Retrogaming
Times
Monthly |
| Issue
#40 - September 2007 |
As you can
see, issue 40 is a bit of a milestone for us, so we're celebrating.
But
we're not just here to celebrate our own accomplishment.
We're
celebrating something that, honestly, we celebrate every month: your
continued
support and enjoyment of retrogaming. I had an interesting
discussion
with a coworker one day. I described myself to him as not
only a gamer,
but as a retrogamer. And his response was, "What does that
even
mean?" At first, I thought the answer was pretty obvious, but
I
thought about it a little bit, and I realized something.
You know those people who can rattle off every baseball stat for every
player
from a given year? Or those people who can identify the name
of the song,
and the band that played it, and which album it appeared on for a
certain time
period? Well, I'm like that with video games, and I'm willing
to bet many
of you are too. But we don't call those people retro-baseball
fans, or
retro-musicians. So it's kind of an interesting phenomenon
that we label
ourselves “retrogamers.”
What exactly
does that mean?
The
immediate, off-the-cuff response, is that we are player who enjoy
playing
games. But not just
any games. We go
out of our way to define ourselves as
players who prefer to buck the “modern” trend, and
play games that are
older. In a hobby
that’s driven by
technology, and where the marketing that accompanies it advertises that
“newer
is better,” and “faster and bigger are the only
things worth playing,” we consistently
defy those claims and gravitate to games that are considered
passé. Either
we prefer the game play offered by
these older games, or we enjoy the feeling that we get from playing
games that we
played during simpler times in our lives.
But
look at the connoisseurs of music or movies, people whose opinions of
why
things were better in the past are considered academic, or the subject
of a
thesis. They
don’t necessarily suffer
from the same stigma of being “stuck in the past”
like some retrogamers
do. To the best of
my knowledge, no one
has written a thesis about how Pac-Man revolutionized the arcade scene
(although I’d be very happy to be proven wrong.) So what makes our
experience, appreciating
the classics of our medium of choice, so much different than others?
I
think
from the outside looking in, many people see our hobby as a hobby of
technology. A hobby
that grows and improves with each
generation, leaving the previous generation behind in the dust. It’s not as
common to come across a fan of
music who prefers vinyl to digital, but you can find them, and even
most fans
of digital can understand the benefits to using record players every
once in a
while. But to the
average person, playing
an Atari 2600 is akin to using a BetaMax to watch movies. It simply isn’t
done. It will be
long time until video games have
been around long enough, and the ranks of retrogamers will swell to the
point
where we’re a lot more common and our medium is better
understood. Until
then, always know that you can come
here each month for a little bit of nostalgia and fellow appreciation
for our “outdated”
games.
 |
| Interview with our "Retrogaming Times" Founder - Tom Zjaba |
| by Alan
Hewston |
|
As many of
you know, Tom Zjaba founded the "Retrogaming Times" and allowed us to
continue on in his spirit, with just a slight name change to become the
"Retrogaming Times Monthly". About 9 years ago this Summer I met Tom
Zjaba at his Lakewood, Ohio store named Tomorrow's Heroes.
His store was brought to my attention by my office mate at that time,
and a mutual friend. He knew that I liked video games and
that I had to check out the store and meet Tom. He was
right. I was amazed at all that Tom had for sale and never
would have dreamed how many game cartridges that I’d have
today, or that I’d still be writing for his newsletter 8+
years later.
Tom warned me way back when not to get too much into the hobby too
fast, or that I’d get burned out. I’m not quite
burned out, but I clearly don’t have as much free time to
dedicate to my hobby as I used to or want to. Much of what I
have learned about collecting classic video games, the systems,
manuals, books, and a lot about the games I’ve played and
that I’ve written about, or in some way helped others with -
- - I need to give a whole lot of credit to Tom for his help getting me
started. His generosity, inspiration, and of course, a format
for me to contribute to give back to the hobby and gaming
community. I’m sure that Tom’s efforts
have helped many gamers, collectors, dealers and those of us who are a
little bit of all three of those to enjoy classic videogames all the
more. Thanks a bunch Tom.
When kicking around ideas for this 10th anniversary of his magazine, I
realized that Tom has not been interviewed in any magazine.
So . . . why not interview Tom and let him help to fill this issue with
some of the good memories we have of the past 120 months of Retrogaming
Madness. Tom told us quite a lot in those first 80
issues, but we know that there is much more that Tom can tell us about
those days gone by, and what he has been doing since.
RTM: Tom.
Tell us how your store front, "Tomorrow's Heroes" got started and what
merchandise you carried and how that changed over time, plus of course
tell us about the newsletters that you wrote:
TZ: Without
doing a whole history lesson, I will give the brief history of
Tomorrow's Heroes. As a storefront, it opened in 1985 in
Lakewood, OH. It originally was opened by my father and uncle
as B & L Comics. I ran it from 1985 to 1992, when I
bought it outright and changed the name to Tomorrow's Heroes.
At the time, we carried comic books and trading cards, with the
emphasis on sports cards. I saw the decline in sports cards
coming and proceeded to liquidate that portion of the
business. Turned out to be a good move as the market for
sports cards soon declined. I then went into renting
Japanimation and Hong Kong action videos. I was a fan of
Japanimation and could not find a place that rented them.
Blockbuster and other chains carried maybe 10-12 of the most popular
movies and that was it. So I took my own collection and
started renting it. I found there was a big market for it and
tried to fill the need. I also got into collectible card
games, namely Magic the Gathering early on and did very well with
it. Later, I started to sell classic video
games. It was more because I had some space in the store and
had a ton of duplicates in my personal collection. One of the
things that happens if you collect for a period of time is you build up
a lot of duplicates. Most the time when you go to a flea
market or a garage sale, the person is selling an Atari with 30 games
and wants to sell it as a package. You need maybe four or
five games and end up with a bunch of duplicates. So I
decided to see how they would sell at the store. My best
seller was packaging an Atari 2600 system with two joysticks, a set of
paddles and ten games. I would put popular games in there
that people remembered from their youth. Games like Space
Invaders, Asteroids and Warlords. I remember one person
buying one and taking it to a hotel party they were having for a high
school reunion. I gave him some business cards to hand out as
well and it went over so well, I ended up selling another five systems
from people who played it and wanted one.
RTM: When
did you actually start your web site www.tomheroes.com, and was it
partly due to advertising potential, online sales, to showcase your
newsletters and love of the hobbies, or some or all of the above?
TZ:
Tomorrow's Heroes the website was officially opened in February of
1997. I knew at the time that I was going to close the store
front the next year and wanted to turn it into a home
business. I figured I would need a year to get the website up
and to start adding all of the inventory to it.
My oldest son, Alex, was diagnosed with autism and we needed to have
someone take him to various therapy and doctor visits. It was
getting to a point where we had to make a decision. That is
when I decided to close the store and go online with it.
Since my wife's job had the health insurance as well as being a well
paying job, we made the decision that I would be a stay at home
dad. So in 1998, I closed the store for good. And
for the next three years, I stayed at home and help raise my three sons
as well as take them to multiple therapy visits per week.
RTM: What
monthly magazines (Just Newsprint?) or flyers did you publish or
contribute to at your store or online? Tell us a little about the
chronology and content of them.
TZ: The
first newsletter I ever did was a newsletter I gave away at the
store. It was named Tomorrow's News and it ran for 50
issues. It went from a small couple page newsletter put
together on an Atari ST to later being a slickly produced newsletter
done on a Macintosh. At its peak, we were printing about 500
copies a month and sending copies to most of the major comic
companies. Marvel, DC, Image, Wizard and others asked for
copies and we sent them each month. And we even received an
award from Capital City Distributors that gave us an award for best
comic newsletter. On the website, I started with Retrogaming
Times. I wanted a classic video game newsletter as a way to
give something back to the classic video game community. At
the time, it was a small but dedicated group of people. There
were people like Sean Kelly making multi-carts and Joe Santulli
publishing Digital Press and Lee Seitz with is Classic Video Game
Nexus. They were all contributing something to the
community. I thought about what I could do and I knew that I
could not program new games like John Dondzila was doing for the
Vectrex or Piero Cavina did with Oystron. But I could write
and I decided to make a free online newsletter about video
games. It would be a place for anyone who wanted to write
about video game. And so Retrogaming Times was
born! Later, I did Just Newsprint as a comic
newsletter, but it never really took off. It went 25 issues,
but it was not as well received. I also did Bit Age Times as
a companion newsletter to Retrogaming Times, but it also never really
took off. It last 20 issues.
RTM: What
are your favorite articles and characters or interviews from the
Retrogaming Times? This can be from things that you wrote or by fellow
contributors.
TZ: With so
many articles and interviews over the 80 issues, it is hard to pinpoint
a few. But as far as interviews, I liked talking to people
who were working on a project. The home brew programmers or
authors of books. There are lots of interviews over the
internet from the big names of video games, but at the time there
really wasn't a place for the new generation of programmers and
writers. I also enjoyed the one with Warren Davis of Q*Bert
fame. I especially liked when I got to meet him at the CGE
and talk to him about the game. As far as articles,
I liked when I asked people where they were from. I received
so many responses and still do to this day that it is
amazing. It really was a good feeling to see how many
different countries readers of the newsletter came from. I
liked doing articles that were different. I know that reviews
are a big part of any video game newsletter or magazine and I always
had an abundance of contributors for that. That is why I
tried to do different types of articles. A way to balance it
so the newsletter wasn't just reviews and plugs. I am partial
to the Video Game Therapy articles and I like the ones I wrote about
Billy the Block. What I liked most about the
newsletter was the large number of writers who contributed to
it. This made the newsletter just as fresh and exciting for
me as for the readers. We had so many people contributing all
kinds of articles that I always had fun reading them. It was
so much work putting it together, that outside of proofreading, I
really didn't get to read the newsletter until a week after it was
done. Then I would print it off and sit down and enjoy it.
RTM: Do you
care to rehash some of how the hobby changed in 10 years. How
ebay and the "someguy"s and their impact on your interest in the hobby
as a player, collector and dealer (merchant)?
TZ: The
hobby has changed a lot. Some for good and some not so
good. A big difference in the early days is the community was
small. There was maybe a few hundred classic video game
websites, if that many. And you got to know
everyone. There was a lot of trading back then. But
now the internet is so huge and there are thousands of classic video
game sites, with new ones popping up daily. So it is so
overwhelming. Ebay can be a blessing or a curse,
depends on who you talk to. On one hand, it has made it easy
for a person to amass a large collection of classic video games with
minimal effort. And it has driven down the price of video
games. But on the other hand, it has also made it much harder
to find games at flea markets or garage sales. I remember
when I first got back into collecting video games. It was
1992 and I could go to the Memphis Flea Market and find a ton of
classic video games to choose from. I remember going to
garage sales and you would find something at about every fifth garage
sale. But now you can go to twenty garage sales before
finding a single pong unit or Pac-Man cart.
RTM: You
used your marketing skills quite a bit and worked them into your
favorite hobbies and continued to do so many times over the years. The
"Retrogaming Times" itself obviously helped to bring in some customers
and hits. Tell us about marketing and keeping track of web site hits
and making adjustments to improve things and be even more successful.
TZ: One
thing I learned about the internet is that you cannot just put a site
on the web and sell comic books or video games and expect to do
well. You need to get people to your website and there are
one of two ways you can do this. The first way is to spend a
lot of money on advertising. Paying for banner ads on popular
sites or now buying keywords on Google or Yahoo. Or you can
do it the way I did. Create a lot of content and give people
a reason to want to come to the site and more importantly, to want to
return and tell friends about it. This way is time consuming
but it is more affordable and longer lasting. The Retrogaming
Times went well beyond my expectations. At its peak, it was
reaching over 5,000 readers a month. And I had a dozen sites
posting about a new issue. I remember how often I would
spotlight a video game site and then I would receive an email of thanks
because I sent so many people to their site. I really liked
that I was able to use the newsletter not just to promote my site, but
also so many other sites as well as video game shows, homebrew video
games and other stuff. One thing I would love to do but don't
really have the time or the talent, is to redesign the Retrogaming
Times newsletters to make them slicker looking. I dabbled a
little bit when I did my Retrogaming Times 1/2 issues that I handed out
a video game shows. But I never was able to do it and
transfer it to the website. Another thing I learned and need
to incorporate in the website more is proper use of meta
tags. Putting good titles for the pages as well as
descriptions and keywords.
RTM: What
things have you added to the Tomorrows Heroes website in the past
couple years? Are these mostly reviews for video games? And also tell
us about your new web sites, one of them being www.arcadeafterdark.com.
TZ: Right
now, most of the stuff I add on the website are pictures. I
have been slowly adding box scans of all the classic games. I
added almost all the Colecovision, Atari 5200 and Atari 7800.
I am working on doing the 2600 next. I also have been adding
a lot of comic book covers as well as comic book ads. I also
try to regularly write for my video game blog, which actually gets
quite a bit of interest. A little over a year ago,
I decided to do a different website. One problem with
Tomorrow's Heroes is that the site is so huge in size that something
new gets lost. The site has over 3,000 pages and it is hard
to make something stand out. So I decided to go with a new
website. The first one I did is called Arcade After Dark
(http://arcadeafterdark.com) and it is a video game based
site. But unlike Tomorrow's Heroes, it is mostly comic strips
about video game characters. Right now I do five different
comic strips. The main one is called On Tapp and it features
the bartender from Tapper. It is the bar where all the video
game characters come and visit. The strips are generally one
page long with eight panels. The visitors range from classic
characters like Q*Bert, Pac-Man and Donkey Kong to newer ones like Lara
Croft, Sam Fisher and Chun Li. The second strip I did is
called Jr Critics and it features Donkey Kong Jr and Jr
Pac-Man. They both go into bad video games and make fun of
them. Think of it as Mystery Science Theatre 3000 for video
games. These go anywhere from 3 to 6 pages long.
The third strip and most recently the most popular is called "What
They're Thinking." It goes into the mind of video game
characters and talks about what they are thinking. They are
humorous looks at what a video game character is thinking.
These are one page long. The fourth one is taking my Video
Game Therapy and turning them into comic strips. I have done
four so far and am looking into doing the rest. I am also
considering changing the format on it. The last one is my
newest strip. It is called Troll and Stick. It
features two teenage boys, who you don't see but are just represented
by word balloons, They talk about video games and
make fun of each other. Troll is short for Controller and he
is into new games. He loves games like Grand Theft Auto and
Halo. Stick is short for joystick and he loves classic
games. His dad is a video game collector and he loves playing
games like Pac-Man and Donkey Kong. They argue about which
games are better, the new game or the classic games. These
are anywhere from 2 to 4 pages long.
I also created a third site. It is called KZ Comics
(http://kzcomics.com). It is a tribute site to a comic
company I created back in the 1980's. It was short lived but
I wanted to keep its memory alive. I also use it as a place
to put up my various stories I write. I have a section call
Prose Stories that features about 10 stories that I have either
finished or are working on.
RTM: Wow,
that’s quite a lot. And you've had a chance to
review games beside what you have told us inside the pages of the RT.
In fact, you've received free games or were paid to review games and
then also to write a bit for other magazines as well. Tell us what
systems you have reviewed for and of course, got paid to have fun?
TZ: I worked
for a few sites doing reviews of video games. The one I did
the most for was called All Games. They were later bought up
by the company that owned G4 Channel and they closed the
website. But the reviews are still out there. I did
a lot of the games no one else wanted to do. There was always
a list of games that were available for review and all the kids games
were never taken. So I did a lot of them. One of
the better reviews I did and my editor emailed me and said he loved it
was for Hey You! Pikachu. He said that so many people just
blasted the game and did not give it a chance. But when I
reviewed it, I talked about how it could be a good bonding experience
for a parent and a child. If you google my name, you will
find those reviews still up on the internet. I also wrote for
two different video game magazines. I wrote for the now
defunct Classic Gamer magazine. That lasted three months
before they stopped production. I now write for Video Game
Collector, which is on issue #7. I have written for 6 of the 7 issues
and usually have two articles. I also wrote for numerous
other sites. Most were video game related. But I
really don't do much writing on the internet, unless it is a paid
position. I have grown tired of writing numerous articles for
a website and then the site goes under or they change format and all
the stuff I wrote is gone. The worst was a website that dealt
with Geauga Lake, a local amusement park. When it was a Six
Flags park, I wrote a half a dozen articles for the site.
When Cedar Fair later bought it from Six Flags and changed the name
back to Geauga Lake, the site owner got rid of all the old articles and
started over. After that, I said if it is not in print (ie:
magazine) or if it does not pay money, then I generally don't bother
with it. I would rather write on my sites, where I know I can
keep the stuff up.
RTM: Did you
think the RTM would last this long, and are you happy with what we have
done and kept the torch going.
TZ:
I was surprised when I made it to 50 issues, let alone making it to 80
issues. But to see you guys do another 40 issues is
amazing. I am not sure how long you guys will go, but you
have done awesome. I must say that I am happy with the job at
RTM. You kept the feel of Retrogaming Times and especially
creating a place for any video gamer to come and write. About
the only thing I would like to see in RTM is more personal
stories. I like to read about people's childhood and their
first encounter with a video game or getting a system for
Christmas. Reviews are fine, but I really like to read about
how video games have impacted people's lives.
RTM:
Hopefully our readers can send Scott and I some good stories like
that. We’d love to print them. So . . .
Do you get to play game a lot with your family now that the children
are older? What does your family play today? And do you find time to
play as much as you used to?
TZ: We do
play games as a family. Not as much as I would like, but my
kids are more into creating amusement parks with the Roller Coaster
Tycoon series. Most of the family game playing is on the
Dreamcast. It is still one of my all-time favorite
systems. We love playing multiplayer Bomberman and Ooga
Booga. And having fun with Sega Bass and Marine Fishing is
always a good time. Add in Soul Calibur and Crazy Taxi and
you have a full night of gaming.
We also break out the Devastator II arcade controller and play some two
player games on MAME. Simpsons is a favorite. I do
not play as much as I once did, but I still enjoy playing video games
here and there. But to be honest, I enjoy making the comic
strips on Arcade After Dark more. I get a satisfaction out of
starting with a punch line and turning it into a comic strip.
RTM: What is
your interest in the videogaming hobby today? How many arcade marquees
and collectibles do you have? Do you still find time to look for second
hand stuff that you can resell? Surf ebay? Read the newsgroups? Read
blogs? Keep up with Digital Press and AtariAge?
TZ: I do not
really collect anymore. When we were having a legal battle
with the school system to get my son Alex into a better program, I had
to sell off most of my collection to pay for legal fees as well as
bringing in specialists and different medical and neurological tests
that were not covered by insurance. So I sold off all my
video games (which were at the time, about 800 different carts) as well
as my handheld/tabletop collection (which was over 100 different ones),
Activision patches, magazine collection and some of the memorabilia
collection. All I really kept were my marquees and my video
game board games. While it hurt to sell them at the time, it
was well worth it. We were able to win and get him in a good
program. It was the difference of having our son at home as
opposed to having him put in an institution. There is little
I miss from my collection now. I do plan on one day buying a
Vectrex again. But otherwise, I feel I am a better man
without all it. Sometimes when you lose something that is
dear to you, it makes you appreciate what you have more. I
have not sold on ebay in years. I bought a total of one item
on ebay last year. To be honest, I find the site
dull. Too many items starting at high prices. Too
much of the same thing. Too many pages to navigate.
I miss the early days of ebay (I have been a member since 1996) when
all the video games were in one section. It made it easy to
find stuff you never heard of before. But now, you put in
“video games” and get a million items. I
do go to some sites regularly. I stop by Atari Age and
Digital Press occasionally. But I don't really talk in any
newsgroups or bulletin boards. I found there are too many
people who just like to cause trouble. That and too much
spam, which is one of the reasons I don't bother with any bulletin
boards on any of my sites.
RTM: Any
thoughts on the future of games? Have you looked back at any of the
predictions you made from the past and did you predict well or badly,
on where games would go, or what systems would do well?
TZ: I think
video games are headed to becoming virtual. What I mean is I
think the days of buying a video game at a store will come to an
end. Down the road, video games will be paid for and then
downloaded. It will take some time for this to happen as
internet speeds are not fast enough, but it is coming. Or if
they do have video game stores, it will be where you take a card in and
they download the game onto it and you pay for it. Then you
can keep using the same card as the game will then load onto your hard
drive. As far as predictions, I like how some of the ideas I
had for video games were later made into actual games. I
talked about a Warriors game back in January of 2002. I had
an idea for a game called Monster Hunter back in the fall of 2002 (both
were discussed in Bit Age Times). Granted mine sounded better
than the one that Capcom did. Too bad they did not do one for
my Sega Amazon Fishing
RTM: Tom it
was great to catch up with you, and we hope that can keep writing for
us from time to time as well. Thanks again and also for the
great articles that you added this month for this special 10th
anniversary issue.
TZ: Congrats
on reaching the milestone! You guys have done a great job
with the newsletter. I will try to send an article when I
can. I do read the newsletter each month and enjoy them.
Retrogaming
Times Monthly (and it's predecessor Retrogaming Times) is celebrating
its 10th Anniversary. As I've been writing here for less than a year,
it's a little difficult for me to do a retrospective on the magzine. I
haven't been around all that long.
However, I will
mention that it's been a blessing for me to discover the magazine some
years ago. I'm a bit of a history buff and watch the History Channel.
I've read various biographies of individuals and companies over the
years. Also, shows like VH1's "I Love the 80's" and "Behind the Music"
are great favorites.
Reading
Retrogaming Times Monthly (and later the archives of Retrogaming Times)
was the video game equivalent of going down memory lane. Reading other
people's feelings about various systems and games, especially the 80's
era (Coleco, Atart 2600, etc) was a great experience. I realized I
wasn't the only one who was nostalgic about the older generation of
games and systems.
Deciding to
Write for Retrogaming Times Monthly almost year ago was a tough
decision. The magazine had lost a few writers and had thinned down a
bit. I was reluctant to committ to writing mainly because it takes time
to organize your thoughts and write them down. Most (if not all the
writers) work full time and presumably have families or other things to
do.
Ultimately, I
decided to write for Retrogaming Times Monthly because I wanted to
accomplish two things. I wanted to "keep a good thing" going with the
magazine. I thought it filled a need and many readers like the
magazine. Also, I wanted to provide a little perspective from an Apple
II user's (and maybe a little Atari 5200) perspective.
It hasn't been
easy some months. I've submitted articles the day before or even a few
days after Scott has asked for them (Sorry Scott.....hahahahah). Yet,
it has been rewarding to contribute to the continuing legacy that is
Retrogaming Times Monthly.
Thanks to Tom
Zjaba who created the magazine originally and all the various people
who have contributed to the magazine over the years.
Happy 10th Anniversary to Retrogaming Times Monthly/Retrogaming Times. I look forward to seeing many more issues!
 |
| Inside the Numbers
of the Many Faces - Let's Get it Started |
| by Alan
Hewston |
|
While
posting notices about current issues of the RetroGaming Times and
sometimes a followup post on the newsgroup RGVC, I got a reply post
back from my posting of the RTM#37.
One
reader of our magazine, John, had this to say: "Mainly, I
like how the C64 version of the game in the comparisons almost always
wins :-)"
I
made belated reply (post) to him (I don't read there that often) and
while doing so, came to the conclusion that it might be fun to look
behind the scores, the many numbers that make up our reviews each
month. At first I mentioned that the C64 does win a fair
share of Gold medals, but that the Atari 7800 is the system that wins
the Gold medal the highest percentage of times. I babbled on
a bit more in my reply about other systems and at some point decided to
that I can write a small article each month or so telling
about the various scores and make comparisons of the systems and game
that I review in the Many Faces of competition. For now, this
is just a kick off article, but in future issues, we'll delve into
those scores and head to head comparisons.
What
scores? What numbers? If you are a frequent Many
Faces of Reader then you probably already know that I update my excel
spreadsheet online every couple of months with all the scores and plots
as well. So this article will take a look at these
numbers. Now that I am approaching 500 reviews, we have quite
a lot of data in there. And about 10% or more of those
scores, you the readers have helped me to take a second look and
rescore some games and categories.
You
can download the latest copy of the database (actually a spreadsheet)
at: http://my.stratos.net/%7Ehewston95/RT/ManyFacesHome.htm
Click
on the link there to see the spreadsheet, updated through issue #117
(i.e. through RTM #37). I hope to have updated it through
#120 by the time you are reading this.
So
. . . In upcoming issues I'll compare the systems and scores in
general, then do some head to head system comparisons. If you
like this idea, or find the data interesting or something to argue
about, then please give me some feedback and I'll continue to look
inside the numbers - more often. Now, if I can only get to
that Many Faces of Zork review . . .
 |
| The Many
Faces of... AstroChase |
| by Alan
Hewston |
|
We
continue to review titles released in 1982, for their 25th anniversary.
This month we have the Many Faces of AstroChase which came out on home
systems and later made it to the arcade as an Atari 600XL in
disguise. "There is no escape" is the byline, but most
memorable is the on-screen "eye candy" that probably made this a
multi-award winning title in 1982. The action takes place in
what looks like (at first glance of a screenshot) a high resolution,
multi-object, multi-colored playfield of stars and planets, and a
prominent view of the Earth. Before we get to the action, the
drama unfolds with a high resolution, animated introduction screen
where our hero walks out to the launch area, gets lifted upwards into
his (hovering?) space fighter, which then fires its thrusters and heads
out into space. Your job is to protect and save the Earth
from 16 enemy mega-mines which slowly work their way towards the
Earth. One hit is all that is needed to eliminate each mine,
but one mine reaching the Earth is all that is needed to end
civilization as we know it. Unless you complete the 34th and
final Chase (round), every game will end with the Earth destroyed in
spectacular fashion. Even if you lose all ships, the gameplay
ends but the action is fast-forwarded so that the mines then hit the
Earth and you still see the explosion. Quite
depressing. Indeed, “There is no escape”.
Once
started, your trusty space vehicle is always on the move, maneuvering
in all 8 directions between the planets and stars. If it hits
anything neutral, it will bounce back in the opposite
direction. Some celestial bodies are packed in very close
proximity, but the layout or maze is pretty much different every Chase
and every time you play. While you hunt down the enemy mines,
the enemy’s fighters are moving directly towards you to ram
or shoot you down. This makes for a unique (at that time) and
bizarre merge of "shooter" and "maze" games. A nice (probably
unique at that time) feature termed the "Single Thrust Propulsion"
allows your vehicle to move in any one direction while simultaneously
firing shots in any direction - all with one stick. Once
moving in a given direction, press and hold the fire button and move
the stick to fire in any of the 8 directions you move the
stick. Release the fire button to resume maneuvering the
ship. Thus with 1 stick, you can get some of the same type of
moving and firing action as in Robotron. A first time player
not knowing all these gameplay elements will likely be frustrated and
not give this game much credit. This could explain why there
are such varied reviews of this game. Hopefully, by reading
this review, you too will give it a second chance and get a lot more
enjoyment out of it.
Fernando
Herrera wrote this game for the Atari 800 for his newly founded
company, First Star Software. The company was so named
because Fernando was the very first winner of the Atari Program
Exchange competition – called the Atari Star Award.
His winning entry was “My First
Alphabet”. Early successes of First Star's disk
& cassettes (& some cart) sales on the Atari and
C64, prompted Parker Brothers to snatch up the AstroChase
cartridge rights for the Atari 800, 2600, 5200, Colecovision, TI-99 and
maybe more - with a royalty advance of $250,000. It is
possible (www.firststarsoftware.com boasts the claim) that this title
established a [home system] industry trend with its fully animated,
cartoon-like intermissions. See that website for a lot more
of the history and awards won by this game and subsequent games like
AstroChase 3D
|
| AstroChase
manual artwork courtesy of Atarimania. |
First
home version: Atari 800 in 1982 (will not play on XE or XL)
Atari
800 – 1982 by Fernando Herrera - on disk, cassette &
very rare on cart by First Star
Atari
800 – 1982 re-released by Parker Brothers cart –
not rare
Commodore
64 – 1982 by Michael F.C. Crick & Dennis Kirsch for
First Star
Atari
5200 - 1983 Parker Brothers by unknown (appears to be a port of most of
the 800 code)
Rumor
Mill: all from Parker Brothers
2600
cart by Parker Brothers 1982 completed prototype, by unknown,
unreleased due to the collapsing market. Unknown if/when ROM
is available.
Colecovision
& TI-99 only in planning stages.
Arcade:
1984 by Exidy – the Max-a-Flex cabinet (basically an arcade
machine with a 600XL inside) along with “Boulder
Dash”, “Bristles” and “Flip
& Flop”. The arcade game makes a
significant appearance in the 1984 film "The Brother from Another
Planet." see www.imdb.com/Title?0087004
To
see more screenshots, visit Moby Games at:
http://www.mobygames.com/game/astro-chase/screenshots
Home
Version Similarities - except those in < > all home
versions have: a title screen with a slow, animated intro which cannot
be skipped, but fortunately subsequent games begin without viewing it;
you can accidentally hit the wrong key and be forced to watch it all
over again; there is no demo or attract mode, but if you wait long
enough, one of the (advertised) 8? intermissions will preview; these
intermissions also show up after completing so many (5?) Chases, and
have animation and text displays such as “Where is
everybody?”; you have a choice of starting each game at Chase
(round) 1 through 24; default is to begin at Chase #1 (or #8 on
original); complete each Chase by eliminating all 16 <5200
(8)> enemy mines thus moving to the next higher (more difficult)
one; you are congratulated via text message after each Chase
“You saved the Earth” and are given 2 more ships;
before the next Chase begins, and any time you lose a ship, there's an
indefinite pause provided; Chase #25 to #34 are only reachable by
playing each one consecutively; each Chase you begin near Mother Earth,
since you must protect her from the Magardians mine’s - if
any one of them hits the Earth, it will cause our planet to explode;
any time that you lose a ship, the immediate area is cleared of enemy
ships and you begin in that exact location with a reserve ship; each
mine need only be hit once by your weapons fire to be eliminated; only
a few mines begin inside our galaxy, while most are outside the galaxy
and may not even be seen at the start of a Chase; the mines always move
towards the Earth while the unlimited supply of Megardian fighters
always move towards your ship; there is a limit of 3 enemy fighters and
3 of their weapons on-screen at any time, but they are replenished more
frequently as the rounds increase; each Chase only has one type of
enemy ship attacking, with just a difference in their color; there are
8 enemy types, each more deadly and worth more points than the
previous; the enemies become more skillful by adding the ability to
penetrate celestial obstacles, the ability to fire back at you, and
finally, increased speed; the enemy fighters cannot harm the Earth,
just you; any contact with the fighters or their weapons eliminates
your ship; fortunately your ship has unlimited firepower, but only two
shots can be fired at a time until they hit something or clear the
screen; your weapon will eliminate any enemy or mine they contact but
do no harm the Earth or the celestial bodies; the celestial bodies
remain fixed each Chase, but their arrangement is random and varies
from game to game and from Chase to Chase; as you navigate the maze
everything scrolls along to match, revealing about 10% of the galaxy
on-screen; the galaxy is laid out like a 3 by 3 square &
bounded by an invisible force field which keeps you within it; contact
with the force field also drains your energy and you bounce
back; your shots, however, will penetrate the boundary, so
you can shoot at the enemies and mines when outside the
galaxy/boundary; lying just inside the force field are items that mark
the 2-D galaxy's edges; each of the 4 corners have 1 Energy Generator;
move back and forth over the generator to gain an infinite amount of
energy; there are 8 Shield Depots, 2 per side, positioned along each of
the galaxy's 4 edges; running over a depot eats up 100 energy units,
but gains you invulnerability (shields) for up to 10 seconds; when
shielded (ship turns yellow or flashes colors), you cannot acquire more
energy, but you can still fire, or ram enemy fighters for points; you
cannot ram (to destroy) the mines when shielded or otherwise; you lose
1 energy point every second of action and for every shot fired; if you
bump into any celestial object you bounce back from it, but also drain
a bit of your energy with each collision; drop below 300 units of
energy and hear a low energy warning; upon reaching 0 units your ship
explodes; each new ship (3 to begin each game) has 1000 units of
energy; all remaining units of energy are counted as bonus points at
the end of each round, and you begin that next Chase with that
quantity; the enemy weapons fire seems to cut out from the audio
channels when you are firing or bouncing (this happens to some extent
on all versions); the “1812 Overture” plays
endlessly, looping after about 1 minute; the music can be toggled
off/on; the music kicks up a notch (in volume) when you witness the
Earth exploding; there are sound effects or a jingle heard when: you
fire, the enemy fires, you are hit, the enemy is hit, you bounce, you
use the shield, you collect energy; are low on energy and more.
Bronze
Medal: 5200 (39)
|
| Atari 5200
screenshot courtesy of AtariAge. |
My
first reaction was the controls are close but no cigar. Most
of the time the Masterplay Interface works flawlessly, just like the
800 . . . and then goes kaput (lose all steering) and stays that way
until one powers off. Using the Wico sticks seems to work the
best otherwise, but seems to be too slow to activate a change in
directions firing or moving – possibly caused by the analog
nature of the controls. And then there’s the usual
analog drift in the controls after playing for a while you can
accidentally bump it or the center position moves on its
own. I scored Control an (8), which breaks an
otherwise 3 way tie. If for some reason my Masterplay
Interface is faulty, then Controls score a 10 and a share of the
gold. Use the <#> to increase the Chase
number. Abort with the <*>.
Is
the 5200 a direct port of the code? I did not scrutinize the
sound effects, nor look at a lot of screenshots, so other than the
minor differences in displays, text and credits, the 5200 appears to be
a port of the 800 code. The Gameplay is complete (8) with
quite a lot going on, but I don’t think one can appreciate
(score) the playability and strategy any higher.
I’m sure many of you would lower it - i.e. there is a lot
coded in, but does it really add to the gameplay? The 5200
does lose a little bit compared to the other medal winners, as the
limit of only 8 mines to eliminate easily cuts the Chase time in
half. Addictiveness is OK (6) and the same comments apply to
all home versions reviewed here. The pause using the
<Pause> and the earlier noted breaks in the action when
completing a round or losing a ship are great. The challenge
does gradually build up in the first 8 Chases, but I do not see more
than a handful of player ever completing Chases #24 or above.
The thrill of continuing on, or trying all starting rounds to see what
is new or different is gone pretty quickly. You’ll
be hard pressed to see many of the intermissions, other than if they do
all randomly play in the attract (doing nothing) mode. I
think it would be a lot more fun if the first 24 rounds were not quite
so hard, but hard enough that enough players could make it to see a
celebration screen. Then start the rounds over again, but
increase the speed and difficulty more the second round. As
it is, you play until you cannot get past a certain level and that may
be all you care to play. No fun exploring, trying.
Graphics are outstanding (9), but most of this is earned via the
scrolling of such a complex and detailed playfield. Besides
the scrolling, there is not that much on-screen action, more so
reaction to the 3 enemies and their 3 weapons coming at you every 5
seconds. There is a 5200 (only) screen glitch near the right
edge - a line of ?pretzels? from top to bottom - tried different
systems, different and no controllers and multi-cart but it is always
present. I gave it no penalty as it does not block the view
too much, but is annoying. I’ve seen this or
similar effect on a handful of 5200 games. One Atari 8 bit
& 5200 intermission shows people lined up waving as you land
and then take off again. One of these (repeated)
characters looks like Herrera’s clown from the "My
First Alphabet" game. Sound is sharp (8) with a nice
(toggle-able) musical score, a few jingles and a good variety or useful
effects. Toggle music via <0>. Cart is not too
rare, and really cool looking. With only 2 carts and no
original manuals in my collection - I did not include a Many Faces
collage .sigh.
Gold
Medal: C64 & Atari 8 bit (41)
Commodore
64:
|
| C64
screenshots of an intermission and on-screen action –
courtesy of Lemon 64. |
My
first reaction is that I cannot confirm if there are 34 Chases here,
but we’ll assume there are and the scoring would not vary
much anyhow. Gameplay is complete (8), with everything as
expected. Addictiveness is OK (6) with the pause
<Space bar>. Graphics are wonderful (9) and
Sound is pleasant (8). Controls are perfect (10).
Unknown how rare the C64 diskette or cassettes are, or even bootleg
copies, but there is always emulation.
<insert>astrochase64inter.gif
<insert>astrochase64act.gif
“C64
screenshots of an intermission and on-screen action –
courtesy of Lemon 64.
Atari
8 bit computer:
|
| Atari 800
screenshots of the introduction and on-screen action –
courtesy of Atarimania |
My
first reaction was the home version can only be played on a 400 or 800,
not the XE or XL series. I only played the 8 bit Parker Bros
Cart, but it appears (from the manual and screenshots) that the only
difference is the default starting place at Chase 1 or 8.
Controls are (10) perfect. The 8 bit cart, disk and cassette
are all available, but a bit hard to find from First Star, cart by PB
is a lot easier to come by. <Option> aborts.
<Start> starts the action. <Space Bar>
pauses the action. <Select> increases the Chase number.
All
the Atari scores match the C64 above. Graphically all 3 medal winners
have smooth scrolling, nice color variety, graphical variety, details,
colorful backgrounds, many little background stars, good displays, and
the awesome explosion. There are no moving objects with any
multi-color or animations (only those seen during the
intro/intermissions). There are some minor differences that
can be pointed out, but cumulatively, none of these amounts to more
than a half a point. I have lumped the comments to be the C64
or Atari (both the 800 & 5200). For sound, the C64 is
a bit better. The Low energy effect is poor on the Atari but
much more alarming on the C64. The Atari bouncing and
recharge energy sounds are muffled, whereas the C64 is more
exciting. C64 enemy shots are muffled - Atari more energetic.
Shield music more lively on the C64. For Graphics the Atari
is a bit better. There seem to be a little bit more details,
maybe more scrolling objects and better color choices and variety.
Overall this is a tossup.
Acknowledgements,
Updates and Errata since last month.
Errata
from last month’s review of Xevious - Alert readers (Colin,
Rob, Matthew & Ken) all point out that the 7800 Xevious does
have a way to toggle the joystick fire button controls. I
have not been nearly as thorough as I used to (lacking time) and since
the 7800 manual did not say there was a setting to switch, I did not
check the difficulty switches. Sure enough you can set the fire buttons
to control the weapons individually (like the arcade) or
combined. The scores will stay the same, as I did not
penalize the others much for having only the 1 fire button.
Many thanks guys and keep coming back for more. Your help,
opinions and any secrets that I do not reveal are appreciated and
we’ll post them here.
Errata
from RTM#37 - Pooyan. The CoCo screenshots on Mobygames may have their
colors reversed as reported to me directly from one of the game's
programmers, Gerry Humphrey. There should be pink trees
& blue sky. But then CoCo expert Curtis Boyle tells
me that his screenshots provided to MobyGames are correct as viewed on
a CoCo3. The truth is out there – maybe they are
reversed somehow when played, as programmed on the CoCo 1.
Regardless, Gerry apologizes for the Wolves looking like Cats, and says
that he looks forward to doing an interview with me for the RTM.
Come
back next month for another 1982 review. Don't be
disappointed if I only cover an Apple ][ lost face. Contact
Alan at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
 |
| Gaming in
the Magic Kingdom |
| by Tom
Zjaba |
|
 |
| Tom Zjaba and family at Hallow Weekends at Cedar Point Amusement Park |
If you
are a parent, the odds are your kids will want to go to Walt Disney
World. It is a
magnet for kids, like E3 is for
gamers. While the
thought of spending
thousands of dollars is enough to send a shiver down your spine, the
thought of
no gaming for a week is equally scary.
Sure, you can bring a Gameboy or PSP to tide you over, but
will it be
enough? If you are
reading this
newsletter, odds are you are a die hard game fan and a week without
games is
cruel and unusual punishment. And
you
thought multiple ride on "It's a Small World" was scary. But fear not because there
is gaming at the
Magic Kingdom. In
fact, almost every
park has a good selection of video games to get you through your
vacation and
help you forget how much you just paid for lunch.
So here is a list of some of the great gaming
at the Magic Kingdom.
Magic
Kingdom - The main park at Walt Disney World is home of all the famous
rides. From Pirates
of the Caribbean to
the Haunted Mansion to Dumbo, it has the most rides.
It also has the most guests as the park is
almost always full. Be
prepared to wait
in lines for every ride, every meal and to get in and out of the park. But as the day gets hot
and you need a break,
hop over to the arcade that is right under Space Mountain. Not only is it a large
arcade with a good
selection of games, it is air conditioned.
And there is no lines!
There is a
good mix of new and classic games, with most of the classic games being
the
remakes (the Ms. Pac-Man and Galaga 20th anniversary edition being one). And of course there is the
selection of
redemption games to suck quarters out of the kids faster than a Hoover. But one of the best
features is a nice
selection of pinball games. There
is a
good ten pinball machines to choose from including Roller Coaster
Tycoon,
Simpsons, Star Wars and more. A
great
way to cool off and get your gaming fix.
Epcot
-
The one park that was made for adults as much as kids, Epcot really
does offer
something for everyone. With
the World
Showcase you can get a taste of eleven different countries. From the architecture, the
dress and the
food, Disney does a great job of recreating such places as China,
Germany and
Mexico. While there
are not alot of
rides in Epcot, there are some great ones.
Soarin' and Test Track are both great rides. And the Living Seas is an
awesome
aquarium! But if
you want to do some
gaming and your wallet is getting thin, this is the park for you! Head over to Innovations
where they always
have a selection of consoles set up with games to play for free! Expect family friendly
games and some based
on Disney Properties (think Haunted Mansion game) but the games are
free and
how often do you hear that at Disney?
There are also some simulation type games based on the
Mission Space
ride at the Mission Space that you can play for free as well. Some are pretty good but
most are decent at
best. But for free,
they are not bad.
MGM
Studios - Some of the best rides reside in MGM Studios.
If you like the faster, scarier rides then
this is the park for you! Aerosmith
Rock
n Roller Coaster and Twilight Zone Tower of Terror are the most
thrilling rides
in all of Disney World. Star
Tours is
fun too! The shows
are quite good as
well, especially the new Lights, Motors, Action!
Extreme Stunt Show. You
will see some amazing driving stunts and
learn a few things about Hollywood tricks.
But for gaming, there is one destination in MGM, Toy Story
Pizza
Planet! I do not
recommend eating there
as the food was mediocre at best (the pizza will make you long for
school
cafeteria pizza and that is not a good thing) .
But the arcade is great!
A wide
selection of arcade and redemption games awaits you!
They even have The Claw from the movie if you
want to try and win a stuffed toy.
The
place is themed very nicely as well.
But
the waits at the redemption desk can be long, so keep that in mind as
your kids
want to play the redemption games.
If
you want a good meal and great atmosphere, you are better off going to
the
Sci-Fi Drive-In Diner. There
you can sit
in booths that look like cars and watch a drive-in screen that shows
trailers
of 50's monster movies, cartoons and vintage intermission commercials. The food is delicious and
not too expensive.
Animal
Kingdom - There is
a few great rides at
Animal Kingdom including Expedition Everest and Dinosaur as well as
some
incredible shows like The Lion King.
There is a ton of animals to see and there is the
Rainforest Cafe for a
good meal with great theming. But
if you
are a video game fan, you are out of luck. Did
not see any arcades at Animal
Kingdom. But the
park does close early
(usually around 5:00 PM) so you have time to get some gaming in at the
hotel.
Disney
Quest - If you are a video game fanatic, this place is a must visit
attraction. Located
in Downtown Disney,
this three story arcade is as close to nirvana as a game fanatic can
get in
Orlando. It cost
$30.00 to get in, but
it is worth it. What
you have is five
levels of video games, all set on free play!
And they have them sectioned off by themes. Want racing games? They have a section full
of racing games from
Mario Kart Arcade Edition to Crazy Taxi.
Want sports games? They
have
section with Sega Bass Fishing, NBA Jam and Madden Football. Want classic arcade games? They have tons including
Pac-Man, Space
Invaders, Tron, Moon Patrol, Joust, Galaga, Jungle Hunt, Donkey Kong
and
more. Most of the
popular arcade games
are there. But be
warned that not all
are working properly. You
will find some
with broken joysticks or buttons.
But
with the amount of abuse they get, it is to be expected. There is also a large
selection of light gun
games and a small selection of pinball tables.
And they even have a whole wall of Jambo! Safari. Besides video games, they
also have a nice
selection of rides including a cool Pirates of the Caribbean simulator
ride/game. Other
must see are Cyber
Space Mountain where you design a roller coaster and then get to ride
it! Ride the Comix
is also alot of fun as it is
more of a virtual reality game than a ride.
There is enough to do here to keep you busy all day. And there is enough for
the kids to do as
well. The only
games that do cost money
is the redemption games. Sure
$30.00
sounds steep, but with all the games you can play, it is not hard to
get your
money's worth. Think
of it as a video
game buffet.
So
when
you finally make the trip to Disney World, keep this list and know that
there
is gaming at almost all the Disney parks.
And add a trip to Disney Quest to the list and you will
have a vacation
that is as memorable for you as it was for the kids.
- Tom
Zjaba (After
three straight years of going to WDW, finally went
elsewhere with a trip to Williamsburg. And to keep from
withdrawal,
we stayed at a condo that offered free play at their two
arcades.)
Ever
since I first dropped a quarter in
one, I've always wanted an arcade cabinet. Then again I think
that's
a common statement among those of us that were able to spend time
during
the glorious golden age of the arcade. Even though I only
caught
the tail end of that era, growing up in California's Silicon Valley
gave
me an avenue to stay on the cutting edge of coin-op gaming. I
spent
my summers at the large arcades, weekends at Bullwinkle's (imagine
Chuck
E. Cheese except much broader age appeal), and of course countless
nights
at those small out of the way arcade dives that I miss very
dearly.
Although the older days of arcades were beginning to fizz out, I was
still
able to find refuge in special classic areas of large family arcades,
as
well as the smaller single location operations that had been tucked
away
in the corners of strip malls for years. Eventually those too
would
fade away and my classic coin-op fix would be relegated to occasionally
seeing a machine in passing and the increasingly more seldom trips to
the
Santa Cruz boardwalk's classic games area. It seemed now,
more than
ever, I wanted a home arcade or at least a few games so that I could
peer
back in to a fraction of that long lost nostalgia. For our 10
Year
Anniversary issue I thought I'd do something a little special in place
of the NES'cade column and instead bring you, our readers, a look at my
recently restored and converted arcade cabinet.
I think
many of us retrogamers, in the
back of our heads, have a list of the arcade games they'd like to own
if
given the chance. Money, space, rarity, all those things
aside I
think we all have an idea of games we'd simply love to have in our
homes.
While browsing Craigslist on a whim one night I stumbled upon a vague
listing
for a $100 Pole Position upright local to me. I don't know
exactly
where Pole Position fits on that arcade list in my head but it has
always
been in the top ten, so I sent an e-mail to the seller and called it a
night. It turned out that the seller was quite local to me,
four
blocks away in fact. I was heading out for the San Jose Grand
Prix
that night so I quickly arranged to come take a look at the cabinet
that
morning. Once arriving, an earlier suspicion was confirmed as
the
seller was another retrogamer that I run into at the local flea market
every now and then. Story was the machine was bought in
non-working
condition with the intent to repair it, however once seeing what's
actually
inside one of these cabinets he realized he was in over his head and
wanted
it gone. I poked around inside, gave it a good look over and
offered
$50 given the state of the internals. This was agreed upon
and I
left with my first arcade cabinet - it was my problem now.
Pole
Position machines are notorious for
being unstable, the boards have a history of frying themselves and that
was the case with my cabinet as well. A list was made of what
was
good, what was bad, and what was salvageable. At the end of
this
exercise the cosmetic stuff was all good, the electronics were pretty
much
all bad, and the salvageable list was dissolved into the other
two.
The game boards were shot and the audio regulator boards didn't look
healthy
either. The wiring loom, molex connectors, and edge
connectors would
all need to be replaced as well as the game PCB cage which had a
healthy
coating of rust on one end. The power supply was a mess and
had been
bypassed in multiple locations - requiring either replacement or at the
very least a complete rebuild. The monitor also appeared to
require
a heavy rebuild as even though it did turn on, the overall condition
was
very poor and it had some extreme burn-in. The cabinet
itself, control
panel, accelerator pedal, and coin doors and mechs were all very nice
and
functional however. As for the marquee and the glass bezel,
they
were beautiful and perfect. That's when the decision came to
convert
this dead however quite salvageable arcade cabinet into a MAME
machine.
MAME is a computer program that emulates the hardware environment of
thousands
of different arcade games in conjunction with copies of the original
program
code that ran on them. In other words, it allows near perfect
reproduction
of arcade hardware via software that can run on a multitude of devices,
namely personal computers. A computer would be used to
replace the
inner workings of the machine, replacing the original problematic
hardware
with modern, easy to repair computer components.

Everything
inside was stripped out, looked
over, and then thrown out if useless to me or anyone else.
All screws,
nuts and bolts were packaged away in plastic bags, labeled with where
they
were taken from. I progressed in small steps with the
project, moving
forward as each possible hurdle was passed, the largest one being the
control
panel. I took the board out of an old PS/2 mouse, setting it
up so
that the horizontal optic would interface with the steering wheel
optical
wheel. In other words the steering wheel would move the mouse
back
and forth horizontally, something that is easily configured in
MAME.
To minimize over all cost and complexity I decided to use the mouse
board
as the interface for all controls. The Pole Position shifter
is a
single switch, the original Pole Position program code defaults to the
car always being in low gear unless the button is held down, when that
happens the car is in high gear. The switch for the shifter
was wired
to the contact points for mouse button 01. The original Pole
Position
accelerator pedal is analog, controlled with a potentiometer, something
that a digital mouse button won't work with. I disconnected
the analog
connections in the pedal but left all the parts there in case I wanted
to go back and return it to analog at another time. I affixed
a standard
arcade microswitch with an extension bar to the underside of the pedal
assembly, at about 75% pedal press the microswitch is
depressed.
This was then connected to the contact points for mouse button 02, with
a molex connector in between so that either the pedal or control panel
can be serviced independently outside of the machine. The
coin switches
were connected to a simple keyboard hack which involves tracing
connecting
points of a keyboard key to their integrated circuit connections inside
the keyboard.

As for
the computer itself, it was all
built out of extra components I had lying around collecting
dust.
The display was replaced with an old CRT computer monitor with the
swivel
base removed and the screen bezel painted black. I assembled
the
entire computer on a sheet of fiberboard that would be installed in the
cabinet as a new shelf. The system itself is a Pentium II at
350MHz
with 128MB of RAM. An old floppy, CD drive, and small hard
disk along
with an extra video card rounded out the internals. All my
computer
operations were set up and configured outside of the cabinet, including
basic setup with the Pole Position controls. An inexpensive
pair
of computer speakers were disassembled and installed inside the cabinet
in the same location as the original speakers. A couple small
pushbutton
switches are used for computer power and reset, mounted within easy
reach
through the coin door. Everything is connected to a power bar
which
is mounted inside the cabinet near the coin door, the power bar then
runs
to a heavy duty extension cord that mirrors the original power cord
route
through the back. A small fluorescent shop utility light is
used
to light the marquee, wired to plug into the power bar with everything
else. The machine was then scrubbed down completely, removing
years
of use and abuse. Along the bottom the side art was shredded
and
peeling badly so I made a level slice just above the peeling area to
prevent
it from continuing. The top and back panels needed to be
completely
sanded and repainted as they had some water damage. The
inside was
sanded and scrubbed down, and the outside was scrubbed one more time
for
good measure.
Once
the cabinet was cleaned the monitor
was fitted and secured, then the cleaned and repainted accelerator
pedal
was installed along with the coin door. The speakers and
marquee
lighting were set in place and their wiring run. This was
followed
by the control panel and the computer shelf. Careful cord
management
was paramount from the beginning, keeping everything out of the way of
everything else. I sealed up the back, plugged the cord in,
reached
into the coin door, and flipped the main power switch... The
marquee
sprang to life and the sounds of the monitor powering up could be
heard.
I reached in and pressed the computer power button... I was
greeted
by the MAME startup screen, a replacement for the Windows 98 boot
screen,
and then dumped into DOS. My game operations are controlled
via batch
files and an on screen menu in DOS. Simply reach inside, type
in
the number corresponding to the game you want to play and it
loads.
This allows the machine to appear completely stock from the outside -
no
additional MAME buttons or special controls - yet allows more games to
be played. It's basically like doing a board swap except it's
faster
since it's done in software and through the coin door. So for
the
average person, the machine appears as a 100% original Pole Position
upright.
After a little fine tuning of the controls the only thing left to do
was
to replace the shroud around the monitor, of which a replacement was
made
from poster board.

The
cabinet is set up to play games that
use a single pedal and two gear shifter: American Speedway, Badlands,
Championship
Sprint, Danny Sullivan's Indy Heat, Ironman Ivan Stewart's Super
Off-Road,
Ironman Ivan Stewart's Super Off-Road Track Pak, Konami GT, Pole
Position
(all versions), Pole Position II (all versions), Stocker, Super Sprint,
and Turbo. Championship Sprint is one of my all time favorite
games
so being able to play it as well is a big bonus. The Sprint
games
originally had a start button, this is remapped to the accelerator
pedal.
The selection / nitro button in Indy Heat and Super Off-Road is mapped
to the shifter, same with the fire button in Badlands. Being
an emulation
glutton, Turbo runs slow but all other games perform perfectly to their
original counterparts. I should note that MAME required a
recompile
to emulate proper shifting in Pole Position, I'm using DOS MAME
v0.56.
Although it plays a lot more, the machine was purchased as a Pole
Position
cabinet and most of the time that's what is being played on
it. Since
it features both Pole Position games as well as the Japanese and
bootleg
versions, I've christened the cabinet Pole Position Deluxe.
Even
now, over two weeks after the project was completed, I can be found
spending
at least a few hours every night turning laps around Fuji Speedway.
So far
things have been running smoothly
with the machine, only minor adjustments have been required.
It's
been a big hit with everyone that's played it and it's nice to see that
the across the board appeal of these classic games is still alive and
well.
Currently the cabinet is living outside, waiting for space to be made
indoors
which should be taken care of in a few weeks. It's almost
surreal
to stand outside in the night air, drop in a quarter and prepare to
qualify,
it truly does bring back the fondest of memories. Total cost
of the
entire project, including the original cost of the cabinet, was under
$150.
Twenty of that was made back by selling the non-working game boards for
parts on eBay. If there's one bad thing about this project
it's that
now I want even more games, when I don't even really have space for
this
one. Oh well, I'll make room, a Frogger cocktail table
serving double
duty as a desk perhaps?
NES'cade
will be back next month with a
continuing look at arcade classics that don't require two people and a
truck to move. I do want to take a moment to say that it has
been
and continues to be an absolute privilege to contribute to Retrogaming
Times Monthly. Here's to another ten years!
"InsaneDavid"
also runs a slowly growing
gaming site at http://www.classicplastic.net/dvgi
 |
| Retrogaming: Blast From The Past & A Vision of the Future |
| by Donald Lee |
|
As I was thinking about to write for the 10th Annverisary of Retrogaming Times Monthly/Retrogaming Times, I came across an interesting thought. Is Retrogaming simply a form of Nostalgia or is there something more? I think I came up with an interesting answer.
The hobby of Retrogaming is usually thought of as nostalgia for many of us who grew up during the 80's. Whether you were a fan of Pac Man, the Atari 2600, or the various other games/systems from those days, you can now easily play just about any of these games today on modern hardware. For a old time gamer like me, that is one of the benefits of growing up in the 80's. I can enjoy the nostalgia of the older generation of games while still enjoying the newer generation of games. Many kids of today might look at Pac Man (or the Atari 2600) and think "What's the big deal?"
Indeed, I think there is more to "Retrogaming" than mere nostalgia for old timers. The old games or systems that we think of as "Retro" today were "Visions of the Future" when they were released.
For example, many gamers today enjoy the "Madden" football series from EA Sports. How many of those game players know that the "Madden" series originated from "John Madden Football" that was originally released on the Apple II series of computers?
John Madden Football is primative compared to the Madden games released on the Xbox 360 or Playstation 3. But considering that John Madden Football was written for a computer with limited graphics/sound capability and only 64K of RAM, you will be impressed at what the game was able to accomplish. The developers of the game had a vision and did as well as they could at the time.
However, just as George Lucas took advantage of the new technology that exists today to do editing of the original "Star Wars" trilogy, developers today took the original John Madden Football and re-made into the game that is today.
The same could be said of any of the games that exist in the market today. One of the better examples would be the now defunct Ultima series. Ultima is one of the series where you can see the lineage of the older generation to the newer generation of games. The earlier Ultima's (I-V) had simplistic graphics and sound due to the limits of the technology that existed at the time. Creator Richard Garriot probably had grand visions of what he wanted to do but given the limitations he faced, he and his developer team did the best they could. As the years progressed and the technlogy improved, the later releases of Ultima evolved with drastically improved graphics and sound. The advanced techlogy allowed the developers to get closer to what their vision was with the original Ultima's.
So as we look as today's systems and games, don't look at simply what they offer today. Look at the possibilites that exist for the future. In another 20 years or so, future "Retrogamers" will look back fondly on the Xbox 360, Playstation 3 and Nintendo Wii as we have with the Atari 2600, Apple II or other systems.
 |
| Nintendo Amusement Park |
| by Tom Zjaba |
|
I am
still surprised that there has not been an amusement park based on the
Nintendo
characters. If
there ever was a large
collection of material to work with that is universally known to both
kids and
adults, it is the Nintendo characters.
Find someone who has never heard of Mario.
That is like finding someone who has never
heard of Ronald McDonald or Santa Claus.
He is that big. Throw
in other
known characters like Donkey Kong, Luigi, Link, Pikachu and others and
you have
the makings of a great amusement park.
I know
what you are thinking, it would cost a ton of money to make a Nintendo
Amusement Park. Land
cost alot of money
as does rides. And
where could you put
it that it would attract people? I
have
an answer to that. There
is an amusement
park in Ohio that has a ton of land, not far from a major attraction
and is in
need of something to save it. That
park
is Geauga Lake. The
park sits on 690
acres of land, which is immense in size.
It also has a ton of rides already there that can be
easily converted to
Nintendo rides with some theming.
And
most importantly, it is only an hour away from Cedar Point, one of the
premier
amusement parks in the world. Cedar
Point alone brings in 3 million guests a year and could easily send
some of
them to the Nintendo Amusement Park.
You may
be asking, why don't they do this in Japan?
I always wondered that as well.
It sounds like a sure fire hit.
But with the cost of land in Japan, it probably would be
too expensive
to do it. And there
are already some great
amusement parks in Japan. But
here is a
chance to take a park with the room, the rides and create a park that
complements Cedar Point instead of compete with it.
And Cedar Point and Geauga Lake are both
owned by the same company, Cedar Fairs.
I know
you think it would cost a ton of money to convert the park from Geauga
Lake to
the Nintendo Amusement Park. Not
really
as most of it would be painting rides, adding new signs and some
theming. It would
cost less than a hyper coaster. But
the return on the investment would be
great. Right now,
few people outside of
the area know of Geauga Lake. But
add
the Nintendo name and you would bring in alot more visitors, especially
if you
did a package deal with Cedar Point.
Another
question you may have is why would Nintendo want to do this. First off, they would get
money for allowing
the use of their characters. Second,
it
gives them another presence in the very lucrative US market. Third, it is a great way
to brand Nintendo as
more than video games. It
puts them in
the same league with Disney and they could use this as a way to spring
board
into other areas like full feature films, cable channel and other
avenues. And they
could sell a ton of licensed
Nintendo merchandise like t-shirts, dvds, toys, trading cards and more. They could also use it to
promote their
latest video games.
So with
that taken care of, here is some of my suggestions for rides to be
rethemed. I also
have some plans for new
rides that would give the park some unique experiences not found either
at
Geauga Lake or Cedar Point.
Rethemed
Rides
Link's
Boomerang Coaster - It is now known as Head Spin and is
one of the many
Vekoma
Boomerang coasters in the country.
But
with green track, cars with logos of Link from Legend of Zelda and a
new sign
and you have a whole new ride.
Star Fox
Flight Academy - It is now known as Thunderhawk and is an
Vekoma SLC
Inverted
Coaster. But with
Star Fox on it and a
new black track and some theming that gives it a space look, you could
have a
better ride. The
theming could be simple
stuff like some meteors and ships that would be placed around the track. Also, make the loading
deck look more space
like with some cool lighting and some monitors with Star Fox and his
friends.
Wario's
Wild Wide - Now known as the Villain, it could be rethemed
to highlight
one of
Nintendo's greatest villains. It
is a
great wooden coaster that would need little theming.
Super
Smash Bros Bumper Cars - It is now the Dodgem ride but
with cool
stickers of
Nintendo's most known characters, it goes from a simple Dodgem to being
a Super
Smash Time! Each
car would have a
different character including Mario, Luigi, Princess Peach, Donkey
Kong, Link,
Zelda, Pikachu, Wario, Bowser and others.
Mario's
Merry Oldies - Join Mario as you ride through the mushroom
kingdom on
these
classic cars. Was
the Merry Oldies Cars
ride. Just a
repaint of the cars and
some theming to make it look like the Mushroom Kingdom (pipes,
mushrooms,
koopas, etc...) and you have a fun new ride.
Donkey Kong
Country Rapids - It is now the Grizzly Run, which has been
turned into
a dull
ride. Speed it back
up, add in the falls
and water spray they used to have and add some jungle theming (palm
trees,
vines and other foilage) as well as a big Donkey Kong and you have a
fun ride
that is now a waste of time.
Yoshi
Express - It once was the Roadrunner Express before the
changed to name
to one
of the worst names for a roller coaster, Beaverland Express. It is a kiddie coaster
that features a train. A
quick paint job and a Yoshi sign is all you
need.
Pokemon
Village - What is now Kidworks Playzone would be rethemed
to have
Pokemon named
rides. With popular
characters like
Pikachu, Squirtle and Jigglypuff, there is no shortage of ideas. This would also be the
place to meet and
greet the Nintendo characters.
Metroid
Space Flight - It is now Dominator, the best coaster in
the park. It
already is
futuristically themed (was once
the Batman Night Flight), so it would take a little theming to get it
right.
There are
other rides, but I only did a handful right now.
Next is my idea for some new additions to
make the park truly unique to the area.
This would make it a true family place to be and also give
it a couple
good dark rides.
Animal
Crossing Town - If you enter Geauga Lake through the main
gates, you
will see a
big chunk of unused land on the left side.
It once had a large playground.
I
think it should be turned into a playground again.
This time we theme it to the Animal Crossing
game with small houses for kids to explore and statues of some of the
animals
that make up the game. Also
there would
a very large climbing play area for kids to climb, explore and slide
through. Low cost
to build, low cost to
maintain and it is already shaded.
Add
benches for parents to sit in and put a concession stand there and you
have a
great place to get out of the sun and have fun.
Luigi's
Mansion - Mario's brother had a game about him going into
a haunted
mansion. Now we can
recreate it for the
whole family to enjoy. With
state of the
art special effects it would be a spooky mansion that is not too scary
and
something the whole family can enjoy.
Gotta
Catch Em All Pokemon Ride - Think of a shooting ride like
Buzz
Lightyear in
Disney or Scooby Doo at King's Island.
You would have your camera gun and it is your job to catch
pics of all
the Pokemon. They
would pop out all over
the place and at the end you would see a list of all the Pokemon you
were able
to catch. A fun
game for the whole
family.
Besides
rides, there would also be an elaborate arcade with lots of Nintendo
games, a
Nintendo museum with classic consoles set up to try as well as history
of the
company, programmers, systems, games and characters.
I would also redo the theatre to make it a
continous running theatre that showed episodes of Super Mario, Link and
others. It would
also have classic
Nintendo commercials and more. And
of
course, there would be a ton of Nintendo themed merchandise to buy at
the many
gift shops.
While it
is a good idea and has a ton of potential, it is doubtful that it ever
happens. But it is
great to dream and
who knows, maybe if the idea gets out there, someone will run with it.
Tom Zjaba
(The eternal dreamer who is ready to buy five season passes to this
park.)
In honor of this
month’s special anniversary issue, I
thought it was only fitting to go even more retro than usual. When looking at
Nintendo’s past prior to the
release of the Famicom, you only have a couple of options. They released Hanafuda
cards for years, but I
know nothing about Hanafuda. They
did
make a number of successful arcade games before the Famicom, but
they’ve gotten
tremendous coverage on these web pages.
And let’s not forget their pre-Famicom dedicated
“Color TV”
consoles. I would
dearly love to cover
them, but I have never been able to get my hands on one. So what am I left with? Why, the Game &
Watch series of course.
Allow
me to set the stage.
Third grade in 1983, Staten Island New York,
lunch time. All of
the students were herded in to the
cafeteria that typically smelled of poorly concocted lunch room kitchen
food
and heavy doses of ammonia and other cleaning chemicals. Two things were
immediately arranged once
your spot at the lunch table was chosen: the order in which you were
going to
eat your lunch (dessert first, sandwich second, fruit last, if at all),
and the
Game & Watch that you had available for trade with some fellow
G&W owner. Sure,
you had Donkey Kong Jr., but you could
play that any time. Lunch
time was for
new experiences, and the kid on the opposite side of the table owned
Donkey
Kong II. The kid
two seats down from you
had Parachute. And
the kid you didn’t
like to talk to had Mario Bros., so you were willing to make an
exception in this
case for the sake of the lunch time trade.
The poor kid on the end of the table who had some
non-Nintendo manufactured
LCD game would have a tough time orchestrating a trade with anyone
since no one
ever heard of Sub Patrol, and for some weird reason, it was solar
powered. Even as 7
and 8 year olds, we were pretty
snobby about labels. So
let’s take a
look at what was hot in the lunch room at the time.
Donkey
Kong
Naturally, if it was hot
in the arcades, kids wanted to play
it at home, even if it was nothing like the arcade game. Fortunately,
Nintendo’s multi-screen Donkey
Kong game was kind of like the arcade, in that many of the features at
least
resembled the arcade to some extent.
There were barrels to jump over and ladders to climb, and
for a kid,
that was good enough. Sometimes
you didn’t
even care that you were supposed to rescuing some girl, who probably
had
cooties. It was all
about making that
monkey fall. For a
multi-screen game,
Donkey Kong packed a lot of action.
The
goal of the bottom screen was to jump over any barrels that came your
way. The problem
was, the places where this was
possible were limited. Some
sections of
the two ramps were covered by an overhanging girder that prevented you
from
jumping. Along the
higher ramp, girders
were carried along an overhead conveyor belt that must also be avoided. When you safely reached
the top screen, you
still had a shower of barrels to worry about, since DK did a pretty
good job
keeping a consistent flow of them raining down on you.
You had to flick the switch on the left to
activate the crane on the right, and then you must safely reach the
ledge before
the crane deactivated itself for no reason, and jump when the crane
swung your
way and yank one of the clamps holding Donkey Kong’s platform
in place. Once all
four clamps were yanked, you were
the champ for a few seconds until it all started over at a faster pace.
Donkey
Kong Jr.
I can’t
find the source for this statistic, but I believe
this was one of the most popular and common Game & Watches
available. It’s
smaller size made it more affordable
than the multi-screens, and it’s arcade inspired name made it
very
recognizable. Donkey
Kong Jr. packs all
of the arcade drama on one tiny screen.
But what a screen it was.
There
were two levels (essentially three if you count the vines below the top
branch)
that Jr. had to maneuver through, with Snapjaws patrolling the upper
and lower
branches, and Nitpicker birds flying along the level between them. You could avoid the
Snapjaws by jumping over
them, or by clinging to the vines overhead, but the latter presents a
danger
because if you’re not careful, a Nitpicker could fly up
behind you and kill
you. Once you
climbed up the double vine
on the right side of the screen, you then had to cross back to the left
to
papa. One fruit
hangs just prior to the
end of the ledge, and if you were lucky, you could manage a triple kill
for a
whopping 18 points (3 + 6 + 9) before moving on to the final challenge. Just as in Donkey Kong, a
key swung back and
forth, and the jump for the key had to be properly timed, or Jr. would
fall
headlong into the bush below. If
Jr.
managed to catch and unlock all four sections of papa’s cage,
bonus points were
awarded and the action started over at a faster pace.
A rather passive and stoic Mario sat beneath
the cage, never grimacing or cheering or changing in any way, other
than to
ring the bell to signal the alarm that you set for 2:55pm so you could
remind
the teacher that it was time to go home.
Donkey
Kong II
Donkey Kong II is a
multi screen game just like Donkey Kong
was. I can only
imagine they went with
the roman two monik