Retrogaming
Times
Monthly |
| Issue
#31 - December 2006 |
By the
time you
read this, a seminal moment in gaming
history will have taken place.
All of the actors in the latest generation of consoles
will have taken
the stage. Another
way to look at
this moment is that the classic consoles of the future have arrived. While the PS3 and Wii are
still in their
infancy, they will one day become the retrogaming tools of a generation
of
gamers who are are just starting life.
“Blasphemy!”
I hear you say, but it’s
true. While we
older enthusiasts
claim that the only true retrogamers are those who can actually
remember playing
an Atari console during its prime, there is a current generation of
young
adults who think that SNES and Genesis are retrogaming consoles.
While
I’m sure there are a number of you who perhaps
prefer to retrogame exclusively, most retrogamers I know dabble in a
mix of retro
and modern gaming, switching from one to the other when time permits. But why do we do it?
We all have our mix of
reasons, such as
simplicity and nostalgia, but those are justifications, not our overall
motivation. And in
the process of
pondering this, I accidently came to understand my father better.
All
my life, my dad listened to a range of music that could
be loosely placed under the early rock umbrella, such as the Beatles,
Elvis,
Grateful Dead, etc. And
through the
80s and 90s, he played that stuff to the point where I could no longer
tolerate
it for more than 2 minutes. I
vowed
never to be like that. I
was going
to listen to the most modern music that life had to offer. I was never going to get
stuck on a time
period and listen only to the music which that period offered. And to this day,
I’ve kept my
word. I listen to
Breaking
Benjamin, to Hinder, to Evanescence, what have you (yes, I’m
partial to
rock and alternative.)
A
few weekends ago I surprised my wife with tickets to the
Journey/Def Leppard concert in Baltimore, and
we
went and had just a kick-ass time. And
I thought to myself, “Yeah, I
like music that modern bands produce, but there’s just
something about
the timelessness about these bands that reminds me how I felt when I
grew up…”
When
I grew up…
And
then it hit me like a ton of bricks.
It wasn’t anything that I didn’t
already know, but the way the point drove itself home to me was
incredible. Dad’s
listening
to the Beatles, my playing Atari, the fact that a college kid thinks
the SNES
is retro, and the fact that a baby born today will probably only think
of the
Wii as a “classic”… it’s all
the same. We grow
up, we take on bigger
responsibilities in life, and some of us even have families of our own. But the one thing that
never has to
change, the one escape we can count on when we need it, is the fact
that these “retro”
consoles (or music) can remind of us a feeling that life gives us
little
opportunity to be in touch with at an adult age.
I
ended up getting my Wii through a very lucky eBay auction (good price,
local seller, I got it one day after the launch. I refuse to stand on a
line anywhere for anything) and one day
I’ll
get a PS3 when Sony releases a Slim model just like they did for the
PS1
and 2
(I don’t have space for something that looks like the George
Foreman
grill, much less $600 to spend on one.) And
I’m going to enjoy them to be
sure. But like my
dad who listens
to the music that reminds him of a more carefree time, I’ll
always come
back to the 2600 and the NES to recapture those more magical moments in
life. And
they’ll always be
there waiting.
 |
| The
Lost Faces of Tapper - the Apple ][ |
| by Alan Hewston |
|
This month
I needed a break and almost did nothing. Instead of a
Many Faces review, here’s a partial review, covering an Apple
][ arcade
port that was lost (i.e I did not have) at the time of my original
review. The Many Faces of Tapper was covered back in issue
#37 of
the Retrogaming Times. See
www.tomheroes.com/Video%20Games%20FS/Retrotimes/retrotimes37.htm
Back then, I did not put
in as much time or tell you the details.
So you can read that review, but there is a lot more added
here.
Now that I have an Apple ][, and the game, we can finally give it a
proper review.
The original Bally
Midway arcade game was called Tapper, with Budweiser
logos as part of the game screens (this Bud’s for you) and
side art and
then later re-released at the arcade in 1984 and on home systems with
the
name changed to be more family oriented – as Root Beer
Tapper. Also
released in Australia as Suntory Beer Tapper. All 3 arcade
games
and all classic home versions are very similar and hence I merged them
for this review. There are slight differences in music,
characters
and background themes and of course, beer or no beer - but very much
the
same game. At the arcade, besides the 4-way joystick, one of
the
most unique controls ever was used, a tap handle, to pour each glass,
just like the bartenders used, which at home is simply the joystick
fire
button. At home, the coolest menu, er uh instruction manual
of the
classic era has to be the Colecovision Root Beer Tapper
manual.
Home versions with a pause, gradual increase in difficulty and 4
screens,
plus 3 skill levels to conquer make this one of the most addictive home
games ever.
Screenshots for all but
the Apple ][: http://www.mobygames.com/game/tapper/screenshots
Arcade Tapper: by Bally
Midway 1983 Steve Meyer
Apple ][ by
unknown 1983
Atari 2600 by SEGA
Beck-Tech 1984
Atari 8 bit computer by
SEGA 1984 Ken Jordan
Colecovision by
Coleco/SEGA 1984
Commodore 64 by SEGA
1983 Henry Spragens
Sinclair Spectrum by
Sega/US Gold 1985 with Ian Morrison, Duncan
Sinclair, Paul Holmes & David J. Anderson
Rumor Mill:
Atari 5200 port unconfirmed if even started – likely a
mod to the Atari 800.
Re-review everything.
So much for my
month off. I had to work quite a bit on this as
there was not much meat in my previous review. Every version
had to
be re-reviewed, and replayed until I saw every level and revealed all
elements & any differences. I found several reasons
to change
the scores – but no medals changed places. Most
noticeable was the
controls, which really deserved a perfect score. This is one
of the
reviews, back then, that I added 1 point to Gameplay for the version
having a Pause, which I have since changed to add it to the
Addictiveness, where it is more appropriate.
Home Version
Similarities - except those in < > all home versions
have: a demo or attract mode <CV>; three or
more starting
difficulty settings (Beginner, Arcade, Expert); a Pause
<2600>; 4
different parlor scenes (levels); multiple rounds in each level/scene
where more, up to the max (16) patrons begin inside the bar in the
later
rounds; and more (new) patrons always arrive to replace those who left,
and even faster in later rounds; some patrons drink more quickly than
others <AP2, 2600,CV & 800>; some scenes the
action is split
with bars going opposite directions, and even multiple versions of
those
layouts; after each level, you get to earn more points in the bonus
round
with Sneaky Pete playing “Bob & Doug
McKenzie’s Beer Hunter” to see
if you get the bonus points for opening the unshaken can, or get a wet
head; patrons are animated while walking & some versions when
drinking; the glasses move/flow very smoothly <CV> across
the bar
top; patrons who get a fast order will take their drink and leave;
patrons finishing a glass will return it to you; patrons will
occasionally give a nice tip if you are prompt <2600
never> &
<800 (not routinely part of the game, only after forcing 3
glasses on
same patron)>; if the tip is collected, the stage area will come
to
life with a short show, where most patrons (already inside) will stop
and
watch; if you stall, more patrons will keep coming, so you can earn
more
points per round, but eventually they will move too fast, or hurl the
glasses back too fast for you to keep up <AP2 & 800
unsure>;
the wave ends when all patrons have been sent away satisfied or you
lose
a life; you lose a life when a patron reaches the end of the bar, or if
you drop a returned glass, or if you hurl an extra glass; you see the
glasses break and even more animation if the patron reaches the end of
the bar, they grab and throw/drag you along the bar top
<800>;
you’ll earn an extra life at scores around 20k & 50k
or every 10k
etc; some text info is displayed on screen such as “watch
closely”
<800>.
During the game there
are many sound effects, but the unique musical
scores for each level and the bonus rounds are well done.
These
tunes play non-stop throughout the action <AP2 – in
demo and prior to
action>; and there is different music for the dancing/stage show
<AP2 only noises>. Sound effects include:
pouring and serving
a drink; switching bar lanes <C64, AP2 & 800>;
walking <800
& AP2>; a patron arriving <800>, leaving a
tip <AP2, 2600
& C64>; collecting a tip <2600, 800 &
AP2>; drink
falling; drink smashing; getting beaten up <800>; end of
round
<800>; and earning an extra life <AP2, 2600, C64
&
CV>. In the bonus round you’ll hear: shaking
the cans; the
pounding fist <C64, CV & 800>; shuffling cans;
tick-tock while
deciding <800, CV & 2600>; getting a wet head;
revealing the
correct can <800>; opening the right can &
getting the
bonus.
Scores for the
previous. I’ll list the new score and the old score
(x, was y).
And some details and
justification for the scoring changes.
Not covered here:
Sinclair Spectrum (?)
I do not have this
system, but a quick review of the World of
Spectrum reveals that the version has all 4 screens, plus the bonus
round, but with a Pepsi logo. Choice of 1 or 2 players and 3
starting difficulties, good displays including the text
alerts. The
usual limited color variety and details of the Speccy, but very
playable
and fun. Original theme music by Robin Muir can be toggled
and
choice of joystick or defining keyboard keys etc.
Spectrum screen shots and
instruction manual are online - courtesy of
WorldofSpectrum.org
Have Nots: Atari
2600 (40, was 38)
A great 2600
game – somewhat rare cartridge.
Gameplay increases to
(8, was 7) as I now realize it does have 4 skill
levels. But stays a point below the other versions for having
fewer
patrons & mugs in action, plus there’s no stage show,
as you can
never earn a “tip”.
Addictiveness
(8). No pause.
Graphics (6).
Smooth, colorful & clear, but fewer patrons,
details & animation. No multi-color.
Sound (8) decent music
throughout & nearly all the effects.
Bronze Medal:
Apple 2 (41) & Atari 8 bit (41, was 41)
Atari 8 bit (41, was 41)
The game is either
incomplete, or was rushed out early. Somewhat
hard to find & only on disk.
Gameplay (9). I should
deduct a point since “tips” are rare.
Instead of semi random (for a fast delivery), you must force a patron
3+
drinks. In the heat of the battle you don’t have
much chance to
plan to do this, so we lose this strategy/trade-off.
Addictiveness increases
to (9, was 8) as I missed the Pause
<Esc>.
Also select the Expert
game to see level 3 first!
Graphics increased to
(6, was 5). Good background, some details and
enough animation, but really unfair and hard to tell who is
who.
Sometimes two same colored, identical patrons overlap, or one patron
has
a graphics glitch making it look like two. Arrg!
The 4th
level (Space Port) is bloody horrible and impossible to
discern/enjoy.
Sound drops to (7, was
9). What was I thinking/hearing. Yes,
possibly the best music, but we don’t hear the stage show
music (from
tips) very much. Nearly half of the sound effects are
actually
missing (previously didn’t track this well enough), most
critical being a
patron arriving. The lack of the arrival effect, coupled with
two
overlapping same-colored, identical patrons really makes it unfair and
keeps the Addictiveness from being a (10).
Wouldacouldashoulda
scored a 46.
Apple ][ (41+)
My first reaction was there
is only music prior to the action – and
during the attract mode, where each screen and its music are nicely
played out while only the patron move. The slight delays in
loading
each screen are acceptable.
Gameplay is nearly all
there (9), nothing much missed.
Addictiveness is awesome
(10) with the Pause <Esc> and moving the
stick resumes play!
There may be a slight
slow down in the action when a lot is going on, but
not enough to lose your rhythm.
Graphics are impressive
(8) with good details, decent graphical variety
and probably the best animation with wiping the counters, patrons
walking, filling a beverage, patrons drinking, the dance show, Sneaky
Pete shaking cans, Sam scratching his head, then getting a wet head, a
glass falling or shattering and finally the patrons dragging you across
the bar. The patrons are mostly distinct, but sometimes you
get the
same colored, identical patrons overlapping. More color
variety is
needed. Patrons with their back turned (watching the show)
and
motionless are well done – easy to tell they are
different. Empty
mugs look nice. Mirror reflection of Mountain Dew logo is
most
excellent!
Sound is very good (7)
with nearly all the music, but only prior to the
action. Some non-critical effects are missing.
Controls scored (7), as
the analog controls ruin it again. For
instance, to move “up” 2 rows, you must move
“up”, then re-center
completely, then move “up” again, making extra work
for your hands and
wrist. Whereas the non-analog systems move
“up” as fast as the game
input allows – either holding it up constantly, or tap, tap,
and you move
up twice. There is a keyboard option, but no key selection
and
there was no key(s) for moving L or R, so the keyboard is useless.
If there is a version
with a fully working keyboard control then give
this at least a (9) and sole possession of the Bronze medal.
Pretty
hard to find & only on disk.
Apple ][ screen shots
are not on the web
Silver Medal:
Colecovision (44, was 44)
Very good, but
pastel colors & identical patrons hurt.
Semi-rare Cart.
Gameplay dropped to a
(9, was 10) only because I had previously given an
extra point for the Pause. The pattern of scenes is not the
same as
the others, but all 4 are there – no penalty. Also
no demo or
attract mode.
Addictiveness (9),
increased due to Pause <*>, but penalized for
the frustration of the all-the-time identical, hidden, pastel colored
patrons.
Graphics (7) are
choppy. The glasses do not flow at all, but skip
in/out of view. The pastel colors and poor color mix
& limited
multi-color really hurts.
Sound (9) good music and
most of the effects.
Controls (10), but
awkward controllers and the closest to scoring a
9.
Gold medal:
Commodore 64 diskette version (47, was 45)
Gameplay is
the best (9). The only version where you can see
for sure the patrons drinking and can even see that some drink faster
than others – nice!
Addictiveness (10, was
9) as I missed the Pause <R/S>
previously.
Graphics are the best
(9) with plenty of action, clearly defined
detailed, uniquely colored patrons who do not hide. Animation
is as
good as the AP2, plus the empty glasses even rotate!
Sound (9) is the best
with beautiful scores and the fewest effects
missing.
Cart version is
uncommon, but missing the 3rd and
4th level, thus Gameplay would
score (-2) on that
version.
Acknowledgements, Updates
and Errata since last month.
Special thanks
to Sir Thomas McLaren
(www.digitaldinos.com)
for his
help in getting me my first (& second) Apple ][ systems
&
joysticks, plus lots of great games, not to mention some user
support. His generosity has enabled me to share these reviews
with
you. This is good because our classic gaming community has
few
gamers who collect, play and write reviews about the Apple 2.
The
Apple 2 owners of old certainly owned & played a lot of games,
but
they have pretty much stayed away from other (game & computer)
systems, moved on to the Mac and stayed there – almost like
they
abandoned their old games. There are still folks selling
original
disks on Ebay and there are a few game sites, but nothing like the
dedicated Atari & Commodore followers. Sure the Apple
][ is
older with most of its hardware inferior to other systems, but it still
deserves our attention and its place in gaming history.
Hopefully
my reviews will ignite some fans & we’ll see more AP2
games web
sites.
From last month, I did
download a different ver of C64 “Stargate” with
slightly different loading/title screen, but it plays the
same as
my other copy, with the impossible (unplayable) controls. I
guess
I’ll need to find a C64 guru to help determine if a good copy
still or
ever existed somewhere on the net, or on floppy.
WANTED: To
buy, trade for, or borrow: Vic 20 “Lode
Runner”. Can anyone help?
Or can you help review
it for me?
Come back next
month: Where we return to our 25th
anniversary dedications to games on 1982, starting with a string of
original Apple ][ games and the Many Faces of Bandits.
Contact Alan at:
Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
While
many Atari arcade titles ported to
the NES hardware were produced and published in-house under Tengen, the
company could not last forever on the NES. Worn down by
lawsuits
and the massive losses from pulling their release of Tetris from the
shelves
before it ever really got going, Tengen stopped fighting the good
fight.
The mysterious black cartridges would be produced no more but that did
not mean quality ports of Atari arcade games were never to be seen
again.
There was still a lot of money to be had and a huge library of titles
ripe
for porting onto Nintendo's wonder platform. The solution was
to
have Tengen use other publishers to release their games, ones in good
standing
with Nintendo, that would be licensed legally. Tengen would
either
do the development themselves and have the game published by a third
party
or license the rights for the home version of an arcade game to another
developer. The third party developer would then use a
publisher of
their choice or publish the game themselves. One such
arrangement
is the case with RoadBlasters, published by Mindscape, which made its
way
onto the NES in early 1990.
RoadBlasters
is yet another game that pairs
two tried and true video game concepts: driving and shooting.
In
a futuristic time you must navigate your high performance armored
vehicle
through a series of fifty rallies. However this is more than
just
a speed race, along the way you'll face swarms of enemy vehicles and
obstacles
that will stop you dead in your tracks. More deadly than
anything
else though is the threat of running out of fuel, out here when you're
out of gas you're out of luck. Fuel is replenished by
crossing mid
stage checkpoints as well as picking up fuel globes. Green
fuel globes
drift along the roadway, Red fuel globes (orange on the NES) are
revealed
by shooting enemies on the road that are carrying them.
Thankfully
your armored vehicle is equipped with powerful guns and can utilize
even
more powerful special weapons flown in by a support plane.
Consider
it Pole Position with shooting as that's a fairly good way to describe
the basic gameplay.
With
fifty stages in the original, one
would assume that the NES version would truncate things somewhat but
amazingly
all fifty stages are present. Sure they may not follow the
arcade
layouts exactly but they're pretty darn close. Every few
stages is
bundled into a different region that you drive through. In
both the
arcade original and NES version you may start at one of the three first
regions: Bubble City (rally 1), Forest Section (rally 4), or Desert
Region
(rally 11). This starting stage select was a common practice
among
Atari arcade games of the time and it's a pleasant surprise to see it
included
in the NES port. In fact nearly every screen is a carbon copy
of
the arcade original, albeit less detailed. The starting stage
select,
in-game, and post rally summary screens all look very nice and some
real
care has gone into bringing as much of the original over as
possible.
The in-game graphics aren't as colorful as they were in the arcade but
there is a decent level of detail and the sensation of speed is
recreated
nicely. When the support plane drops special weapons they
attach
to your vehicle just as they did in the arcade, again showing the
attention
to detail present in this port. The fuel gauges, mine
warnings, special
weapon quantity readings - all the heads up display items are present
and
work exactly the same.

Audio
is replicated as well as could be
expected. The original had quite an assortment of sound
effects and
speech clips and while most of the sound effects make it onto the NES,
all the speech has been cut due to technical limitations. The
limited
musical soundtrack is faithfully recreated for the most part although
there
wasn't much music in the arcade game to begin with. The
controls
are well adapted to the NES control pad considering that the arcade
version
used Atari's well know steering yoke. Acceleration and
deceleration
are controlled by up and down on the directional pad
respectively.
The only way to decelerate in the arcade was to lift off the
accelerator
pedal but the NES method of speed control simulates analog acceleration
very nicely. Steering is controlled by left and right on the
directional
pad and feels tight and accurate. While there were two
triggers for
the guns and two buttons for the special weapons in the arcade, they
were
simply mirrored on either side of the control yoke. On the
NES the
A button fires the guns and the B button is used for special weapons,
nothing
is lost over the arcade original.
There
are few NES arcade ports that have
the amount of polish that RoadBlasters does. Instead of a
lackluster
port or a stripped down version of the original, a solid effort was
made
to cram everything possible from the arcade onto the NES. All
the
regions are present, all fifty rallies are here, every special weapon
has
been carried over and works exactly as it did in the arcade, and all
the
gameplay mechanics are reproduced perfectly. Simply put, this
is
one of the most accurate ports of an arcade game onto the NES hardware
platform ever created. Sure it doesn't look as nice but no
one should
expect it to, the graphics are still very well done and are more than
adequate.
Gamers didn't get shortchanged with the NES version of RoadBlasters,
the
port lives up to the fun and challenge of the original. After
all,
that's how things should be done when a game is being recreated on an
alternate
platform. Anyone that enjoyed RoadBlasters in the arcade or
that
thinks that the NES can't produce an accurate version of an arcade
title
should give this game a try. It's a very pleasant surprise
among
the stack of arcade to NES conversions.
"InsaneDavid"
also runs a slowly growing
gaming site at http://www.classicplastic.net/dvgi
Ask and ye shall receive. At least according to the Bible. In all seriousness, I eagerly read the November issue of Retrogaming Times Monthly (RTM) and noticed Scott's request for contributors. Ever since I had been introduced to RTM, I always thought I could contribute something. However, I had been lazy and never really got around to it. Besides Scott's request, I noticed Alan Hewston was taking a break as well. RTM has been such a good read, I figured it was time to put in my "two cents" on retrogaming and try to keep a good thing going.
First a little background on myself and my experiences with Retrogaming. I was a child of the 80's and grew up a diet of Atari 5200 and Apple IIe games. Looking back to those games, while the Atari 5200 games were quite good, most of my best memories come from the Apple II side of things. When I created my "Apple II Game Museum" (http://www.angelfire.com/80s/apple2), I created a "Apple II Gaming Memories" section as well. Since the Apple II hasn't been too heavily discussed in RTM, I thought it would be appropriate to take some of my gaming memories and contribute it to the RTM. These first memories are edits of what I already had on my web site. I hope you enjoy my trip down memory lane.
Apple Panic - Broderbund Software
When my parents first purchased our Apple IIe back around 1983, I remembered playing around with the "Apple Presents.....Apple IIe" disk as well as some games on disk like Brickout. However, I distinctly remember getting "Apple Panic" real early and it was my first game that I played with my IIe. I don't recall if I picked the game or if my parents picked it up. Regardless of who decided to buy this, this game kept me up for nights as I tried to whack evil apples into submission. I remember spending quite a bit time fiddling with my joystick or paddles for a long time before just playing the game on my keyboard. I don't recall if the game was meant to be strictly for the keyboard or not.
Ultima IV: Quest of the Avatar - Origin Software
If I recall correctly, this was my first "adventure/RPG" type game I had played. It was also the first game in the Ultima series I had played. To this day, I still have yet to finish the game! There are a couple of reasons for that. One, after going through most of the game and getting to the Stygian Abyss, I battled to Level 6 where I promptly got lost in the criss-cross maze that is on that level. I eventually got a map from Origin to manuver through the maze and got to the end of the game at Level 8 of the Abyss.
Alas, at the end of the game, I couldn't answer the questions and was sent back outside the Abyss! I think I tried several more times to get back to Level 8 but it was tough and I gave up. Perhaps one day I will try it again.
Computer Baseball - Strategic Simulations Inc.
I recall I picked this game up at a Sears store that was across the street from my high school in San Francisco. That would put the time frame around 1988 to 1992 (probably earlier than later). Interestingly, Computer Baseball came out around 1981 so the game was fairly old when I got it. However, it was still great fun. I spent hours playing the 78 Yankees, taking on everyone from the 1927 Yankees to the 1978 LA Dodgers.
Comparing Computer Baseball to other baseball games of the 80's is a little unfair. Computer Baseball harked back to the old days of a true baseball simulation rather than an arcade game. Compared to even the other baseball games of the 80's, Computer Baseball's graphics and sound were primative. There was no real animation as we know it and minimal sound. Even the game play was fairly primative. There were no balls and strikes. There was one only "pitch" and it was either a hit, strike out, walk, etc.
The simulation was fairly realistic. You could pinch hit, warm up relivers and do most things most real baseball managers would do. I really had a great time being the manager of the 78 Yankees. However, there was one unrealistic thing that I found. I had relivers with great stats (i.e. Dennis Eckersly from the 80's) and I put them as starting pitchers. They would pitch 7 to 8 inning and they would dominate in reality probably wouldn't happen. However, it was fun to see!
Given the limitations of the 8 bit machines, getting new teams and keeping track of real time stats was difficult. However, Computer Baseball did allow you to save stats and also create new teams on blank disks. I spent a lot of time creating new teams and that was quite fun as well. While I enjoy today's NBA games for the PS2 and other systems, I have yet to find a baseball simulation that was as fun as Computer Baseball was.
In the process
of constructing
last month's editorial, I forgot to supply one for Nintendo Realm.
That's OK though, there really wasn't a lot to say about last
month's batch of games. However, we have made it to the very
end
of 1985. And the Famicom ends 1985 with a bang, as a number
of
unique and interesting games hit the market. The Famicom is
just
about to hit it's stride in 1986, which will see the release of the
Famicom Disk System, as well as the very first Legend of Zelda.
By this time, the Nintendo Entertainment System has
officially
launched in the United States. While the inclusion of R.O.B.
makes the overall package attractive, the NES really takes off when
Super Mario Bros. was officially ported over in October of 1985,
roughly one month after its release in Japan. Now all
Nintendo
has to do is sit back and watch the system sell itself. Let's
dive in to this month's chronological selection, one of which spawned a
series of games that is still being developed to this day!
Zunou
Senkan Galg released
by DB Soft on December 14th, 1985. Also known simply as Galg.
Galg is a shooter of the vertical scrolling variety. It
features
a very smoothly scrolling background that takes you through areas that
contain branching pathways. It appears that in addition to
your
"blast everything in sight" objective, you must also collect 100
"parts" that can be found in each of the areas. The parts,
which
appear as red triangles against a white background, scroll by and must
be touched to be collected. Enemies range from motionless
obstacles to creatures which move about the screen and fire at you, all
with predictable patterns. The contols for the game are
smooth,
and the double shot offensive capabilities of your ship work
effectively to eliminate two enemies at once. The music is a
little too high pitched, and nothing else remarkable stands out about
Galg, but it's a decent game.
Obake no Q-Tarou: Wan Wan Panic
released by Bandai on December 16th, 1985. Released in the
U.S. as Chubby Cherub
in 1986
As an American gamer, you may only be familiar with the game "Chubby
Cherub," in which you play a fat naked cupid who seemingly flies over
several neighborhood in search of fruit, lollipops, and rice balls, all
the while avoiding dogs. The game made very little sense to
me as
a child, and after seeing the original Japanese counterpart, I
understand why. Obake no Q-Tarou was an anime produced in
Japan
in 1985, based on a manga about a ghost (obake). It was
designed
by the same man who created Doraemon, anime's famous blue cat.
Q-Tarou is a silly ghost who freeloads in the household of
some
children, and they have some adventures together. In the
Famicom
game, it seems like Q-Tarou's objective was to collect all of the food
he could find and avoid the neighborhood dogs. Q-Tarou (and
consequently, our American version cherub), has a power meter that
constantly drains, and food refuels the bar. By pressing jump
twice, or pressing and holding jump, you can make your character fly,
which makes avoiding dogs and their dangerous barking much easier, but
it doubles the consumption of the power bar. Regardless of
which
version you play, both are somewhat fun to try, although they get a
little repetitive as the game advances. I suppose the
Japanese
version makes slightly more sense, but only marginally so.
 |
 |
| Galg |
Obake no Q-Tarou |
Thexder
released by Square Co. on December 19th, 1985.
I'm going to start out by saying: Thexder is an awesome game.
And
no, I'm not saying that just because it happens to be the first game
ever released by Square (later Squaresoft, later Square-Enix) on a
Nintendo system. Square was only licensed to port the game to
the
Famicom by Game Arts, Thexder's original developer. If you
were a
child of the 80s who loved the Transformers, you couldn't help but fall
in love with Thexder, which put you in command of your very own
"Jetfire" or "Starscream." That is, you were in control of a
robot who can transform in to a jet plane and back. Each mode
had
similar, yet slightly different capabilities. As a robot, you
could jump very high, and fire a target lock-on laser. As a
plane
you could move in eight directions non-stop, and fire your laser
straight on. The goal was to make it through each area, but
the
levels were like mazes that were heavily patrolled by enemies.
Some of these enemies were passive while others were very
aggressive. As a robot, you could stand in one place and fire
your laser, and it would automatically target any of the enemies within
range. But it constantly cycled through those enemies, so it
wouldn't necessarily fix on one enemy and destroy it before moving on.
This meant that you couldn't safely stay in one area for too
long. You also had an energy meter that drained the more you
fired. Enemy contact wore it down substantially.
You could
also erect an energy shield around yourself at the cost of some energy.
Destroying certain enemies released energy back in to your
meter.
My first experience with Thexder was on an IBM PC with an EGA
card, which was very accurate to the original MSX version.
Having
played the Famicom version more recently, I was disappointed with some
of the sacrifices that Square had to make with the game.
These
sacrifices had less to do with Square and more to do with the
limitations of the Famicom. The most glaring change was the
switch from a point-to-point laser, to a bullet system. Other
changes include slightly less than smooth scrolling, and reduced sprite
sizes. If this is the only version you can try, it's well
worth
the play, but I would recommend trying to find the MSX, PC, or even
Amiga versions as well.
Binary
Land
released by Hudson on December 19th, 1985.
In this age of penguin popularity, this is one of two games reviewed
this month that would have benefited from the media boost (the other
being, of course, Penguin-Kun Wars.) Binary Land is an
interesting puzzle/action game featuring an aqua penguin and a pink
penguin-ette who begin each stage at the bottom of opposite halves of
the screen. Before you start the game, you are asked to
choose one of the penguins. The penguin of your choice is the
one that you will be in direct control over. The other
penguin will still appear, but your control over this penguin is
mirrored in the left and right directions. Your goal is to
direct both penguins from their starting location to the caged heart
beneath the goal. Most of the time, you will be in control of
both penguins at the same time. The only time this changes is
if you get one penguin trapped in a spider web, in which case you must
direct the remaining penguin to free the other before a monster gets to
it first. The penguins are not helpless. They are
armed with some kind of conic wave that takes down spider webs and
enemies easily. Destroying an enemy sometimes has the added
benefit of a bonus item or power up being deposited in the maze.
Hudson recently made this game available again as part of a
Famicom compilation on the Game Boy Advance (it was not part of the
Famicom Mini series.) It's a cute game, and it's definitely
original.
 |
 |
| Thexdar |
Binary Land |
Bomberman released by Hudson on
December 19th, 1985. Released in the U.S. on January 1987.
Bomberman probably needs no introduction to modern gamers and retro
gamers alike. Still very much a viable franchise in this day
and age, Bomberman's early fame can be attributed to his Famicom and
NES release. But this was not his very first appearance.
Bomberman first arrived on the MSX computer systems with a
very different look. In Europe, the MSX version, as well as a
port to the ZX Spectrum was known as Eric and the Floaters.
But it was the Famicom version that served as the origin for
his now famous look as an anime inspired white robot, complete with
antenna. Whether it was intentional or not is unknown, but
the sprite used for the Famicom version of Bomberman was the same as
the enemy sprite found in Hudson's version of Lode Runner.
The gameplay in this version is a lot more formulaic than the
subsequent Bomberman releases, which tended to vary up the playfield
from one stage to the next. In this version, it's the same
horizontally scrolling stage in every level with bricks laid out at
random. The only thing that changes from one level to the
next is the assortment of enemies that must be defeated before locating
and leaving through the exit, and the single power up that can be found
in each level. A player had to complete 50 stages before
being treated to a very short ending, with a bonus stage occuring every
five stages. This version is obviously eclipsed by the over
20 different releases that have occurred since, but it's very
interesting to see the roots of the series.
Exed
Exes
released by Tokuma Shoten on December 21th, 1985.
Based on one of Capcom's earliest arcade games, Exed Exes was also
known as Savage Bees outside of Japan. Exed Exes can best be
described by starting with 1942, replacing the World War theme with a
Sci-Fi theme, and replacing the enemy planes with bee-like insects.
But Exed Exes has more of an organized feel than 1942.
Enemies come out in packs in difficult but predictable
patterns. Larger enemies appear periodically, and power-ups
are provided for extra fire power. The usual shooting
sections are broken up with bonus areas, where POW symbols can convert
difficult to destroy skulls in to easily captured bonus fruit.
At the end of each level, a floating platform containing
multiple cannon targets appears as the stage boss. The game
is fun, but otherwise unremarkable except for one bit of history.
When the game was released, a contest was held, and players
who reached a score of over 1 million points were provided with a
special password. Players who photographed this password and
mailed it in to Tokuma, which was also a magazine publisher, you were
given a special silver label to apply over the original. The
label, and cartridges that still contain one, are extremely rare.
 |
 |
| Bomberman |
Exed Exes |
Lot
Lot
released by Tokuma Shoten on December 21th, 1985.
Lot Lot is an incredibly original puzzle game. The game is
played on what can best be described as a four by four grid.
Above the grid are a number of balls (think pachinko), and
occassionally the barriers between the grids desolve, making it
possible for the balls to drop down or move laterally from one box to
another. You control an arrow, or rather, two arrows.
You are in direct control of one arrow, while the other arrow
trails behind, moving in step with the first arrow, but delayed by
three seconds. When you push the button, the contents of the
grid that each arrow is point to are swapped. The goal is to
safely deliver the balls in to one of the point locations, either on
the right side of the screen, or in all of the bottom locations but the
left. If any balls fall in to the bottom left most grid, a
crap begins to rise, eager to cut the cord that keeps the balls from
falling in to the "OUT" deposit. If any ball falls through
"OUT" you lose one chance. To complete each stage, you must
cleanly release a set number of balls, regardless of points.
This game won't be for everyone, but it's definitely worth
checking out to see if it's for you. I'm not positive, but I
believe this is one case where the Famicom game preceded the arcade
game, and not the other way around.
Penguin-Kun
Wars
released by ASCII on December 25th, 1985.
We end 1985 with a very unique and fun game. Penguin-Kun Wars
is an unlikely title for a game involving healthy competition between
cute animals with... balls. This war is all about who can get
the most balls on their opponent's side of the table before 60 seconds
runs out. Each player starts with 5 balls on their side.
They can throw one ball at a time and if a rolling ball makes
contact with a player, that player is knocked out briefly, giving the
other player precious moments to send balls over uncontested.
The game is played in best two-out-of-three rounds, in an
elimination style tournament. If either player manages to get
all 10 balls on their opponent's side, they automatically win the
round. After 30 seconds, each player is given small control
over the lateral movement of the balls, and when only 20 seconds
remain, a partial barrier appears to reflect the balls back when they
hit it. Upon winning two rounds, you (the penguin) are
transported to a bonus round with various objectives, including bombing
a whack-a-mole like arena. Your ultimate goal is to get the
penguin to the top of the elimination chart against the evil empire of
koala's, mice, beavers, and pandas.
 |
 |
| Lot Lot |
Penguin-Kun Wars |
Greeting
RTM readers! Besides gaming, and classic gaming at that, one of my
other hobbies is building papercraft models. Mainly of sci-fi stuff
such as robots, spaceships, and the like.
As for gaming,
I’ve seen some video game related papercraft models such as
arcade machines, popular Nintendo characters like Mario, and even paper
versions of game systems like the Game Cube and the original model Game
Boy Advance. While these were cool, I noticed there weren’t
any papercraft models done on the really classic stuff before the
Nintendo age.
So with that in mind, I
thought I’d try my hand at creating my own papercraft models
based on a classic game before the Nintendo era. Being my first try at
designing a papercraft model, I wanted something that was both simple
to build, yet would make for a cool 3-D model.
Then I thought of the
perfect classic game that had characters that would be easy to turn
into neat paper models. And that game is Space Invaders! So for classic
gaming fans, and anyone interested in trying their hand at papercraft
model making, I present to you my 3-D papercraft renderings of the
aliens from Space Invaders.
Just
click on the link
below to be taken to the download page of my site where you will find
the papercraft file. The file contains part sheets and assembly
instruction diagrams to print out and build all 3 Space Invaders aliens
shown in the image. These are good sized models. The smallest being 6 x
6 inches, to the largest being 9 x 6 inches.
All you’ll
need to build these models are white glue, a X-ACTO knife, and a metal
ruler (to use as a cutting guide when cutting out parts). For a
building tip, be sure to lightly score any folds with a X-ACTO knife to
get a nice clean sharp fold. Enjoy!
After Space Invaders,
the next classic game I plan to make papercraft models from will be
Galaga. Look for those to be posted on the download page of my site
soon.
http://jims_digital_domain.tripod.com/dwnloads.htm
For those interested in
getting into papercraft modeling, you can find a wide variety of FREE
models available for downloading at http://www.ss42.com/toys.html
I wanted to bring this section
back to RTM because I'd like to encourage people who may have retro
gaming related news to submit that news to us. You don't have
to have an entire article to contribute to RTM. If you'd
simply like to submit a newsbyte, feel free to send them in before the
20th of each month. Since we don't actually have any
contributions this month, I'll take this opportunity to be a little
self-promotional.
I'm
wearing multiple hats these days. In addition to being the
new editor of RTM, I am also a staff member at a fledgling gaming site
knows as http://www.abxy.org
where you can find my postings under the nickname "Procyon." The site
is still heavily under development, but it promises
to be a rising star among popular gaming news sites like IGN and
Gamespot. It primarily focuses on modern day gaming news, but
some articles occassionally pertain to classic or retro gaming that
would delight many of you. Give it try.
The
site that lead me their in the first place happens to be another
wonderful site known as StrategyWiki.org,
which is a sister site to abxy.org. If you've discovered wikipedia and
the joys of editing wiki sites, and you happen to like writing about
video games, this is the site for you. I have been editing there for
about half a year, and have contributed pages for classic games like
Pac-Man, Donkey Kong, and Galaga, among many others. While the site is
receiving a healthy dose of modern day game contributions, there are
still plenty of wonderful classic games that need some wiki loving. So
head on over there, and see if your favorite game is covered or not. If
it is, see if there is some special bit of information that you feel is
missing and that you can contribute. If it's not there, why not start a
guide for it? You must register to edit, but it's a quick a painless
process. Just try not to get addicted! (To check out the work that I've
done, plus a picture of me, see my user
page.)
An
interesting article has appeared documenting as much factual evidence
as is available concerning Atari's dumping of cartridges and hardware
in Alamogordo, New Mexico. You can read everything that the
author has managed to dig up, and the interviews he conducted at http://atari.digital-madman.com/.
(He also happens to have an interesting account of his bad
experience waiting on a line at Wal-Mart for the Nintendo Wii.)
Before
going into what
I’ll be talking about in this column,
let me tell you a bit about who I am—my name is Erik,
I’ve been playing video
games since my father brought home a home Pong system in 1974 (I
don’t remember
if it was a Coleco or Radio Shack Pong system, but it was definitely
one of the
two), and my obsession has gotten to the point where I’ve
worked in the video
game industry for almost ten years now. In other words, when I used the
word “obsession” in
the last sentence,
it really wasn’t much of an exaggeration. Much of my interest
in games centers on the early 80’s
emergence of home
systems (specifically the Atari 2600/5200, Intellivision &
Colecovision
systems, with a bit of Odyssey2 & 7800 stuff here). This time,
though, I just want to have some
goofy fun with the evolution of Pac Man.
Back
in the early days of the video game industry, 5 B.C.
(Before Crash), Namco released a little game called Puck Man on the
Japanese
public. Before
coming to America,
the
name was changed to Pac Man due to concerns over people defacing the
machines
so that the “P” in Puck Man was an
“F”. I’m
sure you can figure the rest out from
there… Anyway,
this is all information that anyone
could find on Wikipedia or any number of gaming sites.
What they DON’T tell you is what happened
after the arcades closed & the home consoles turned
off…
Behind the Pixels: Pac-Man
The
1970’s were the beginning of the consumer video game
industry, and the birth of the character based video game can be traced
to a
pizza parlor in 1978 Japan. Puck Man was conceived
here, and one year
later Namco witnessed the birth of the world’s most popular
video game, naming
it Puck
Man. Puck Man grew up like many
child stars, in
the public eye, and unfortunately, like many child stars, trouble was
on the
horizon. Namco, the
precocious little
game’s parent company, decided to bring their young progeny
to America
in 1980, changing his name like so many Ellis
Island immigrants from the early 20th
century. To better
fit in with American
culture, Puck Man was forever after to be known as Pac Man, and
that’s when his
famed rebelliousness truly came to light.
Fame
came easily to Pac Man, and seemingly overnight, he had
gone from being a “neat” video game to a world
phenomenon. The
young sprite was featured on everything
from t-shirts and lunchboxes to having his own cereal and a permanent
penthouse
suite at Caesar’s Palace in Las Vegas. It was almost impossible
to walk down the
street and not see something with Pac Man’s face staring back
at you. This was
his time to shine, but a tarnish was
already beginning to dull it… Pac Man had developed a drug
problem.
Mario: “Yeah,
those were the good old days. I
remember one particular
night; P.M, Double
D, Doodoo (Pac Man, Dig Dug, and Mr. Do. -ed.),
and myself were in Atlantic City snorting power
pellets off of a
new cocktail version of his game, when he just lost it.
You know all of those stories that you hear
about rock stars trashing hotel rooms? P.M.
outdid them. Couches,
one of
the end tables, and every towel in the room were thrown out the window,
and
just about everything else was broken somehow.
The only thing left untouched was that damn cocktail
version of his game
that we’d been snorting off of. He
didn’t care though—he was the biggest game star in
the world, rolling in money,
and he knew it. The
damage was pretty
bad, but P.M. just shrugged it off & said that it
didn’t matter to him-- he
had plenty of quarters to pay for it all.”
In
1981, Pac Man met the woman that he’d spend the rest of
his life with, but not until years later. Ms.
Pac Man came to America
from Japan
that year, and although many people thought that she was MRS. Pac Man,
that has
never been the case, even to this day. By
summer of that year, Ms. Pac Man was becoming a star in
her own
right, and Pac Man’s good fortune began to head south. People were flocking to
Ms. Pac Man’s
machines, and Pac Man himself was being slowly left out in the cold,
causing
him to become more & more reclusive as the year went on. By March of 1982, Pac Man
refused to leave
his Caesar’s Palace penthouse. There
is
a blank time here that not even Pac Man himself will talk about,
fueling
speculation that he suffered a nervous breakdown and was considering
suicide.
Ms. Pac Man: “I
couldn’t stand him. The
first time that we went out was a double
date with a couple of the robots from Berzerk-- I think it was Steve
&
Shelley. Anyway, we
went to a pretty
nice place, but Pac obviously didn’t want to be there. He kept looking at the
timer on the wall
& telling Steve that he had to get going by 11 because he had
some ‘thing’
to do with Donkey Kong. Finally
around
quarter of 11, Pac just disappears. Later
we found out that he had ducked out of one of the
emergency exits
on the side of the building to keep his appointment with Donkey Kong. We didn’t see
each other again for years
after that.”
The
Caesar’s Palace meltdown started a new, darker chapter
in Pac Man’s life, although it didn’t seem that way
to him. In May of
1982, he decided that his entire
life needed to change, and he left the video game industry. Joining Billy Idol on tour
for the rest of the
year, Pac Man’s every craving was satisfied, no matter how
deviant. His
addictive personality led him to
eventually collecting first aid kits and flags, but he refused to tell
anyone
why, and he very rarely shared them with the groupies that were so
plentiful on
the “White Wedding” tour.
Namco, on the other
hand, wanted Pac Man to star in another sequel to his original hit, but
he
refused, and the first of Pac Man’s many legal battles began. Having no other choice,
Namco hired a new Pac
Man for the upcoming Super Pac Man game. To
generate interest in the upcoming sequel, Namco courted
Richard Pryor
for a supporting role in the game, but he had already signed on for a
similar
role in the upcoming Superman III. Super
Pac Man was eventually released in 1982 with a recast Pac Man, but the
gaming
public would have none of it, and the game was a relative failure.
Dirk The Daring: “I
found Pac Man at the Long Beach Arena Billy
Idol concert, and I almost didn’t recognize
him—scraggly beard, half-lidded,
bloodshot eyes, nursing a bottle of Jack Daniels that he’d
stolen from one of
the opening band’s roadies. The
poor guy
was a mess. I
stayed backstage with
everyone until he passed out, then carried him out to my car &
straight to
rehab.”
In
1983, six months after leaving rehab, Pac Man was still
clean & sober, and was once again dating Ms. Pac Man. By the end of 1983, Jr. Pac Man came
into the world. Although Ms.
Pac Man had
another child from a
previous relationship (Baby Pac Man, born in 1982, is the son of Duane
Murphy,
Pac Man’s replacement in Super Pac Man), the four formed a
strong family bond
that translated well to their Saturday morning reality TV series
“Pac
Man.” The lone hold-out for the
show was Jr. Pac
Man, whom Pac Man didn’t want becoming a child star like he
had been. Baby Pac,
on the other hand, wasn’t Pac Man’s
natural child, and Mr. Murphy, the baby’s father, encouraged
the family to make
his son a star.
Pac
Man has led a clean life since his tumultuous 4th
year, and the future looks bright. Namco
now releases Pac Man games directly to home video game consoles instead
of the
arcade, but Pac Man, older & wiser, prefers it that way now.
Pac Man: “Would
I do it all over again? Yeah,
probably. I
mean, those years of partying in the 80’s
made me who I am today… well, that and extensive plastic
surgery. I’m
not ashamed to admit it: I’ve had some
work done. With all
that I’ve done in
the past 27 years, I think I’m doing OK.”
Stay
tuned for next month, when Behind The Pixels looks at
Donkey Kong’s bi-polar disorder.
This
is another issue that came together nicely. As you can
see, in addition to some of our regulars, we received contributions
from new authors. They weren't all game reviews either, some of our
contributors showed their creative side as well. If you would like to
submit an article for
the next issue, just contact Scott before December 20th. Anything is
welcome as long as you have a passion for what
you're writing about. Don't wait for my next plea for
contributions, go ahead and submit something anytime you are inspired.
See you next month!
Copyright
© 2006 Alan Hewston & Scott Jacobi. All
related copyrights and trademarks are acknowledged.