Retrogaming
Times
Monthly |
| Issue
#32 - January 2007 |
Hello
again, and welcome back. It's been a crazy month, so I'm
keeping the editorial short. The drama is over and the latest
generation of consoles have made their holiday season debut, and the
results have been surprising. But as a retrogamer, what I
have been focusing on has not been the on the shelf (although Zelda
Twilight Princess has been fantastic...), but rather what the companies
are offering online. Between the 360's Xbox Live Arcade, and
the Wii's Virtual Console, it looks like companies are finally starting
to take the retrogame market seriously, finding new and easier ways to
provide retro gaming experiences to the end user at affordable prices.
Even Sony is getting in the act, that is, if you consider the
first Playstation retro.
While many retrogamers feel that playing a game on anything other than
the platform that a game was originally developed for is not the way to
go, this is an easy and comfortable introduction to some of history's
greatest hits for a new potential retrogamers and casual
retrogamers alike. Each service has slightly
different perks. The virtual console has a near
inexaughstable library of Nintendo hits, along with several great Sega
Genesis and TurboGrafx-16 selections, not to mention a specially
created controller designed to work with the games (although the
Wiimote will suffice for NES games.) While I personally
prefer the Wii's selection, I have to say that the 360's achievment
point system is rather appealing. Having a merit system to
officially display your accomplishments to the world takes a classic
like Pac-Man and infuses it with socially motivated replayability.
While true retrogamers will always prefer the original to a
reproduction, I applaud Microsoft's and Nintendo's efforts to preserve
the game play of the past that served to establish the game play of
today. It will be interesting to keep an eye on these
services and see what games are added to the growing list of classics
that players can choose from. In our never ending search for
new authors, we here at RTM would certainly appreciate anyone who would
like to compare Live Arcade experiences to the original arcade, or to
provide Virtual Console recommendations for the uninitiated.
Let us know what you think of these services, and whether
they do the original games justice.
 |
| The Many
Faces of Bandits |
| by Alan
Hewston |
|
We continue our string of honoring titles that are now 25 years old -
in
the Many Faces of Bandits. This 1982 home computer game fits
the
“Death From Above” genre and was easily one of the
best early clones of
“Space Invaders” or
“Galaxian”. SI only made it onto Atari
systems
and Galaxians was delayed about 3 years so there was a void needing to
be
filled with no official arcade release. I’m pretty
sure that if you
get a chance to play this Apple ][ game by Sirius software,
you’ll be
impressed. If not, then this review may overwhelm you with
verbiage
in an attempt to do so. I figure that many of you have not
played
it, so I was very verbose this month. We’ll be sure
to cover a few
more Apple 2 firsts in 2007.
Once
loaded, the title & credits are raised up from the bottom of
the
screen by our little rocket, the one we employ throughout the
game.
An invader comes along and eats the Apple on the screen, leaving just
the
core. If you wait, the game will cycle through a full demo,
repeat
the intro and also display a screen depicting the enemies, their names
and point values. All of the action takes place on one
screen, but
first we see the Bandits’ mother ship – it moves
upwards and off the
screen, & then just the bottom portion of it is seen along the
top
left of the screen – the rest of the game. Each
round the enemies
deploy in a queue and then formations of them will be sent out, one
group
at a time. They maneuver quite a bit and drop bombs downward
&
eventually grab one or more of your “stores” from
the bottom right of the
screen. I call them stores – for lack of a better
term. Each
wave you begin with 5 stores to protect, losing them all ends the
game. Those stores which are not lost in the enemy
mothership, will
tally up as bonus points at the end of each round.
Here’s a
partial list of the stores (& their bonus values) from the C64
sequence. Note that they vary from version to
version.
Grape(100), Orange(100), Pear(200), Apple(300), Screw(300),
Cookie(400),
Banana(400).
I
believe the bonus remains fixed at 500 the rest of the game, and the
stores seem to be randomized at this point and include:
Submarine,
Key, Hammer, Truck, Pencil, Light Bulb, Roller Skate, Evergreen Tree,
Atari Joystick (my favorite), Television, Wedding Ring, Mug.
Other
stores from various systems also include: Dart, Straw, Plum, Lime, Blue
Berry, Scissors & a Bicycle. There are probably more,
regardless of what they are, this motivates you to make it to one more
round, to see the next one.
The
Bandits can move all about the screen whereas you (unlike the intro)
are confined to moving left or right along the bottom of the
screen. Each invader type makes their first appearance
in a different round. Here is the order, the
“Phalanx
type I” or II up to 18 per wave; the
“Menace”, the worst enemy, a
solitary but highly evasive and reappearing enemy; the floating
“Carriers” and their droppings the
“Nuisants” (or bouncing balls), and
the “Torrents”, long Centipede like formation with
bombs on each
segment. The Bandit gameplay is fully loaded, with an
unbelievable
amount of simultaneous on-screen action and creativity in attacks,
enemies, combinations, formations and hazards, unmatched by ANY home
game
from this era – save Robotron. The action gets
intense with
something to watch in nearly all parts of the screen. You
would
easily be overwhelmed with these enemies, especially the bouncing
balls,
were it not for your shields. When the going gets rough,
press
upwards on your stick to activate your shields. Without an
instruction manual, shields can be frustrating, and I may not have
absorbed it all – to pass on to you. Shields lie in
reserve (shown
on screen) in blocks that last about 5 seconds each. Each
activation causes 2 of your blocks to visibly drain, or about 10
seconds
worth or invulnerability. All blocks can then be re-charged,
but
the duration you wait varies from system to system. The C64
takes
the longest, at almost 20 seconds (plus this must be uninterrupted -
i.e.
cannot use shields) to restore just one, 5 second block.
Others
take <10 seconds per block. Time spent during the
tallying of
bonus points & between rounds also counts towards
re-charging.
Unfortunately shields can fail (before time is up), & portions
of
your reserves will instantly disappear (for no apparent reason). After
lots of meticulous play testing, the shields always cut off (mid block)
just as you hit the Menace – so watch out. And,
after multiple
contacts with the bouncing balls they may also cut off, and there may
be
some other reason why as well. Likewise, when many balls are
present, I’ve seen blocks instantly disappear – on
more than one
system. So, these could be a fluke, or nasty programming, or
a
feature of the software, but I know that this is not to be confused
with
simply running out of shield power. That is, once all shields
are
drained, you have no more and they never regenerate. Good
news is
that when you lose a life, the next ship comes fully charged with all
shields. The key to this game is to use shields only when
necessary, but better to use a shield than to die. Bandits
sits
near the top of my want list for home brew ports to the Atari 2600 (a
good challenge) or any other systems like the CV or 7800 hint, hint.
Arcade
None. First on the Apple ][ home computer – all by
Sirius
Software.
Apple
][ 1982 by Tony Ngo & Benny Ngo
Atari
8 bit computers 1982 by Tony Ngo & Benny Ngo
Commodore
64 1983 by Tony Ngo & Benny Ngo & Len Bertoni
Vic
20 1983 by unknown, but probably one of the above.
Home
Version Similarities - except those in < > all home
versions
have: the title and credits are lifted by a rocket
<Vic>; an
information page showing each of the enemies <Vic>; and
the demo
mode is full, but silent; you have an unlimited supply of ammo to fire
upwards; but only 3 (or 4) shots may be in action at once; a chance to
pause the game any time; a quick reset button to start a new game
<Atari 8 bit not so quick>; the game gradually introduces
more
enemies and difficulty; the action is non-stop <Atari 8 bit
noticeable
loading between every round> with only a brief break between
rounds,
with the tallying of bonus points & sometimes the restocking of
the
enemy Phalanx; the more stores you protect, the larger your end of
round
bonus; the bonus points per store saved starts at 100 and increases to
a
max of 500; unprotected, your stores will be captured and taken into
the
mothership by either the Phalanx or Torrents; if you shoot an enemy
carrying a store, it is instantly returned to your stash; the enemies
physically enter the mothership <C64> with the stores and
then
return to action; if you lose all of your lives or the mothership gets
all the stores then the game is over; you earn an extra ship at 10k and
every 5k thereafter; subsequent rounds increase in difficulty by adding
all enemy types and then combinations of enemies, hazards and attacks;
the behavior and attack formations of the Bandits are very random; up
to
18 Phalanx (the main enemies) will populate each round; a single
formation of 1 to 6 Phalanx will maneuver all about the screen as well
as
release up to 4 bombs or shots in your direction; these are both slow
& fast moving bombs, plus a very fast low angled shot from near
the
bottom corners; after the stores bonus reaches 500, the Phalanx can
send
out a second formation while the current formation is raiding
your
stores, thus the second formation acts as a shield to protect what they
stole (only verified on C64); the “Menace” is an
independent invader that
cries out when it arrives and again with every new dive run; there can
only be 1 Menace at a time, but it releases up to 3 bombs and can only
be
hit while it makes its weaving attack (dive) from the top of the
screen;
the Menace is semi invulnerable (cheats) as it can move discontinuously
from one spot to another dodging shots, or shots go right through it;
it
is always invulnerable & tiny during its ascent; as long there
is one
other bandit remaining, the Menace, as it’s name implies, can
return
again and again; the “Carriers” appear as 4 balls
on the ends of 2 rods
aligned 90 degrees to each other & drop off
“Nuisants” or deadly
balls that bounces towards you; hitting a Carrier will split it into
the
4 balls, which also fall and bounce toward you; Nuisants and balls
(assumed to be the same) will bounce at least 4 times (up to 6 on some
versions) before they disappear below the ground; bonus
points are
shown on-screen for each Nuisant; the final enemies are
“Torrents” which
come as 10 to 12 segments joined like the arcade game
Centipede;
Torrents weave across the screen, & downward, where at the
bottom
right they will grab your stores and follow the same escape route as
the
Phalanx – upward, then left to the mother ship’s
opening; each Torrent
segment has a bomb that it will drop, which upon impact, forms a
limited
duration, sizzling acid bath that spreads out a bit, then dries up and
vanishes; as is always the case, touching anything, such as a hazard
blocking your path, means death; unlike Centipede, when you destroy the
Torrents segments, they are gone, and the remaining segments continue
in
the predetermined path as if still joined; around the 18th
round, Torrents arrive as individuals (only verified on C64), appearing
every 5 second or so, and similar to the Menace, they keep on coming
until all other enemies are gone; up to 40 hazards/enemies [No kidding]
<Apple & Vic 20 (30+?)> can fill the screen
simultaneously; the
action is not even slowed down <Vic & Ap2>, and
all the while,
the screen is filled with dozens of colorful & twinkling stars,
scrolling along at different rates; if you lose a life, your next ship
is
immediately activated, often causing you to die shortly thereafter, or
if
you are lucky your shields can save you; or worse, you die again
(double-death) before you can even move, fire or activate a shield;
your
lives remaining, the score, and high score are all shown on-screen;
there
are several sound effects during the game for; the rocket in the intro
<Vic & 64>; firing your missiles; hitting the
enemy
<Vic>; the enemies dropping bombs; you getting hit;
activating your
shields <Vic & 64>; the Menace starting a dive;
enemy ball(s)
released <Ap2 & Vic>; balls bouncing
<Vic>; Torrents
dropping bombs; bonus tallying of stores; end of round; end of game.
All
versions are highly addictive with good randomness, a nice
progression of difficulty, great creativity in combinations of enemies
and attacks each round, plus bonus lives that are just within reach to
keep a good game going – which keeps you wanting one more try
to get to
the next harder round. I did penalize the Addictiveness of
all
versions, a little bit for lacking an on-screen display of the round
number, even more for the above noted problems using the shields and
even
worse for the double deaths. Without these setbacks,
we’d be seeing
some 10s. Likewise, I wanted to give all versions a 10 in
Gameplay,
as a 9 seems to low for a game so packed with action, complexity and
depth. I wrestled with this, but my past reviews demand that
there
be at least some gameplay options, and there are none here.
No
chance to practice a specific round, or change any setting or options
or
to set a greater or lesser difficulty. On all versions, there
is no
musical score and there are no sound effects for: starting the next
life;
the stores being stolen; or when stores are reclaimed.
Have
Nots: Apple ][ (40)
|
| Screenshot
from apple2games.com |
My first
reaction was disappointment that my version only permits
keyboard control. I’m unsure if a joystick option
exists, so for a
keyboard I scored the Controls an (8) as they are hard to use &
imprecise. The space bar works good for firing, but the
“S” key is
not a good choice to activate shields – it is not easy to be
instantaneous – and you need to be, especially during rapid
fire.
The cursor keys are great for moving L & R, but the movements
are
programmed as discrete chunks, not continuous digital movement
– really
limiting your precision. Not to mention a buffer is used to
store
multiple movement commands, which when occurring during a graphics slow
down, pretty much takes away any remaining control. The
Gameplay is
well-done and despite minor differences on every version, there is
nothing significant missing from any versions so all versions scored a
(9). The original is the most different – well OK,
only in 2 or 3
ways. First, the shields operate only in 5 second chunks
which will
take some getting use to. 5 sec is not enough time to make a
run
from one side of the screen to other, or to break up all the bouncing
balls in one pass. So, you’ll be fighting to find
and press the
darn “S” button even more often here, whereas it is
second nature to
press upwards on a joystick. I suppose this is more of a
controls
and addictiveness setback anyhow. Second is that here
(& the
Atari) you can fire too rapidly, which makes preventing the Bandits
from
carrying off your stores too easy – reducing the
skill/strategy element
here. It appears that the max on-screen objects is around 30,
but I
did not find time to videotape & count. The
Addictiveness is
superb (9) and the pause is the <ESC>. There
are some
collision detection problems (the Menace is awful) & despite no
reset
button, it’s easy to quickly lose your remaining lives to
restart a new
game. Despite disk access every round, it is always very
brief
& does not detract. Graphics are sharp (8) with good
details,
title screen, full demo, color variety, graphics variety, multi-colored
ship, enemies, fruits, star field & backgrounds. There is some
animation and OK displays, but there is also the action slow
down.
Even so, not many games have 30+ objects in motion
simultaneously. Sound is good (6) and most of the
effects are
in place as noted above in the similarities section. The AP2
&
Atari also provide an audio effect when you try to use, but have
depleted
your shields. I did deduct some for the similar sounding and
limited internal speakers. This game is found only on disk
&
originals are hard to find & unfortunately, there may not be a
working ROM image online for emulation.
Bronze
Medal: Vic 20 (42)
My
first reaction was how cool there’s at least 1 version on
cart.
Too bad this one is semi rare, so it may cost you $20. The
Gameplay
is superb (9) and all the action is here. Like the Apple, it
appears that the max number of on-screen objects is around
30. This
one seemed to have the best randomness & sequence of showing
many
rounds via the demo mode. Note the Nuisants bounce slowly
&
unusually high. The Addictiveness is great (9) with the
<R/S>
as the pause. There are some collision detection problems here too, as
well as the action slowing. Quickly reset via
<Restore>. The Graphics are very good (7) with
loads of
on-screen action, although slightly limited in number. The
best
features are the full demo, multi-colored star field and backgrounds.
The
details, color variety, and graphics variety are a bit lacking, but the
displays and shields are good. There is no animation, no
title
screen or attract mode and not much multi-color. The Sound is
very
good (7) with most of the effects in place as noted above in the
similarities section. Controls are perfect (10) and not
affected by
the graphics slow down.
Silver
Medal: Atari 8 (43)
|
| Screenshot
from atari.fandal.cz |
My
first reaction was how cool to see the intro, where the Apple, when
eaten, reveals the Atari logo inside. The Gameplay is superb
(9)
and all the action is here. Like the AP2,
you
can fire shots much too quickly. The Addictiveness is
enjoyable
(8) where <all keys> toggle the pause. There are some
collision
detection problems here too, and no way to quickly reset the
game.
Actually one of the function buttons does, but like every aspect of
this
game, you must wait for the disk drive (every round and any time the
screen needs to change). Every game will take longer to play
on
this version not too mention the added wear & tear on your
drive. For this delay, I subtracted 1 point, but you may be
even
more critical. Graphics are very nice (8) with a title
screen,
attract mode, demo mode, plus loads of on-screen action (40+ objects
simultaneously). There are good details, multi-colored ship,
enemies, fruits, star field & backgrounds. There is some
animation
& the color variety, displays & graphic variety are
OK.
Sound is impressive (8), easily the best version, with all the effects
listed above (& sounding good), plus more. They are .
. . when
the enemies arrive, when they start a formation, when shields
regenerate
to full and when drained/empty, when the stores enter the mother ship
and
when you earn a bonus life. Best of all is the unique
sizzling
effect when the Torrent’s bombs/acid is active.
Controls are
perfect (10). Only available on disk.
Gold
Medal: Commodore 64 (44)
|
| Screenshot
from Lemon64.com |
My first
reaction was neat to see the words GAME OVER spelled out in
cursive. The Gameplay is superb (9) and all the action is
here. The Addictiveness is fantastic (9) where
<R/S> toggles
the pause and <Restore> to restart. There are
some collision
detection problems here too. Graphics are outstanding (9)
just a
bit better than the Atari, with a title screen, attract mode, demo
mode,
plus loads of on-screen action (40+ objects simultaneously).
There
are very good details, and good color variety, graphics variety,
multi-colored ship, enemies, fruits, star field & backgrounds.
There
is some animation & displays are OK. The Sound is
very good (7)
with most of the effects in place as noted above in the similarities
section. Controls are perfect (10). Only available
on
disk.
Acknowledgements,
Updates and Errata since last month.
Apple
2 playing Bandits – Darn - I died by a stray bullet after
completing a round, the bonus points were just about to tally up (which
would have earned another bonus life) , but it was my final life and
the
game ended without giving me that extra life.
New
staff writer Don Lee has already helped some with Apple ][ reviews
and noted that in a recent review, Apple ][ Tapper, the left and right
keys are assigned as <L> and <;>.
Many
thanks to Apple ][ fan Sir Thomas McLaren for his enthusiastic
support of the Apple ][ hardware, software and controllers.
Come
back next month: where we plan to cover another Apple 2
first,
with the Many Faces of “Serpentine” on these same 4
systems.
Contact Alan at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Over
two years ago in my first RTM article
I took a look at Super Sprint, which is still to this day one of my
favorite
arcade to NES conversions. A very similar game, released
almost five
years later, is Danny Sullivan's Indy Heat. The successor to
Ivan
"Ironman" Stewart's Super Off Road released two years earlier, Indy
Heat
replaced off road trucks with high speed Indy cars. The
result is
a game that comes back to the genre's roots, fast and furious open
wheel
racing, while enhancing the overall experience with more
realism.
While Danny Sullivan's Indy Heat would never become as popular as Super
Off Road, it was always the game I preferred to play between the
two.
Up to three drivers compete at fourteen different circuits with a total
of five cars on the track at all times. Non player cars are
drones
and the yellow car is a force to be reckoned with, as it's driven by
Danny
Sullivan and has some decent artificial intelligence. At the
start
of the game each player enters their initials and selects a driver they
would like to play as. This information is retained for the
game's
ranking system so it's possible to build your stats and lap records
over
many visits to an arcade. After each race prize money is
awarded
that can be used to purchase upgrades for your car and team.
A year
after the arcade release an NES version began to appear on store
shelves,
developed by Rare and published by Tradewest.
The NES
version of Indy Heat was released
around the same time as Nintendo's NES Four Score and NES Satellite
four
player adapters. Both these devices allowed up to four NES
control
pads to be connected to the control deck at the same time for
simultaneous
four player game play. To take maximum advantage of this, the
NES
version of Indy Heat supports four players over the arcade original's
three.
Non player cars are still cycled in as drones and Danny Sullivan is
still
at the wheel of the yellow car. Steering controls are
remapped to
left and right on the directional pad and control is silky
smooth.
The A Button controls acceleration, lifting off of it applies the
brakes.
The B Button is used to give your car a turbo boost granted that you
have
turbos remaining. Although the NES version features player
registration
just like in the arcade, this information is not retained once the
power
is turned off or the NES is reset.

Without
a doubt the largest obstacle a
port of this game has to overcome is graphic detail. The
arcade version
of Danny Sullivan's Indy Heat as the most lavishly detailed and
colorful
non laserdisc game that Leland ever manufactured. While their
layouts
may have been slightly different, the circuits really did suit their
real-life
counterparts properly in terms of location theming. One can
tell
a lot of care went into the graphic design of each venue to attempt to
capture as much of the grand prix atmosphere as possible.
There is
no possible way this level of detail could have been translated onto
the
NES hardware, so it shouldn't be expected. What can be
expected,
and is delivered, is a recreation of the same over all circuit
layout.
Sure it's not as detailed but most of the key visual elements of each
circuit
and the surrounding areas are present in the NES version. It
looks
a little bare bones but all the important stuff is there.
Most of
the circuits from the arcade make the transfer over to the NES but the
ones that do are renamed. For instance Vancouver is now
Western Canada
and Long Beach is now Southern California. In all, there are
eight
different circuits in the NES version, six less than the arcade
original,
but the ones included offer a good balance of fun and challenge.
Prize
money is accumulated in the same
way as it was in the arcade and is spent on the same upgrades: Turbos
(more
turbo boost), Brakes (faster stopping when off the accelerator), Tires
(quicker turning speed and less sliding), Crew (faster pit stops), MPG
(improves fuel consumption for longer runs between pit stops), Engine
(improved
acceleration), and Danny's Choice (Danny Sullivan purchases the most
even
assortment of upgrades you can afford). Sound effects are the
same
as they were in the arcade however the sparse speech that the arcade
game
featured is not present. Music is about the same as well with
lazy
little audio tracks playing in the background throughout the game.
While
it may not seem like a stellar conversion
it does bring the core of the game into the home. For this
title
to truly shine it needs to be played with four players. Danny
Sullivan's
Indy Heat and Nintendo World Cup are the reasons I use my NES Four
Score
and NES Satellite. It's very easy to spend more than a few
hours
with friends playing this game and I honestly enjoy it more than the
arcade
original for one simple reason. In the arcade you could keep
feeding
the machine quarters to build a bankroll to purchase all the upgrades
right
from the start. This is something that can't be done on the
NES,
so there's a lot more challenge in building up your stats properly and
it adds a lot of strategy to the game. Any fan of Super
Sprint or
Super Off Road would love this natural progression of this type of
racing
game, in the arcade or at home on the NES.
"InsaneDavid"
also runs a slowly growing
gaming site at http://www.classicplastic.net/dvgi
Welcome to the second installment of the Apple II Incider column here in Retrogaming Times Monthly (RTM). Hope everyone had a safe and sane holiday/Christmas/New Year season.
After submitting my first column to Scott, I thought about how I wanted to proceed with the column. While I am sure my gaming memories would be interesting, it might be awfully boring to see the same thing month after month.
I decied that While I will continue on with some more gaming memories this month, down the line, I hope to talk about other aspects of the Apple II beyond games. Just like other retro systems, the Apple II has a great history that deserves to discussed. I hope this is of interest to readers.
Continuing on with more gaming memories this month, let's look at a subset of games that could be best called edutainment. In the early to mid 80's, Apple pushed the Apple II's (primarily the Apple IIe) into schools around the country. With the huge base of computers throughout the country, it was inevitable that programs to educate and entertain kids would crop up.
The following are some good educational/entertainment games that I enjoyed in my youth.
Mastertype - Lightning Software
This was the first educational/entertainment title I recall playing after my parents bought our Apple IIe. The version I have is the original that was produced by Lightning Software. From the pictures I have seen online, it appears that Mastertype was acquired by Scarborough System later on.
What can you say about this typing tutor program which may have been one for the first ever? I guess I could say that since I fairly young when I played this (maybe 9 or 10 years old), I never thought of this as a typing tutor but more of a standard game. The graphics and sound may be primative now, but I thought they were fairly good for the time.
I don't recally going to the more advanced levels when I originally had Mastertype. I tried some of the higher levels on an Apple II emulator as I wrote this. Even today, with a ton of experience typing, the game is still a challenge and would give some other typists a good run for their money.
Lemonade Stand - Apple
According to stuff I read online, Apple included this game with Apple II computers throughout the 80's. Unfortunately, I guess I wasn't one of those who knew about it so I never played the game when I first got my Apple IIe.
However, fate would intervene as I was introduced to the game when I got to middle school. The game was fun but evoked a lot of giggles from my middle school classmates at the time. Many of them had Commodore 64's at the time and they got a laugh out of the primative graphics and sound that were part of the game. What could you say? The game was produced back around 1979 using the Apple II's low resolution graphics mode and sound has never been an Apple II strength.
Even though everything about the game seems primative these days, the business concepts the game tries to teach is solid. Knowing your customers and knowing your business environment is essential to any business person. Some dot-comers could have probably used that lesson. Having gotten a chance to play the game again via emulator recently, Lemonade Stand brought back good memories of those good old days.
Where in the World is Carmen Sandiego - Broderbund
Originally released in 1985, Where in the World is Carmen Sandiego was a huge hit that has spawned numerous sequeals and even spinoff TV shows. The premise of the game was to track down a thief who had stolen a valuable artifact or item. The user was dropped into the city where the item was originally located. The user was expected to investigate and gather clues in the city to where the thief's next possible destination might be. Included items (I belive an Atlas or some other information type book) were included in the game package to help your investigation. If you tracked the thief's tracks correctly, you would eventually catch up and arrest them. Otherwise, you would run out time and the thief would get away. There was an ending to the game as you would eventually have to track down Carmen Sandiego herself.
I forget how I was introduced to the game but this was definitely a great game and educational tool at the same time. For an older generation game, the user interface was simple enough that even really young kids could play the game. Like both programs above, I never really thought of this as an educational program. I was so enamored in tracking down Carmen Sandiego's henchman (and later Carmen Sandiego herself) that I never realized I was learning at the same time.
Now, if you asked me now to recite what I learned from the game, I probably couldn't tell you. However, I recalled spending many hours at the game and was happy to finally catch Carmen Sandiego at the end.
1986 started
off like any other year for the Famicom, but Nintendo was facing a
slight problem. They could not manufacture enough chips for
their products. There was a general shortage of silicon at
the time, and it was becoming extremely expensive to produce cartridges
for the system, which was cutting in to their profits. So
Nintendo created a plan B and designed the Famicom Disk System.
The FDS sat beneath the Famicom and plugged in to the
Famicom's bottom expansion port. It accepted slightly
modified 3.5" diskettes. Games loaded in to the system's
memory from the disk, and players would occasionally be prompted to
flip the disk over to the other side. There was also a small
writable space where games could be saved. There was only one
small problem with the FDS; the games were extremely easy to pirate.
And as soon as silicon returned in abundant supply, Nintendo
dropped support for the disk format, but that wouldn't take place for
roughly three years, making the FDS a mainstay for quite some time.
As part of the FDS's launch, Nintendo released a handful of
games that had already been released in cartridge format, but they also
release a game that would propel Nintendo's success, The Legend of
Zelda.
Twinbee
released
by Konami on January 4th, 1986.
Compared to Gradius, Twinbee is a very light hearted shooter.
Twinbee is supposed to represent a sentient air craft with
boxing gloves for hands. With a nod to Xevious, Twinbee flies
over vertically scrolling terrain and is capable of firing upwards
through the air, or bombing targets on the ground. Unlike
Xevious, the ground crosshairs only appear once a bomb has been
launched. Ground targets can be bombed to reveal items that
grant bonus points. Twinbee needs his arm to throw bombs, and
if he is hit by an enemy's bullet, he loses them. An arm
recovery item will appear only once after Twinbee loses his arms and
must be picked up to regain bomb throwing power. Twinbee can
power up in several fashions, such as increased speed, and trailing
shadow images which increase fire power, but you have to work for it.
As the level scrolls by, clouds appear on the screen.
If you fire in to them, you may dislodge a bell.
Bells are ordinarily yellow in color, and if you pick them up
when they're yellow, you will be awarded an increasing number of bonus
points if you never miss one. But if you continue to shoot at
the bell, bouncing it back in to the air in the process, it may change
color. Picking the bell up when it's a different color grants
you a particular power up. The enemies are humorous and range
from something as benign as vegetables, to something goofy such as
toilet seat covers. The bosses take quite a bit of patience
to defeat, and being powered up helps substantially.
Son
Son released by
Capcom on February 8th, 1986.
Son Son is Capcom's cartoonish representation of the famous Chinese
tale known as the "Journey to the West" (which Dragon Ball Z was also
slightly based upon.) Ported to the Famicom from the arcade
game, player 1 controls Son Son, the magical staff wielding monkey,
while player 2 controls the pitchfork firing pig Ton Ton (2 players
play simultaneously.) Both players simply use their weapons
like guns. The screen scrolls horizontally automatically at a
constant speed, stopping occasionally for mid-boss fights.
Son Son (and Ton Ton) can jump up or down to any level of
ground, and some of the enemies have the same ability.
Enemies typically appear in waves of groups, and the game
grants bonus points for destroying an entire pack of them before they
scroll off the screen. Enemies come at you in every
direction, so no one position is safe. The stages blend in to
one another, so there is no break in the action. The ground
is littered with bonus point items, and some will only appear if Son
Son walks over the ground where they are buried. A power item
can transform enemies in to point items, so use it when there are a lot
of enemies present on the screen. Mid bosses usually take the
form of three floating warriors, whose shields must first be destroyed
before they can be dispatched. This is a particularly fun
early Capcom title.
 |
 |
| Twinbee |
Son Son |
Goonies released
by Konami on February 21st, 1986.
I have no doubt that many RTM readers will remember Goonies II for the
NES, and remember it fondly. It was a rather well made
adventure game, and it left many players wondering, "Why Goonies II?
Where was the first Goonies?" Until I knew about
this game, I always through Konami was trying to write the sequel to
the original movie. Now I know that there actually was a
Goonies 1, but it was never released in the U.S. Playing the
original gives you a feel for how several of the concepts in Goonies II
originated. Goonies is more linear than Goonies II, with each
kid's rescue taking place on a given stage, and each stages
must be completed in order to advance (although hidden warps exist,
allowing players to bypass certain stages). Enemies such as
rats and mobsters are your primary source of weapons, but special
items, such as diamonds or power ups, can only be discovered by knowing
the trick to make them appear in each stage. For example, in
the first stage, you must kick the air where they should appear.
Collecting eight diamonds refills your life meter.
Doors must be bombed in order to find the one Goonie and
three keys necessary to complete each stage within the given time
limit. Goonies one is much simpler, obviously, than the
sequel, but it's quite enjoyable trying to discover all of the hidden
items that each stage hold
Baseball
released
by Nintendo for the Famicom Disk System on February 21st, 1986.
Tennis
released
by Nintendo for the Famicom Disk System on February 21st, 1986.
Soccer
released
by Nintendo for the Famicom Disk System on February 21st, 1986.
Golf released by Nintendo for
the Famicom Disk System on February 21st, 1986.
At
this point, I get to cheat a little and remind you that I already
covered these games in previous RTM issues, So I won't be diving in to
a detailed review of these games. Sufficed to say, along with
the two games mentioned below, Nintendo saw fit to launch the Famicom
Disk System with a plethora of sports titles, in a manner not unlike
the very recent launch of the Wii, which contained the Wii Sports
title. All of these games are good in their own right,
although they would go on to be outdone in almost every respect by
other third party publishers. But FDS disks were much cheaper
than regular Famicom cartridges, so this afforded some players the
opportunity to buy particular sports titles that they may have
otherwise passed up in cartridge format.
 |
 |
| Goonies |
Baseball |
Super
Mario Bros. released
by Nintendo for the Famicom Disk System on February 21st, 1986.
In the rare and unlikely event that a
Famicom owner in Japan did not
own Super Mario Bros., the Famicom Disk System provided owners with
another opportunity to purchase the game at a cheaper price.
Although
I'm not sure why, it is possible that some people bought both versions,
but this seems kind of unpractical since nothing changed in the disk
version of the game except for the addition of loading time.
Regardless, Super Mario Bros. was Nintendo's best seller so
it was
probably a smart move to introduce a new peripheral with a strong
title. But it was the next title released for the FDS that
would prove
to be even stronger.
The
Legend of Zelda
released by Nintendo on February 21st, 1986.
Released in the U.S. on August 22nd, 1987.
The
Legend of Zelda needs no introduction, with it's award winning on-going
series continuing to this day. As far as launch titles go, it
doesn't
get much better than this. Releasing the game on disk format
was what
really allowed the design of Zelda to permit game saving. The
decision
to include battery backed-up memory on the U.S. and European cartridges
was a technological hurdle that had to be overcome in order to release
the game in territories where the FDS did not exist (other games, like
Metroid and Kid Icarus opted for a password system.) The
Legend of
Zelda was, in many ways, a representation of Shigeru Miyamoto's cave
exploring youth in digital format. It was his memories of the
feelings
and sensations of exploring unknown caves and fields that inspired him
with the design of this ground breaking game. For its time,
the sheer
size of the game seemed quite daunting, but the escalation of Link's
power, through the discovery of a large inventory of tools and weapons,
empowered players to explore territory with increasing danger.
Even
today, this game still holds a special appeal, selling quite well on
the Wii's Virtual Console, allowing it to coexist with its most recent
retelling of the story, The Twilight Princess. One
significant
difference between the Japanese version of the game and the American
version, involves the use of the microphone contained in the control
pad of the Famicom, which was used to defeat the Pol's Voice monster of
the game by blowing or shouting in to the mic.
 |
 |
| Super Mario Bros. |
Legend
of Zelda |
How much is your collection worth? Have you ever wondered about how
much your collection or individual pieces are really worth?
I recently sold off my NES collection and discovered that it was worth
$2616 (Australian Dollars that is). Well, at least that is what I got
by the time I sold off certain rare items privately and put the rest up
on a series of ebay auctions. But is that really what my NES collection
was worth?
The $2616 is what I received from a heap of interested buyers, but it
doesn’t take into consideration the hours and hours and hours
I have spent over the last 8 years collecting NES games and hardware.
It doesn’t take into consideration the freezing cold mornings
I spent trudging around garage sales and out-door markets. It
doesn’t take into consideration the vast tanks of fuel that I
used up driving around to those garage sales, markets and second hand
stores. It certainly doesn’t take into consideration the way
I have constantly had to bluff and manipulate and generally suck up to
my wife every time I arrive home with yet another box full of
“old computer game junk”.
All of this is just part of the reason why you simply can’t
put a real price on our video game collections. The price can never
accurately take into consideration the time spent accumulating the
collection. More importantly, the price can never take into
consideration the sentimental value of your most precious items.
Out of my reasonably large collection of classic video games, there are
two items that I consider the most “valuable”. The
first is my Commodore SX64 colour portable in absolute mint condition.
In actual dollar terms it is very valuable. It is a very rare item that
is highly sought after by collectors. But what makes it even more
valuable to me is that I had desired an SX64 for years and years, ever
since I first saw one in a computer magazine when I was just a
teenager. At the time, the Commodore 64 was the ultimate gaming
machine. So when I saw a fully portable Commodore 64, I just about wet
my pants. And then when I saw the price, I think I did wet my pants.
The price put it right out of my reach, but it remained my dream item
for years to come. Fast forward about 20 years and I was finally able
to acquire my very own Commodore SX64. My dream had come true and the
SX64 takes pride of place in my collection.
But the most valuable item in my collection is a Commodore Vic 20 that
doesn’t work and has three missing keys. I have 11 Vic 20
consoles that all work perfectly, so what makes this broken one so
valuable? It is the very first computer or console that I ever owned.
My Dad bought for me in 1983, and it kept me company though all of high
school. I even learnt to program my own games on it. I used this Vic 20
a few times a week from 1983 until it finally gave up the ghost in
1999. Even though it no longer works, I just cannot throw it out. It
just has too many great memories. To someone else it is worth nothing.
To my it is the most valuable item in my whole collection.
So how much is your collection worth? What are the most valuable items
in your collection? What makes those items so valuable to you? I
guarantee the actual value is far more than you would ever fetch on
ebay!
Retrogaming
Fan Fiction: The Story
of Gyruss aka "From Neptune to Earth"
One
of our former Retrogaming Times Staff Writers, Jim Krych is a co-author
of a fictional novel based upon the arcade game Gyruss. The
book is now in print, and while I have only read the first few
chapters, I can tell you that it is a unique book, with an approach to
science fiction from a realistic military perspective - somewhat like
how the new Battlestar Galactica series is on TV. I cannot
say that it is for all readers, (and not the young) but it is a very
in-depth look at an interesting storyline for the arcade game
"Gyruss". If you like Gyruss, than give this one a
look. Here are the details.
It
is available now at Good Deal games and J2FGames
http://www.gooddealgames.com
& www.j2games.com
-----
ONLY $9.99 ------ 300 Pages - 51/2 x 81/4
by
David Cuciz, James Krych and Michael Thomasson
From
Neptune to Earth
Inspired
by the classic arcade game Gyruss, this military science-fiction book
tells the tale of the thirteen Outer Colonies joining together and
fight a bloody war to free the Earth from a ruthless and cruel
enemy.This is the story of a single squadron during the Ideoclan
War. Journey with them as they first meet during a "Call to
Arms", become hardened veterans through exhausting campaigns, lose
friends in battle, re-gain their edge, and in the process help win
precious freedom for the Earth and eventual independence for their
Colonies.
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That's all for this month. We hope
you had a happy holiday and a safe and happy New Year.
Perhaps Santa left you a bit of retrogaming goodness.
If so, please tell us about it. See you next month!
Copyright
© 2006 Alan Hewston & Scott Jacobi. All
related copyrights and trademarks are acknowledged.