, Updates and Errata since last month.
You might be able to tell that Pooyan is one of my all time
favorite
games. I hope that you give it a try as it really deserves
more
credit for a lot of depth to the gameplay, packs a lot of great action,
allows for strategy and offers a most excellent challenge.
On KLOV.com, they say the name "Pooyan" means "little
pigs" in Japanese, not German as I had reported in the past.
I’ve not verified this but, play a JAVA emulated version of
Pooyan is
located at: web.utanet.at/nkehrer/JPooyan.html
I’m still looking for a disk copy of Apple ][ Xevious if
anyone has
one.
Come back next month for another 1982 review of the Many Faces of
Xevious, released for the Atari 7800, Apple ][, Atari 2600, C64, Atari
8
bit and Atari 5200. Contact Alan at:
Hewston95@NOSPAMstratos.net or
visit the Many Faces of site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Amazingly one of the
most forgotten arcade
to NES ports is that of a game that was extremely popular in its day
and
still brings back fond memories to nearly all who have played
it.
The spiritual successor to Centipede, Millipede crawled its way into
arcades
in 1982 from Atari. You play the role of Archer, a
sharpshooter armed
with only a bow and arrow. Trapped in a garden of giant
mushrooms,
it's up to you to battle hoards of giant insects. Beetles,
spiders,
misquotes and more are on the attack but most terrifying of all, the
mushroom
field is home to giant millipedes which scramble down from the top of
the
screen. When the millipede reaches the edge of the screen it
reverses
direction and drops down one row closer, the same happens if it runs
into
a mushroom. As each section of the millipede is hit by one of
Archer's
arrows it becomes a mushroom and if the millipede is shot in the middle
sections it will break off into multiple smaller millipedes.
Strategy
comes into play since when each destroyed section of millipede turns
into
a mushroom, the remaining millipede behind will hit that mushroom and
instantly
drop to the next row. Each section of millipede that reaches
the
bottom of the screen will cause an additional section to spawn in the
shaded
area at the bottom of the screen where Archer is able to
move. Since
Archer cannot leave this area, only move within it, things get frantic
fast once additional millipede sections begin to appear.
Keeping
this area clear of mushroom growth is extremely important so that fresh
millipede spawn won't have a shortcut to the bottom, there by spawning
even more millipede sections. To help Archer out DDT
pesticide bombs
appear throughout the mushroom field. Shooting one of these
causes
a cloud of DDT to be released which destroys anything in its blast area
including mushrooms and otherwise indestructible flowers.
Once the
millipede is completely destroyed either by Archer's arrows or DDT
pesticide
bombs the next level begins. After every few levels a swarm
of airborne
insects will swoop down on the playfield, causing massive mushroom
growth
in their path. This of course gives the millipedes quicker
routes
to the bottom of the screen on the subsequent levels unless the growth
is thinned out by arrow shots or DDT.
Six years after the
original arcade release,
Millipede appeared on the Nintendo Entertainment System courtesy of HAL
Labs who also ported the arcade classic Joust to the
platform. HAL
really had a knack for converting these arcade titles to the NES and
Millipede
is no exception. The first task at hand is reworking the
control
method. Millipede in the arcade used a trackball to move
Archer around,
of course this isn't possible on the NES. However if you
didn't know
better you'd swear this game originally used a joystick - the control
on
the NES version is that good. It is precise and smooth with
the directional
pad and perfectly responsive. The single fire button of the
arcade
is mapped to the NES control pad A button. Aside from the
added pause
feature, that's it, controls are perfect. Sound is done
equally as
well, with nearly every sound effect from the arcade recreated on the
NES
including the marching of the millipede and the unforgettable sounds of
Archer dying and the mushroom field regrowing. When the game
is running
it really does sound as if the arcade machine is in your home.

HAL also did a
wonderful job at recreating
the graphical feel of the game. Everything is nicely detailed
from
Archer's arrows to the mushrooms themselves. Every enemy from
the
arcade is brought over and behaves exactly as they did in the
arcade.
Spiders randomly bounce around the lower part of the screen, inchworms
slow down the action once hit, bees rapidly drop down the screen
leaving
trails of mushrooms in their wake, it's all done perfectly.
The playfield
is scaled down and moved off center so that the vertical presentation
of
the arcade can be recreated as properly as possible on a standard
horizontal
television. Score and remaining player status fills up the
remaining
space on the right side of the screen. While the levels don't
perfectly
recreate what one would see in the arcade version, they're close enough
and the game over all just feels right. I will say however
that NES
Millipede seems far easier than arcade Millipede. Possibly
the slight
differences in screen dimension are what make the difference, perhaps
it's
the control method. Either way I've always been able to rack
up far
higher scores on the NES than in the arcade. Regardless, the
game
still has the same frantic pace and fun as the original, and that's
really
the point after all. One missing feature is the ability to
begin
the game with a higher starting score and difficulty based on the
previous
round of play. On the NES this feature has been replaced with
a more
difficult starting setting selectable from the title screen.
This
basically doubles the difficulty for the first dozen or so stages until
the difficulty of the normal mode catches up to the "B" setting.
It is a shame that
the NES version of Millipede
seems to have been swept under the carpet and forgotten over the
years.
Without a doubt it is one of the highest quality conversions of any
classic
arcade title, especially given the hardware platform. While
it may
not be a perfect verbatim recreation of the arcade original, it hits
enough
of the sweet spots to make it just as fun and entertaining.
Millipede
is one of the greatest classic arcade games, there's no arguing
that.
When building an NES arcade collection this game is simply a must
have.
It's fun, plain and simple, the cornerstone of the arcade era itself.
"InsaneDavid" also runs a
slowly growing
gaming site at http://www.classicplastic.net/dvgi
 |
| Apple II Incider: The Apple II GS - Part II: IIGS vs. The Competition |
| by Donald Lee |
|
Welcome to this month's column. As I indicated last month, I am focusing on a relatively unknown members of the Apple II line, the Apple IIGS (Graphics and Sound).
Apple Computer released the Apple IIGS in late 1986. This was Apple Computer's response to the challenge of the new Commodore Amiga (later known as the Amiga 1000) and the Atari 520ST.
The following are the published technical specifications of the three computers. Thanks to OLD-Computers.com (http://www.old-computers.com) for having the information so readily available for access!
APPLE IIgs
Detached 80-key full stroke with 10-key numeric pad and mouse connector
CPU: Western Design Center 65C816 (16 bit)
2.8 MHz, switchable to 10 MHz
256 KB RAM expandable to 8 MB
128 KB ROM expandable to 1 MB
Text: 40 or 80 chars x 25 lines
Colors: Graphics: 320 x 200 (16 colors per line) / 640 x 200 (4 colors per line) + Apple II graphic modes (Low Resolution: 40x48 pixels in 16 colors. Double Low Resolution: 80x48 pixels in 16 colors. High Resolution: 280x192 pixels in 6 colors Double High Resolution: 560x192 pixels in 16 colors.
Sound: Ensoniq 32 with 16 stereo voices (+ 64 KB on chip RAM to store sound data), one voice is reserved for the system beep
AMIGA 1000
full-size typewriter style, 89 keys, 10 function keys and numeric keypad
Motorola MC68000
7.16 mHz
Co-Processors: Denise (video), Agnus (memory manager, blitter & copper), Paula (sound and disk access)
256kb RAM, upgradable to 512k internally. Extensible to 8.5 MB with extension card (512 KB CHIP RAM + 8 MB FAST RAM) and to 10 MB
8 KB ROM (The Kickstart isn't in ROM but loaded at the boot in RAM, where it takes 256 KB)
Text: 60 x 32 / 80 x 32
Graphics: 320 x 200 and 320x400 (32 colors), 640 x 200 and 640 x 400 (16 colors)
Colors: up to 64 colors among 4096 (EHB mode). The Amiga can display 4096 colors simultaneously (HAM mode)
Sound: Four 8 bit PCM voices, 9 octaves
520 ST / ST+ / STM
Full-stroke keyboard with numeric and editing keypads
CPU: Motorola MC68000
8 mHz
Co-Processors: 'Shifter' and 'Glue' custom chips
512 KB RAM (520 ST/STM), 1 MB RAM (520 ST+)
192 KB ROM
Text: 40 or 80 columns x 25 lines
Graphics: 320 x 200 / 640 x 200 / 640 x 400 dots
Colors: 16 among 512 (320 x 200) / 4 among 512 (640 x 200) / monochrome (640 x 400) this last mode needs a special monitor.
Sound: 3 voices, 8 octaves
At first glance, there isn't a ton of difference between the computers. All three machines had high resolution color graphics modes, good sound capabilities and higher speed processors as compared to the 8 bit machines that had been sold during the early to mid 1980's.
However, at a closer glance, there were significant differents between the IIGS and the Amiga/520ST. In an interesting choice, Apple went with the Western Design 65C816 chip which was compatiable with the 6502/65CO2 chips that were being used in a good number of 8 bit computers (Apple II, Commodore 64) at the time. The processor speed was measured around 2.8 Mhz.
However, The main feature upgrades in the IIGS would be it's graphics and sound capabilities. The capabilities were light years above and beyond what the 8 bit Apple II computers offered. 8 Bit Apple II computers had suffered with lower resolution graphics and poor quality sound for years. The Apple IIGS addressed these limitations in a big way with a 320x200 (16 colors) and 640x200 graphics (4 colors) modes out of a possible 4096 colors. While the initial specifications seemed a little limited, programmers discovered methods to display up to 3200 colors at a time on screen.
The use of a dedicated sound chip in the Ensoniq sound chip was also a huge boon. No longer would Apple II users have to listen to beeps and boops (or nothing at all) while playing their games. No longer would Apple II users hve to buy external sound cards to listen to real music during games. The Apple IIGS's had plenty of power and then some to support great sound and music applications.
Yet with all of these positives, it became readily apparent the Apple IIGS didn't quite match up to it's Amiga and ST counterparts. For one, the 2.8 Mhz processor speed was a huge limitation. Apple initially countered by saying the 2.8 Mhz speed in the 65C816 chip was almsot eqvivalent in performance to the 68000 series of chips used in other computers. However, many users complained about the sluggishness of the IIGS and that eventually led to a many accelerators being introduced.
The introduction of the IIGS with 256 KB of RAM also provied to be a major limitation. Unlike the Amiga and ST, the IIGS did not have a dedicated graphics chip to help with animation and or graphics oriented processor work. Those programmers would have to use more processor power to perform tasks that the Amiga/ST had dedicated processors for. The limited amount of RAM, on top of the sluggish speed of the IIGS slowed the development of software during the initial months of the IIGS introduction.
Next month: The Apple IIGS could have have ruled the world. Why didn't it?
We're
crusing right along, and I think this month's batch of games are a bit
more enjoyable than last months selection, so let's get right to it.
Makaimura released
by Capcom on June 13th, 1986. Released in America as Ghost 'n
Goblins on November 1986.
Although the original title may appear unfamiliar, out of all the games
covered this month, this is the one game that needs no introduction.
Ghost n' Goblins has been an NES favorite for so many,
despite it's reputed difficulty. How is it that a game so
difficult, a game that so few people ever completed, is loved and
cherised by so many? Was it the imaginative premise that
stradled both King Arthurian nights and Transylvanian horrors?
Was it the variety of weapons that you got to throw at all of
the ghouls who unwittingly crawled out of the ground? Or was
it the fact that your character would run around in his underwear after
he lost his armor? More than likely, it was the sense that
the game gave you that you could
beat the game if only you tried a little harder.
And of all the horrors that the game had for players, the
worst by far was the fact that once you reached the last stage, you'd
be forced to play it all once more from the beginning before being
allowed to fight the final boss. The Ghost 'n Goblins series
had several sequels, some of which are still being released on modern
gaming systems, and it had a substantial reinvention with the Maximo
series for the Playstation 2. And it all harkens back to this
fiendishly difficult, but well loved games.
Super
Chinese released by
Namco on June 20, 1986. Released in America as
Kung-Fu Heroes by Culture Brain
Based on an arcade game with the same
name(s), Super Chinese is a fun, if a little repetitive, arcade action
game. You control one of two monk brothers (two players can
play simultaneously) and you must out-punch and out-kick the defending
enemy army. You can even perform flipping jump and land on
the enemy's head, knocking them out cold. Power ups would
appear that gave you the ability to shoot long range fireballs from
your fists, giving you a substantial advantage. If you had
the time, you could punch the rocks in the garden to reveal more
power-ups or money, or perhaps even a staircase to a bonus round where
you could earn extra lives. The Famicom and NES versions even
contained a manner of warp zone that allowed players to jump ahead
several levels. But the most fun aspect of the game, by far,
is simply jumping around and flipping all around the enemy monks, and
knocking them out. It made a great two player game.
 |
 |
| Ghost n' Goblins |
Super Chinese |
Sqoon released
by Irem on June 26th, 1986. Released in American in late 1986.
Sqoon is a bit of an awkward shooter. While most
shooters take place in outerspace, this one takes place underwater,
where suppoesdly a part of the United States has sunk under the ocean.
You control a submarine with the ability to fire unlimited
amount of torpedos forward and bombs down at an angle.
Throughout each stage, you will encounter glowing objects
close to the ground by several of the buildings. When blown
up, they reveal people who are awaiting your rescue simply by picking
them up. There is some limit to how many people your
submarine can hold, but you can easily grant them their freedom by
rising up to the surface of the water, where I can only image they wait
for further rescue. The play mechanics of Sqoon feel a bit
loose and sloppy. At first it's hard to tell what's friend or
foe. The dolphins don't actually pose any threat to you, but
they do kind of steal your rescuees away from you. (What do
they do, eat them?) This is one early NES game that doesn't
show much of the polish that other games had begun to show by this time.
Choplifter released
by Jaleco on June 26th, 1986.
On one hand, it's hard to understand why such an American
classic as Choplifter was not converted to the NES if it came out in
Japan. On the other hand, it's not hard to understand at all.
By 1986, the game had been released on so many computer
platforms that no one seemed to want to try to cash in on the game one
more time on the NES. Nevertheless, Choplifter is another
game that probably doesn't need an introduction to the many readers of
RTM. Originall developed by Dan Gordon and published on a
variety of systems by Broderbund, Choplifter pits a rescue helicopter
lines in a death-defying mission to rescue several P.O.W.s from bunkers
that lie behind heavily defended enemy lines. And when I say
heavily defended, I mean heavily defended on both the ground and in the
air. You had to reach the bunkers unharmed, drop down to
rescue anyone who escaped from them (exposing yourself to a lot of
fire), lift back off the ground and return them safely to your landing
pad. While some versions were harder than others, the Famicom
conversion of the game was right up there with the least merciful.
While it does provide a nice facelift to the graphics,
somewhat on par with the 1985 arcade release of the game (developed by
Sega ironically), the game play experience may not be as satisfying as
some of the older systems that the game was originally published for.
 |
 |
| Squoon |
Choplifter |
Toukaidou
Gojuusan Tsugi released
by
Data East on July 3rd, 1986.
The full title of this game roughly translates into the fifty-three
post stations of the Tokaido, a highway that ran through Kyoto during
the Edo period of Japan. And the gameplay is just as Japanese
as the title is. And that's something that we're going to run
into quite a bit as the Famicom gains more popularity over time
throughout Japan, and the games get more complex. I'll tell
you what this game is about to the best of my ability, although I have
no doubt that I'll get some of it wrong. It appears to me
that you are some early form of (rather
slow moving) Japanese law enforcement, out to stop a gang of ninjas
from terrorizing the Tokaido. You appear to start in some
city at night where bystanders watch you either kill ninjas with bombs,
or get killed by them. You can jump and toss bombs around.
Besides killing ninjas, the bombs can also be used to reveal
items like coins and swords and even sushi power-ups that turn you into
a human bowling ball weapon against the enemy. It's an
interesting concept for an early game, but easily outshone by others.
The Tower of Babel released
by Namco on July 18th, 1986.
The Tower of Babel was a puzzle game released by Namco
exclusively for the Famicom. It involved a man who was
attempting to climb said tower, and he could only do it if he
positioned certain blocks in just the right way so as to reach a
doorway that was usually suspended off the ground, and lead to by a
vine. The blocks that you manipulated were not symetical and
this had a big impact on the solution of the puzzles. If you
picked up a block from a certain direction, you had to lay it down to
the left or to the right, but it would change direction based on the
direction you faced. To make matters worse, you have a limit
as to just how many times you can pick up and move objects around
before your strenght runs out. Blocks have a tendancy to hang
on each others corners, making the process of building staircases that
much easier. However, most puzzle solvers will find the issue
of orientation the most difficult aspect of the problem solving.
This game was remade (again, in Japan only) on the first
Playstation Namco Anthology disc, which contained four classic Famicom
games right along side complete Playstation quality remakes of the same
games.
 |
 |
| Toukaidou |
Tower of Babel |
 |
| Old Wine in New Bottles: Retrogaming on Modern Hardware |
| by Jonathan H. Davidson |
|
I had originally
planned this month to
cover the Activision Action Pack.
Released back in 1995, this was one of the first – if not the
very first –
successful Atari 2600 emulator for the PC. Unfortunately, I was unable
to get
it running. It is hard-coded for 8-bit graphics (256 colour) and none
of the
hardware I have access to can use that graphics mode. Fortunately, all
of the
games included, with the notable exception of Private Eye, were later
re-released in other collections and compilations.
Instead,
the retrogaming collection this
month is the Atari Anniversary Edition
Redux for the PlayStation. This collection was released by
Infogrames in
2001. It is relatively common; the Digital Press guide ranks it as an
R2 rarity.
This
collection includes an even dozen
original Atari arcade games. These include both vector games (e.g.
Asteroids,
Battlezone, and Tempest) and raster games (e.g. Centipede, Missile
Command, and
Warlords). Presumably for nostalgic reasons, the original Pong is also
included.
The
quality of the emulation is generally
very good. Various difficulty-related options are available, depending
on the
specific game. The default controls map intuitively to the PlayStation
controller (and can be changed if desired). The screens include a
border
reminiscent of the original arcade games. A helpful feature is the
ability to
pause (and save) games in progress.
The
main weakness is the emulation of the
vector graphics. The graphics are just not as sharp as in the arcade
originals
and the colours are not as bright. The raster games look much better
and closer
to my memories of the original arcade games.
There
is also some great bonus content:
Most significantly are the interview clips with Atari founder Nolan
Bushnell.
He talks about the development of Pong and his role in origins of the
video
game industry. The graphics quality is unspectacular (it is probably a
MPEG
format), but the original PlayStation lacks DVD capabilities.
Other
bonus content includes a lengthy
excerpt from Leonard Herman’s book Phoenix:
the Rise and Fall of Videogames, again about Nolan Bushnell
and the origins
of Atari. While this is interesting material, reading many
pages of text
on the TV screen is not especially comfortable.
The
most interesting bonus content consists
of scanned images of various items related to the games in the
collection.
These range from advertising flyers and service manuals sent to arcade
operators to buttons, pins, T-shirts, newsletters, and magazine
advertisements.
There are also some box scan and screenshots from Atari 2600, 5200, and
7800
versions of the games (where applicable). Some of this bonus content
was later
recycled in the Atari: the 80 Classic
Games collection (reviewed in RTM #36). The material was
scanned at a high
enough resolution that the text can easily be read.
Next
time, we will continue to look at
arcade emulation on the PlayStation with the Namco Museum
series.
Feedback
on this column is most welcome;
special thanks to everyone who have their sent comments and question.
Please
send e-mail to jhd@interbaun.com.
Thanks for coming around once again. We've had some recent
interest expressed by new contributors, so check back next month for
more of the same, and hopefully a taste of something new!
Copyright
© 2007 Alan Hewston & Scott Jacobi. All
related copyrights and trademarks are acknowledged.