Retrogaming
Times
Monthly |
| Issue
#39 - August 2007 |
When
writing this editorial, I like to bring items to the reader's attention
that I think are especially pertinent to the subject of retrogaming,
but I am extremely careful not to appear too much like a sales
man. Having said that, I wanted to take a moment to extol the
virtues of the GP2X. Before I start, I want to point out that
raising the subject of the GP2X tends to spark very heated debates
which compare the GP2X to the Sony PSP, and even the Nintendo
DS. I'm not going to even touch upon those comparisons here,
as that is not my intention. There are plenty of message boards where
that subject has been, and
continues to be, tackled.
My enjoyment of the GP2X stems from my enjoyment of
emulation. So if you are the type of retrogamer who only
enjoys gaming on original hardware, the GP2X will not be for
you. But consider the GP2X's specs: a 200MHz ARM CPU
(which can be overclocked to around 266, and even 280), a 200MHz ARM
coprocessor, an 8 directional joypad, 11 button inputs, a beautiful
crisp LCD screen, AA battery power supply, Linux based OS, SD Card
interface, USB port, and one of my favorite features: TV output. All
that in a system roughly the size of a Game Boy Advance, and what you
get is an open-source handheld programmer's dream.
To date, all of the most
popular home systems have seen decent-to-fantastic emulators released
for the system, as well as an outstanding version of MAME. A
search for GP2X on youtube results in videos showing the system's
ability to emulate Neo Geo games at full speed, or even the ability to
play Playstation 1 games at a pretty good clip. But
naturally, the thing that draws me to it is it's near perfect emulation
of Atari 2600, NES, and Genesis games. With the ability to
play it anywhere on the go, or to hook it up to a friend's television
set, you've basically got a portable retro gaming repository that
weighs less than a pound, once you get everything loaded on to a SD
card.
While I'm primarily focusing on it's ability to play games, it's
capable of a number of other things such as MP3 and AVI playback, and a
number of homebrew programs that provide other gameplay experiences, or
playbacks of alternate audio formats. Playing an AVI while
using the TV output on a regular (non-highdef) TV set provides as good
a quality of picture as any generic DVD player. The only two
serious drawbacks are the battery life, and the choice of
joystick. The GP2X eats regular Alkaline batteries for
breakfast, draining them in roughly two hours, depending on how you use
it. You're far better off buying 2500 mAh rechargeable camera
batteries, for both their lifetime, and the cost to replace batteries
in the long run. The joystick is a topic of much debate among
the GP2X community. It's an 8 directional joystick (that is,
the diagonals are distinct inputs, not the result of a combination of
two others), with it's own button input (you push the entire stick down
to press it). Therefore, the standard familiar (and in some
cases, more desirable) four direction "D-pad" was not
selected. The GP2X has undergone a couple of revisions, and
the latest version goes a little way to address the complaints by
reorienting the joystick to give it a more favorable bias against
diagonals, and an improved joystick cap.
If I've piqued your interest or curiosity in the device, I can
recommend no better resource for information than the official GP2X
Wiki itself, http://wiki.gp2x.org/ where you can find more information,
and recommendations on where to buy one. Make sure that
whoever you buy one from is selling you the latest version (MK2 as of
the writing of this article.) If you have one, or proceed to
buy one, share some of your experiences using it with us.
| Next Month:
Retrogaming Times (Monthly) - 10 year Anniversary |
| by
Alan
Hewston |
Next month marks the completion of the 10th year since Tom Zjaba, in conjunction with his storefront and web site named Tomorrow's Heroes, began this online monthly fanzine for classic era, retro video game fans. We owe Tom quite a lot and hopefully we'll have a nice interview, or at least part one of an interview with him and what he did to get the RT started and his website since.
We also hope to get some feedback from you our readers. Email Alan at hewston95@spamremoval@stratos.net, or our editor, Scott at plotor@removespam@ix.netcom.com if you want to comment or congratulate us or Tom.
Some ideas for you to give us feedback on are:
- Direct
reader feedback - we'll post what you tell us, or tell us your favorite
issue or articles, interviews or coverage of systems or specific games.
- What you'd
like to see us do or not do in the future?
- What
systems would you like to see covered more?
- How has the
RT & RTM helped kept you involved in this past time / hobby?
- Ideas for
articles or things to do?
- Anything
else you'd like to ask or to tell us.
Let us know right away and if you'd like yours to be anonymous, or to have your name accompanying your question, feedback or idea, then please let us know.
I'm hoping to find the time to update our site's directory of past articles and links. We're also hoping to get all of the current staff to contribute and maybe do a little bit extra. I'll contact as many of the former writers as possible to get them to submit something, or just say hello.
If we do not put together a superb issue with lots of extras, hundreds of pages in content, oodles of game reviews, dozens of interviews and numerous writers . . . then we're only human, and on a limited - nonexistent budget. We do our best to find time in our daily lives to devote to RTM for your enjoyment. Hopefully we'll give you a little bit more than normal next month. Please keep coming back, and feel free to join our staff and contribute.
Alan Hewston, senior staff writer for the Retrogaming Times Monthly can be reached at hewston95@spamalot@stratos.net During the day Alan is an engineer, aka rocket scientist at the NASA Glenn Research Center in Cleveland Ohio. We've begun fabrication of hardware for the first test flight vehicle that will ultimately take us back to the Moon, to Mars and to infinity and beyond - or at least to space station. After hours, Alan is a husband to a very understanding (of my crazy videogame hobby) wife Kathy and father to Samantha and Timmy, who love to play video games, and appreciate the classics that Daddy still plays.
 |
| The Many
Faces of... Xevious |
| by Alan
Hewston |
|
We continue to review titles released in 1982, and honor them on their
25th
anniversary.
This
month we size up the Many Faces of Xevious, one of the earliest
vertical scrolling shooters, and one that clearly helped to shape that
genre. At the arcade, the enemies and the scrolling
background were
so highly detailed and colorful, that some gamers may have even been
distracted by them, especially compared with other games (or shooters)
of
the era. Xevious was a sign of where games were going, with
much
more emphasis on both gameplay elements and graphical attention to the
details & realism. The Xevians want to survive and so
they
attack, defend and retreat in much more realistic formations than say
the
enemies in Space Invaders, Galaxians and the like. Japanese
programmer Masanobu Endoh even added some Artificial Intelligence to
the
code so that if you were easily defeating an enemy type, then a
different
or more aggressive enemy type will arrive to contest you.
Another
nice element in Xevious was that of 2 attack weapons, one fire button
for
shooting airborne enemies, the other for firing bombs to hit ground
targets. The Solvalou fighter’s crosshairs had to
be lined up to
drop bombs onto specific ground targets.
|
|
Xevious marquee courtesy of KLOV.com |
To
keep gamers coming back for more, the world of Xevious was big, with
16 different zones to conquer and if that was not enough there were
secrets to be discovered – enemy citadels and flags hidden in
the
game. The game was very successful in Japan, but despite
being
licensed and released by Atari, it was not quite as popular in the
US. Atari was so gung ho, they even released what may have
been the
first ever TV commercial for an arcade game, saying:
“Xevious - the
Atari game you cannot play at home."
|
| Xevious
arcade map courtesy of KLOV.com |
Below
are summaries of the Xevious enemies - first set are the
airborne.
Toroid
Fleet Ships - most common air enemy, slow
Torkan
Scout Ships - similar to the above but quicker
Zoshi
Death Squads - quick and deadly moving in erratic patterns
Terazzi
Deflector - quick with rapid shots
Giddo
Spario (Energy Blast) - fast, hard to see, white balls of
energy
Zakato
Energy Launcher (Black Ball) – or 8-Balls, appear out of
nowhere
& open fire
Black
Balls also herald the arrival of the Andor Genesis
Mirrors
(Bacura Shields) – annoying, indestructible, rotating, come
in
waves
Andor
Genesis - the Mother Air Ship. 4 laser cannons, center weak
spot
Unlike
most game bosses, this Mother ship does not have an ego or a
“kill or be
killed” attitude. Good thing too, so if you stay
defensive and
avoid its firepower long enough, it will move on and your game will
continue safely.
Ground
targets – some are optional since most pose far less danger
than
air targets. Use the targeting computer (projected in front
of the
ship), to hit these.
Domogram
Rovers – the slow moving octagon shaped tanks that stay on
the
roads.
Grobda
Tank – sit motionless until you drop a bomb, which they then
avoid.
Logram
Sphere Station - common defensive structure fires a quick and
accurate bullet.
Boza
Logram Dome Network - 4 stations surrounding a highly explosive
core.
Derota
Defense Station - stations that fire a continuous stream of
bullets.
Garu
Derota Mega Station - supercharged stations that shoot twice as
fast.
Barra
Energy Station – harmless, pyramid shaped energy storage
stations.
Zolbak
Detector Dome – harmless, round shaped structures resemble
exhaust
ports.
Sol
Citadels – hidden, detected by targeting computer, bomb twice
for
large points.
For
the detailed version of the above lists, see the 5200 port at
www.Atariprotos.com
There
is a good bit of storyline for the game of Xevious and you in
your Solvalou fighter. In a nutshell, the enemies are the
GAMP
(General Artificial Matrix Producer). They seem to be from
the
planet Xevious, but are actually returning to their former home world,
the Earth, where they have unearthed many supplies and fortresses that
they buried before their departure - to avoid the onset of
Earth’s last
ice age. The hidden artifacts that have now come out of the
ground
are at the Xevians bidding, to provide them much needed supplies and
weapons.
Arcade:
1982 by Masanobu Endoh by Namco, distributed in US by
Atari
|
|
Sinclair Spectrum screenshot courtesy of WorldofSpectrum.org |
Home
versions
Atari
2600 - 1983 by Tod Frye Atari - unreleased prototype
Atari
7800 - 1984 by unknown? for Atari
Apple
][ - 1984 by Dan Hewitt for Mindscape
Atari
5200 - 1984 by Jim Huether & Alan Murphy (Graphics) for
Atari
Commodore
64 - 1986 by unknown? for US Gold / Mindscape
Atari
8 bit computer -1986 conversion from 5200 code - unreleased
Not
covered here – only because I do not have these games or
systems.
MSX
- 1988 by unknown? for Namco
Sinclair
Spectrum – 1987 by unknown? for Probe Software for US Gold
Note there is extensive info & pics at the
www.WorldofSpectrum.org
Arcade
Sequels (by Namco): 1984 Super Xevious, 1991 Solvalou, 1996
Xevious 3D/G
To see more
screenshots, visit Moby Games at:
http://www.mobygames.com/game/
|
|
Screenshot of the Apple 2 courtesy of Moby Games |
Disqualified:
Apple ][ (N/A)
My
first reaction was how hard this is to find an original disk, and
I’ve
still not even found a bootleg copy to play on disc. Maybe we
can
look forward to a Lost Faces of Xevious review in the next 10
years. Here’s an Apple ][ fans online
summary. “Recreating
Xevious on the Apple II was a tall order, but the developers actually
pulled it off. True, the game is a little slow, weak on color and
sparse
on sound, but surprisingly the graphics (colors aside) are almost dead
ringers for their arcade counterparts, and the gameplay, while not
quite
as fast paced, is smooth and solid, with plenty to shoot at, and get
shot
by. Kudos are in order.”
|
|
Screenshot of the 2600 courtesy of AtariAge |
Disqualified:
Atari 2600 (N/A)
My
first reaction was how impressive this 2600 game-in-work looks
– only
to find Atari pulled the plug on it. Atari decided to only go
with
the 7800 release and drop both the 5200 and 2600 conversions
– even
though both were looking to be among the elite games ever produced on
those 2 systems. Dooh!! Although the game is
playable, it
wouldn’t be fair to score it as is. Good news is
that it has all
the basic elements and you can tell that it is Xevious - so give it a
try
via emulation or Cuttle Cart. You can enjoy a nice article
about
this 2600 prototype game and more at:
www.atariprotos.com
Disqualified:
Atari 8 bit computer version (N/A)
My
first reaction or understanding is that Atari fans (or former
programmers) converted the unreleased 5200 code (circa 1986) to play
Xevious on the home computers. It was on the Atari home
computer
master cart list to be produced, but most likely to be converted from
the
5200 code directly – as was done by the fans.
Whoever it was, they
did a fine job of converting the game to diskette versions and
ultimately
to emulation files so that we can enjoy them today.
Unfortunately,
I’m going to draw the line here and not count both unreleased
versions in
the medal hunt. We’ll only count the 5200 as it was
the one
originally planned and coded to be an official release and was fairly
close to completion when Atari pulled the plug. The computer
port
has the exact code as the 5200, save for the obvious change to work the
2600 style (non-analog) controllers. I know that this DQ
disappoints our Atari fans, so go ahead and score along at
home.
First, let’s start by giving this
“non-analog” version a (10) for
Controls, and then give it all the same scores as the 5200
below.
OK, you cannot wait until then, so the final score would be (41), which
then could have grown as high as (45) . . . had the game been
completed to the full capabilities of the machine. Available
only
via copies on disk or emulation files.
Home
Version Similarities - except those in < > all home
versions
have: a demo; a pause; a choice of 3 or 4 starting difficulties
<5200
– (not really)>; good vertical scrolling action; 16
different areas to
complete; a large variety (at least 20) different enemies, targets, or
hazards to avoid; unlimited supply of ammo; fire up to 3 laser blasters
at a time, for taking out air targets; release up to one photon bomber
at
a time for hitting ground targets; hidden enemy citadels (and flags)
can
be unearthed and destroyed for loads of points (flown over for an extra
life respectfully); your blaster target sight glows when over an enemy,
or a hidden citadel or flag; the Andor Genesis Mother Ship, one of the
very first video game bosses, was located in areas 4, 9 & 14 at
the
arcade; a direct hit on the Mothership’s central reactor will
deactivate
it; or survive long enough and the mother ship moves on avoiding you;
at
the arcade, the extra life flags were hidden in areas 1, 3, 5 &
7;
any time you lose a life you start that area over again; and if you
complete all 16 sections, you begin the next mission at area 7
– but at
the next higher skill level; bonus lives also earned at
different
scores (such as 20K & 60K); the enemies can fire off 6 or more
shots
at a time; with some homing in on you; there are moving hazards and
stationary targets; some targets are completely harmless, but all will
earn you more points; the enemies seem to change from game to game and
there is good randomness <5200 – lacking some>;
most enemies are
very evasive and fly in varying and effective formations; there seems
to
be some artificial intelligence, such that if you play well, more
difficult enemies arrive sooner; the progression of difficulty begins
easy <5200> and gradually increases; the enemies can
change speeds,
direction, and hover, and even bolt away quickly; some enemy shots may
come from behind you and some will even change directions and home in
on
you; nearly all enemies and objects <5200> are
multi-colored; and
finally, like the arcade there are two fire buttons <C64
&
7800>.
The
three versions covered in detail here each seem to have most (if not
all) of the enemies and hazards, but each version seems (to me) to have
at least one unique enemy, or one that is behaving uniquely.
It
would take quite an effort to actually catalog and verify all home
version enemies and compare to the arcade. We’ll
leave that up to a
Xevious aficionado to reply or post those details.
The 7800
manual helps a lot, but without any pictures. See
Atariprotos.com
to see all the 5200 enemies. I do not have (nor found any
online)
documentation for the C64. Finally, I am not much of a
Xevious
player, and as yet, have not made it to the third Mothership on any
version. Feel free to email me to fill in any gaps, or let me
know
if I made another mistake. I’ve also skipped this
month’s game
collage, since I only have 1 cart and one manual –
total. So much
for revealing the ”Many” faces.
|
|
5200 screenshot courtesy of AtariAge. |
Bronze
Medal: Atari 5200 (40)
My
first reaction was that I’ve only played the multi-cart
version, which
may not be the most complete, or best version out there. Keep
that
in mind, and also don’t forget that this version went
unreleased and
could have been made even better. So the scores are a bit
lower,
but without the 5200 (and since I’m still missing the Apple 2
port) we’d
not have had enough players to review the many faces of
Xevious. So
we thank the 5200 for stepping up to bat, and allowing us to score this
not quite finished product.
So
my first reaction (assuming we had a finished product) would be
“darn
those analog sticks” which are a constant struggle.
Fight to keep
your fighter from drifting off, and gotta work even harder to keep your
ship still – like when passing between the mirrors.
Alas,
the Masterplay Interface is not fully compatible, so you have no
choice but to play with the drifting analog behavior of the
controls. This is truly a frustrating and tiring experience,
so I
am generous to score the controls a (9). Gameplay is of
sufficient
quality (8) to play like the arcade. Nearly all the enemies
are
there and execute their attack
orders,
but for the most part their forces lack in numbers, variety and
combinations of attack and formations. Addictiveness is
somewhat
enjoyable (8) with a pause <Pause>, and lots of exciting
action. But, the beginning level, beginning of the game
action
starts off too aggressively and does not have room to increase much
more. At the hardest setting the game is much easier than the
other
ports. Furthermore, a change in the difficulty setting does
nothing
for actual gameplay – there are the same quantities,
frequency,
intelligence, speed, variety of enemies and their number and frequency
of
weapons fired. The only thing noticeable is the obvious
decrease in
the number of starting lives from 5 to 3.
There’s a possibly
that your number of flags is reduced and that bonus lives take longer
to
earn, but I doubt it. This is clearly an area that could have
and
would have been improved by play testing and improving the difficulty
settings for a final release. A final, fatal blow, which I
once
again am generously only giving a slap on the wrist is that I have been
killed right away and/or the system crashes all 15+ times
I’ve made it to
the first Mothership. This frustration (along with the poor
joysticks) have resulted in me playing this version the
least. I
really want to play more, but my hands hurt and then you are so worn
out
and despite playing and scoring better, I get no further than the last
game. I’m sure that a later release, and of course
a completed
release would have corrected any glitches, like this kind of system
crash. Graphics (8) are also sharp, but lacking some of the
polish
of the others. The detail and backgrounds are pretty good,
but the
use of multi-color and good color combinations and variety is a bit
lacking. The scrolling is excellent, the animation is
adequate and
the on-screen action is pretty good. The displays could be
sharper,
and if anything else, remove one of the lines of the text displays (1/3
of) and add it back to the vertical playfield. The playfield
is the
shortest on this version. Then, repeating earlier comments,
on the
hardest setting, there are the fewest and least frequent number of
hazards, enemies and their bullets on screen. No doubt if
they
correcting the difficulty setting, it would yield more numerous and
more
frequently appearing enemies. Finally, there is a typical
element
seen in games that are not yet completed, here we see a flat bar (line)
that represents your airborne weapons fire. Easily corrected
later
by the graphics artist, or the main programmer once the game is ready
to
be completed. Sound is effective (7), with the basic start up
music
to begin the game but then the really short sequence of background
noises
during gameplay is quite annoying. A wise choice was made to
allow
the player to toggle this noise off. There are obvious cut
outs in
the audio as some simultaneous audio effects occur and only one is
heard. The sound effects are all very repetitive, which is
the case
for the arcade and all conversions actually attempt to match that
mediocrity. A few effects, like the mirrors being hit and
Motheship
are really well done on all releases. I am not sure how much
more
could be done, but it may be possible to correct and improve the sound
somewhat. As I keep saying, the cart was not released, but
you can
find the ROM for emulation or play it via a multi-cart.
Bottom
line is that this port had a little ways to go to be ready, and
quite possibly, given time and budget, they could have turned out a
high
quality product and gained some ground on the above medal
winners.
We’ll never know, but we’re very happy to have this
port to enjoy.
|
|
C64 screenshot courtesy of lemon64.com |
Silver
Medal: Commodore 64 (44)
My
first reaction was surprise to know that Atarisoft passed this on to
US Gold and/or Mindcape. But then again, they bailed out on
the
5200, 2600 and maybe more releases as well. The Gameplay is
outstanding (9) with pretty much all the action from the
arcade. I
cannot see any element that is grossly wrong or missing, but Xevious
experts can probably find several. If there is much lacking,
it
more than makes up for it in quantity and frequency of on-screen
action. You’ll easily see the most bizarre
combinations and
variations in attacks here. The action really gets going and
its
white knuckle driving (flying) time. The Addictiveness is (8)
very
fun with a pause <R/S> a gradual increase in difficulty
as you
progress and lots of great action and variety to bring you back time
and
again. But there are two problems which drops this one down
to
second place. Namely, the bullets all look the same and are
hard to
see. You must assume everything that you see is an enemy and
take
evasion action more often than is actually required. Second,
the
collision detection is a bit off here, which adds salt to the wound as
your ship is actually a bigger target than what is shown on
screen.
Finally, I was also unable to see any signs of hidden items, or the
target scanner change colors. It is possible that they are in
the
game (can anyone verify this?). This affects both the
gameplay and
addictiveness, but either way, it is not enough to change the raw
scores
in these categories. Regardless, the 7800 is the best in
nearly
every category, and is probably more like 2 points better than the C64
overall. As is the case on all medal winning versions, you
can
still earn a bonus life via points scored and hear that audio
confirmation. Graphics (9) are fantastic, with great
scrolling,
loads of actions, more items on screen than you can count in
real-time. The use of multi-color, color variety &
graphics
variety are nice. Animation is limited but good.
The details
and backgrounds are adequate. All weapons fire is hard to see
and
makes for some confusion (or added difficulty). Sound is
pleasant
(8), with some music, all the effects and the usual boring background
noise. The special audio effects are not quite as good here
(Extra
life, Mothership & Mirror) but the sound drop outs (from
multiple
items sharing the same sound channel) are the least here, not as
noticeable as the 7800. I think most gamers would agree the
C64 has
the best overall sound – thanks to Atari being too cheap to
include the
Pokey sound chip on the 7800 motherboard. Controls are
excellent
(10), but there is one catch. Your ONE fire button performs
the
task of firing both of your weapons. The first press always
fires
your laser blaster for taking out air targets, holding down the fire
button, or rapidly firing it a second time then releases a photon bomb
at
ground targets. The photon bomb must move along the screen
(descend) then hit and explode, before the next bomb can be
dropped. So, like the arcade, you cannot drop more than one
bomb at
a time, and there is the delay between bombs. Xevious fans
will
prefer the preservation of the two fire-button scheme, but since you
have
an almost unlimited supply (and up to 3) of the airborne shots at once,
and it does not harm you in any way to rapidly fire, then the resultant
strategy and use of both weapons is maintained, by maneuvering to where
you need to be on that second shot fired – just not quite as
effective as
with 2 buttons. On a finer scoring system, I’d say
that the C64
(and the 7800 which does the same thing), would lose some points and
the
5200 would not – as it has two separate fire
buttons. A non-Xevious
fanatic, like myself sees no big deal to scoring them the
same. The C64 disk is somewhat hard to find, and I
have yet
to see one anywhere.
|
|
7800 screenshot courtesy of Atariage.com |
Gold
Medal: Atari 7800 (45)
My
first reaction was this one will win the gold medal and it did,
barely. Score-wise it wins by one, but on a finer scoring
scale it
may have won by a bit larger margin maybe 4%. Gameplay is all
there
(9) with nothing lacking. Still, there are elements or
variety of
things seen on the other ports that are not here.
Addictiveness is
the best (9) superb, with the pause <Pause> and good
randomness and
a gradual increase in difficulty. There are good combinations
of
enemies to confront, everything is easy to see with no deductions
anywhere. You easily play this one the most.
Graphics are
great (9) with the best details, displays, animation and
clarity.
At a glance, the 7800 looks the best, but C64 has more on screen
enemies,
bullets and overall action – which is impressive.
So, you could see
both systems claiming that they are the best here. Scrolling,
multi-color and variety are very good. Sound is
pleasant (8)
with lots of great effects and some music. The lack of a
Pokey
chips and the resultant cut outs on sound (one sound replacing another
on
the channel) is very noticeable and takes away from the otherwise
excellent sound effects. There is high degree of repetition,
as
most effects are repeated, but that unfortunately appears to be done to
match the arcade. Controls are perfect (10), but see below
there is
only one fire button. Despite similar scores to the C64, the
7800
is probably just a wee bit better in every category but sound, and so
I’m
sure overall, most fans would prefer the 7800. The cart is really easy
to
find as well.
For
a very detailed 7800 review see Joey Kay’s review by the
Atari Times
at:
www.ataritimes.com/article.php?showarticle=175
Joey
has played both the arcade and 7800 version quite a bit and noticed
only 3 things are different / missing on the 7800: 1) the
obvious
screen size (proportion), 2) shorter distance from your Solvalou
fighter
to the target sight (again, due to the shortened screen), and 3) the
title screen doesn’t “sparkle” the name
Xevious [and we know it
can].
But
wait there’s more . . . I read online somewhere that each
7800 fire
button works a separate weapon - but the manual says otherwise and the
game follows the manual. Thus the 7800 fire buttons are
equivalent
and work just like having one fire button as done for the
C64.
Pressing either button will work both weapons. The first
press
always fires your laser blaster for taking out air targets, and then
holding down the fire button, or rapidly firing a second time then
releases a photon bomber for ground targets.
Acknowledgements,
Updates and Errata since last month.
Update
from last month’s review of Pooyan – and a score
change for
the Atari 8 bit version. Are the Atari computer wolves pink,
red or
brown? My Atari 8 bit Datasoft copy of Pooyan played on an
800 XL
has the dreaded pink wolves. Other online screenshots confirm
pink
that as well. Aside from the obvious: a poor
monitor/TV,
computer, or bad setup is making them look pink. This was not
the
case for me, so I sought more help. I know that there is at
least
one other possible version, a later release by MCC, but probably that
is
the same code as the Datasoft original. There’s no
way they would
have changed the wolves to make them pink. Fortunately one of
my
pseudo-experts, Stephen Knox, can be thanked as he replied
“the XL series
were missing a 'chroma line' or something like that such that the video
output was very 'washed' out”. [Also note that]
“emulators often
lean towards the PAL side” – [possibly a different
color as well].
So we can probably assume the color is red, and washed out in some
systems to appear “pink”. I’m
sure that we all prefer the Apple’s
brown wolves, trees and earth. The real kicker to the scoring
is
that the animation on the Atari was well done, and I’m not
sure how I
missed that and said otherwise. My apologies, and so counting
for
those two adjustments, the Graphics score does warrant an increase +1
to
(9) and earns Atari sole possession of the Silver medal (45) and drops
the Apple ][ to only the Bronze at (44). Thanks readers for
double
checking and challenging my scores. I’ll update
these numbers on
the Many Faces Spreadsheet.
Come
back next month for another 1982 review (probably) the Many Faces of
Astrochase, released for the Atari 2600, 8 bit, 5200, &
C64.
Contact Alan at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
As
Scott Jacobi has been documenting in
his Nintendo Realm column, Nintendo themselves were the primary
software
developer for the Famicom in the early days of the platform.
When
the Famicom first launched in Japan, Nintendo created home counterparts
of many of their simple, easy to port, yet very popular arcade
games.
Since many of these titles make up a good chunk of the arcade to NES
catalog
in the mind of the average retrogamer, I've decided to take a closer
look
at them. As usual, I'm going to kick things off with the most
obscure
of these games - Popeye. We'll get to that Mario character in
RTM
issues ahead.
While
not in the mainstream spotlight for
some time now, pretty much everyone knows who Popeye is. For
the
uninitiated, Popeye is a sailor who gains incredible strength by eating
canned spinach. His arch nemesis is Bluto, a gargantuan man
who lives
only to terrorize Popeye so that he may steal away the affection of
Popeye's
girlfriend Olive Oyl. If this cycle of events seems
never-ending,
that's because it is, and things are no different in the
game. Popeye
offers three different screens of action that all repackage the same
basic
game play. Olive Oyl stands atop the screen and drops items
for Popeye
to collect. These are hearts on the first screen, notes from
a harp
as she attempts to lull Popeye's son Swee'Pea to sleep on the second
screen,
and finally the letters H-E-L-P on the third screen. Once all
items
are collected the next stage begins. Bluto is constantly on
patrol
to stop Popeye dead in his tracks and pummel him off the platforms with
either his bare hands or an endless supply of beer bottles which he
throws.
While Popeye has the ability to punch, he can only use this ability for
defense. Punches are primarily used to break incoming bottles
but
are also used to set off traps and of course to pick up the all
powerful
can of spinach. Once Popeye consumes his favorite leafy
green, Bluto
will turn tail and attempt to run away. If Popeye makes
contact with
Bluto in the short amount of time granted after eating spinach, Bluto
will
be knocked off the platforms temporarily before climbing back
up.
In addition to Bluto, Popeye must also cope with the projectile tossing
Sea Hag and her difficult to avoid vulture. After all three
screens
are cleared they begin again at a higher difficulty.

The
concept for this game is pretty simple
but the action gets quite frenzied very quickly. An NES
version seems
like it would be a piece of cake but there are some limiting factors
that
dampen the fun at home just a little. To begin, the arcade
version
is absolutely beautiful. Every sprite is detailed and
represents
the original hand drawn characters perfectly. When the game
is in
motion it almost looks like a digital cartoon. This is the
biggest
sacrifice on the NES as while the graphics are nicely detailed,
especially
considering this is one of the very first games for the system, those
high
resolution visuals from the arcade are greatly missed. While
not
as graphically detailed as the original, nearly all the sprite
animation
and character mannerisms make it onto the NES which is a nice
touch.
Each of the three screens are created almost exactly with only the most
minor differences that neither hinder nor add to game play.
Sound
design is charming and nicely accurate with the Popeye theme at the
title
screen and solid sound effects throughout. Control is also
quick
and smooth which we all know is the most important part of a
platforming
game.
All in all
Popeye on the NES is a nice
solid port, until you go back and forth between the NES version and the
arcade original and realize one critical difference between them - the
NES version is far easier. This is something that would occur
with
nearly all of the Nintendo ported NES arcade titles. While
accurate
representations of the originals, for one reason or another they almost
all play much easier than in the arcade. In the case of
Popeye the
action never gets anywhere near as frenzied as it did in the
arcade.
Sure you have to keep on your toes to stay one step ahead of Bluto and
make sure you grab the items Olive Oyl is sending down but in the
arcade
you barely had time to breathe after the first couple
screens. While
challenging and entertaining, there's a note of intensity that is
missing
from the NES version. It's this missing intensity that
ultimately
makes the game an inferior port. Granted if you haven't
played the
arcade version in a long time you won't notice this. The NES
release
is still a fun game but it's not as fun as the original, which is
painful
since it comes so close to being a perfect conversion. I
suppose
one has to approach these discrepancies with the notion that Popeye was
one of the first Famicom games ever. Taking that into
consideration
the game is well done and it really demonstrated that the Famicom / NES
was going to be the first home platform that could produce near arcade
quality graphics. If this was a launch title and was already
this
close to arcade perfection, then the world was in for some great arcade
to NES ports in the future - and we sure were.
"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 |
|
This month, I'll conclude my discussion of the Apple IIGS computer which was the last major upgrade to the Apple II line.
As noted in the past couple of months, the Apple IIGS was introduced in response to the launch of the Atari ST and Commodore Amiga computers (and to a lesser extent, Apple's own Macintosh computers). The IIGS had advanced capabilities that were comparable to it's ST and Amiga counterparts. The IIGS also was backwards compatible as it allowed older Apple II software to run on the system. An upgrade was also made available to existing Apple IIe users as well.
With an established market of millions of Apple II users, the Apple IIGS was primed to be a major hit among current Apple II users who had been clammoring for a more modern machine. With the brand recognition of Apple, the IIGS could have even snagged buyers who had been considering the ST or Amiga. However, this did not occur. Why did this happen?
As noted last month, from a technical perspective, the Apple IIGS's capabilities were slightly inferior to it's Amiga and ST counterparts. The IIGS's processor clocked at a measly 2.8 Mhz while both the Amiga and ST were over 7 Mhz. The IIGS's graphics capabilities were a significant upgrade over the 8-bit Apple II computers. However, these capabilities did not quite match up to the ST and Amiga's graphic capabilities and dedicated video processor chips.
One thing the IIGS might have been equal (or even superior) to it's competition was it's Ensoniq sound chip. The sound chip was a major upgrade over the old Apple II speaker. However, the sound chip was under-utilized throughout much of the IIGS's life. Many developers focused their efforts on developing good looking software without fully exploiting the sound capabilities of the IIGS.
The other factor was the cost of the IIGS. At it's introduction, the IIGS CPU was priced at $999 without a monitor or disk drive. When you put up the cost of a complete IIGS system versus the ST and Amiga, the IIGS was significantly more expensive. While IIe users could upgrade, many chose not to.
The biggest factor for the lack of success with the IIGS was Apple Computer itself. The IIGS was the computer from Apple that had both color graphics and a graphical user interface. The IIGS could have become the bridge that combined the best of the both the Apple II and Macintosh worlds. Instead, it would be in 1987 before Apple Computer would introduce the first color Macintosh (the Macintosh II). It would be several years later (in 1990) before Apple introduce the Macintosh LC with an optional Apple II card. The LC finally bridged the gap that had existed between the Apple II and Macintosh.
Because Apple Computer felt that that Macintosh was the future of the company and never signficantly promoted the Apple IIGS besides advertisements in Apple II related publications. The Apple IIGS was a relative unknown to those outside the Apple II community.
Also, The IIGS was never significantly beyond it's initial introduction in 1986. There were many operating system and hardware upgrades (larger ROM chips, more RAM installed on the motherbobard). However, other features such as the graphics and processor remain unchanged. Despite the lack of attention by Apple Computer, the IIGS still managed to sell an estimated one million units before finally being discontinued in 1992.
Despite the relatively short life-span, there was a lot of hardware and software that was introduced for the IIGS. In fact, even today, over 20 years after it's introduction, there are still a small group of hobbyists still creating software and hardware.
That's it for my overview of the Apple IIGS. In the future, I will review some Apple IIGS games in my column. Thanks to the power of emulation, many IIGS games are now available to enjoy on the Internet.
See you next month!
This
month's collection of games has a few very recognizable titles, and a
few that are less recognizable. The fact is, they're all
pretty good in this month's selection. What can't be played
in English can either be translated or researched on the internet, so
try to give them all a try.
Volleyball
released
by Nintendo for the Famicom Disk System on July 21st, 1986.
Released in America on March 1987.
Thanks to
the increase in popularity of summer beach volleyball (and as a good
excuse to render women in skimpy bathing suits), it's not uncommon to
find two or three good volleyball games on a modern day system.
Back in 1986, it was virtually unheard of. Though not the first to
publish a volleyball game for their own system (Atari, Mattel, and even
Magnavox all made a passing attempt at it), Nintendo certainly made the
biggest leap by presenting a full six member team playing in an indoor
court. The controls allow for a majority of conceivable strategies,
such as setting the ball up for another player to spike it over the
net. Unfortunately, what happens as a result of the way the game is
presented, is that you find yourself playing more to the shadow of the
ball, than the ball itself. The shadow is the only indication that you
have of where the ball is going to end up, so you focus more on the ground
at your players' feet than anything else. And learning the timing for
a good spike takes a good deal of practice. By no means the best
Volleyball video game out there, but an ambitious start.
Ganbare Goemon released by
Konami on June 30th, 1986.
Many
American players were only formerly introduced to the wacky ninja
Goemon on the Super Nintendo. But Konami started this series way before
the SNES arrived. And interestingly, most of the gameplay that could be
found in the newer generation of games is just as present and fun in
the original game. The Goemon series is one that pokes a little fun at
early life in Japan, casting you as a bit of a rogue in Japanese
society who must safely make it from one section of Japan to another.
In each stage, you must navigate through a maze of towns, portrayed in
an isometric format (where you can move up and down as well as left and
right) while fending off guards that attempt to capture you, and
questioning towns people for information, some of whom are pleasant,
some of whom are irritable, and most of whom are a little wacky. Each
stage contains an underground maze that is present in first-person
perspective, that you must navigate in order to find the item that you
need to escape to the next stage. Although this version was never
released in America, a ROM translating group known as Dragoon-X did a
wonderful job translating all of the text into English. So if you're a
fan of this series, definitely check it out.
 |
 |
| Volleyball |
Ganbare Goemon |
Solomon's Key released
by Irem on June 30th, 1986. Released in American in 1987.
Solomon's
Key is a conversion of an arcade game that has always dazzled me a
little bit. Every time I look at it, I think about how much fun it is
to play, and every time I sit down with it, I get board after only a
few levels. I don't think this is a fault of the game's, I think it has
something to do with the way that I'm playing it. Solomon's Key, for
those who never tried it, is a game where you play through a series
single-screen rooms, starting out somewhere on the screen, trying to
collect the key that unlocks the door, and then safely escaping the
room. The game revolves around your ability to create and destroy brick
platforms that allow you a nearly unlimited ability to go anywhere in
the room. Of course, enemies of various types are out to stop you and
prevent you from achieving your objective. What I get too hung up on
are all the little secrets in the game. Objects like power-ups and
bonus items can be hidden inside bricks. In some cases, you can even
place a brick in some empty space in the room, and remove it, only to
reveal a hidden item. There are also the zodiac signs that can be
collected. Eventually, I exhaust myself trying to reveal every
conceivable secret that I wear myself out on the game instead of just
playing and enjoying it. The bottom line is that Solomon's Key is a
classic game (and an interesting choice as one of the first available
NES games during the Wii's Virtual Console launch) and should be tried
out whenever you have the chance.
Soukoban Special released
by ASCII Entertainment on June 30th, 1986.
Soukoban
has had many different names in America. I believe the most common one
is Boxxle, as made famous by one of the initial Game Boy titles. In
Soukoban, a box boy has to move boxes from their original starting
point to destinations that are indicated on screen. The box boy can
only push the boxes, and he needs one full box space between the box
and anything else in order to push it. This simple concept is turned
into 100 fiendishly difficult stages that will test not only your wits,
but your patience as well. One wrong move can doom an entire solution,
forcing you to start over again. Soukoban was originally developed in
1980, and has been of interest to several researchers of the subject of
computational complexity. Ultimately, this game is best suited for fans
of slower puzzle games that don't rely so much on dexterity, and more
on strategic planning.
 |
 |
| Solomon's Key |
Soukoban Special |
Legend
of the Valkyrie (Valkyrie
no Bouken) released
by Namco on August 1st, 1986.
The blonde
Valkyrie has been something of a secondary mascot for Namco, having
cameos and references in games such as Namco X Capcom, and Soul Calibur
II. So it's interesting to note that her original debut on any system
portrays her as a brunette. The Legend of Valkyrie casts the player in
the warrior's shoes (or sandals) in a four-direction scrolling world
where monster spontaneously appear in groups of four to attack her.
Fighting leads to increased strength and money which can in turn be
used to buy items which increase offensive and defensive power. All in
all, your standard action oriented RPG. Since the entire game is in
Japanese, it can be difficult for a non-Japanese speaker to understand
what's going on or where to go next, and indeed, many of the steps you
must take are non-intuitive. However, beneath the complexity, and the
primitive graphics employed, even by NES standards, you might find an
intriguing game worthy exploration. Patience is advised, and if you're
really stuck, run the page: http://www1.odn.ne.jp/~shimizu/legacy/namco/
through
a translation website for some clues.
Metroid released
by Nintendo for the Famicom Disk System on August 6th, 1986.
Released in America on August 1987
If there is
one game in this month's collection of titles that needs no
introduction, it's Metroid. Far and away the most popular game in the
list, Metroid has spawned a following that continues to this day, with
many players anxiously awaiting the release of the third Metroid Prime
title, which takes this classic side-scrolling adventure and recasts
it, rather successfully, as a first-person shooter. So unique is this
series, in fact, that while many 2D sidescrollers have been thrust into
the realm of 3D with varying degrees of success, none other have
succeeded with this fundamental shift from third person to first
person. So what makes Metroid so exceptional? For some it is the unique
fantasy approach to the portrayal of alien life forms from the future.
For others, it is the graceful control that you are given over the lead
female character, Samus Aran. For many, it is the diversity of powerups
that you are allowed to collect and wield, and therein lies one of the
most compelling aspects of the game. While each Metroid contains a huge
world, players only gain access to it in bits and pieces, allowing a
player to feel truly rewarded when being granted access to a new area
to explore. Metroid was originally released on the Famicom Disk System
where it contained a save game system very similar to the Legend of
Zelda's. When brought to the states which did not have the
FDS, the save system was replaced with the now famous password system.
While the first Metroid is obviously the most primitive, it
is still just as fun and just as suspenseful as its successors, and
absolutely worthy of a try if you are one of the few who haven't
experienced it yet.
 |
 |
| Legend of the Valkyrie |
Metroid |
 |
| Old Wine in New Bottles: Retrogaming on Modern Hardware |
| by Jonathan H. Davidson |
|
Before
getting into the review of the Namco Museum series, I want to respond
to a question from a reader, who asked: “Why are games
relating to films, such as Raiders of the Lost Ark, nowhere to be
found, as well as those from other distributors, such as Parker
Brothers and Vidtec.”
I've briefly touched upon the issue of un-releasable games before, but
I want to say a few words about them here. Basically, where the rights
to games partially are owned by another company (e.g. with movie-based
games), they cannot easily be re-released. With the Raiders of the Lost
Ark game, for example, Infrogames owns the game code itself, but the
intellectual property (the title, the Indy-like character, etc.) is
still all owned by Lucas Films. If someone wished to re-release the
game, it would be necessary to get permission from both companies. The
very same argument applies to Star Wars, Ghostbusters, the Disney
games, etc. We will probably never see commercial re-releases of those
games.
With smaller companies like Parker Brothers, Mattel, Vidtec, Data Age,
Coleco, etc., things are even more complicated. Either these companies
no longer exist, or they have long since exited the video game
industry. The rights to their games are still owned by someone, but
determining who that is would be a very long, difficult, and expensive
undertaking. Sales of these lesser-known games would never be enough to
recoup the investment required, so again we will probably never see
commercial re-releases of those games.
Fortunately,
virtually all Atari 2600 titles are available for free download form
one or another website. See, for example, http://www.atariage.com/.
The Namco Museum series of (mostly) classic arcade games was released
in five volumes between 1996 and 1997; volumes 1 and 3 were later
re-released as “Greatest Hits” titles and so they
are relatively easy to find, as compared to the others.
Each volume includes about six titles and is anchored with a Pac-Man
title (e.g. Ms. Pan-Man, Super Pan-Man, Pac Land) and includes a
mixture of both well-known and “filler” titles,
usually arcade games that were never released outside of Japan (e.g.
Toy Pop, the Heike Clans, and Dragon Spirit).
The various extras and bonus content include scans of promotional
material relating to the games (especially instruction cards
distributed to arcades), the original marquees, and similar material.
Volume 3 includes some material relating to the history of Namco more
generally such as early newsletters. Unfortunately the quality of the
scanned images is much lower than the scans presented with the Atari
Anniversary Edition Redux. In addition, most of the material is in
Japanese, thus making it potentially of less interest to a North
American audience.
In my opinion, the best volume in the series is #3, which includes the
classics Dig Dug, Galaxian, Ms. Pac-Man, and Pole Position II.
Fortunately, this is one of the easiest volumes to find. Hard-core
collectors may want to acquire the whole series, but not people who
just wish to play the games.
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.
|
| Mastering Sega |
| by Craig Morris
|
|
It was supposed to be an NES.
I
was 14 and had saved up barely enough money to
purchase a base NES system - 2 control pads and a console. The Atari
was showing its age and I was eager to have an 'arcade quality
experience'. On the way to make the purchase I happened to pass the
electronics kiosk at my local grocery store. Inside sat a stack of
Master Systems for the exact same price of my intended NES purchase.
Not simply base systems, these included a light gun and 2 pack-in games
(Safari Hunt and Hang-on).
Did
I mention it was also the coolest looking console
ever?
It
was just too good to pass up.
Enough
nostalgia, let's get cooking.
The SMS was
available in North America from 1986 to
1992. In addition to the "basic" unit (console, 2 controllers, and
pack-in game) there were several other configurations. Some included a
light gun and 2 games ("Master" package), another included a light gun
and electronic 3D glasses ("Segascope" package). Over the course of its
production there were many variations on the SMS bundle. In 1990 Sega
introduced the Master System II, a lower budget system that lacked
several features of the original, namely the reset button and the card
slot. The omission of the card slot prevented use of the 3D glasses
with the Master System II.
Some
notable points:
- SMS
controllers can be used with other consoles of
the era (Atari, Commodore) since they use the same 9 pin connecdtor.
- The
SMS supported a second media type. A card slot
was located on the front of the SMS to accept games released in this
format. This slot was also used to connect the 3D glasses to the
system.
- Some
early models contained a hidden maze game built
into the console.
- Most SMS
games were relased in a hard plastic (a la
VHS) re-usable case.
Unfortunately the
SMS wasn't a big hit in North America. While
technically superior to the NES it suffered from poor release timing
(many months after the NES) and a limited library of games. This was in
great part due to Nintendo's licensing agreements with third party
developers, effectively banning them from producing games for both the
NES and SMS. Due to the overwhelming success of the NES very few wanted
to risk the wrath of Nintendo by developing for Sega. Eventually these
third-party restrictions were relaxed due to legal pressure but it was
much too late for the SMS.
In
the coming months I'll be bringing you reviews of
some of the gems of the Master System catalog.
First up, Kenseiden.
See
you in September.
We hope you enjoyed the issue. A big welcome to new writer
Craig Morris. And come back next month for our big
Anniversary special!
Copyright
© 2007 Alan Hewston & Scott Jacobi. All
related copyrights and trademarks are acknowledged.