Short
but sweet this month. I wanted to announce and brand new
member of the RTM announcement team. Please welcome Video Game Evolution, or VGEvo
for short. Do the names Trickman Terry and Sushi X mean
anything to you? Well they should. Anyone who read
gaming magazines in the late 80s, early 90s surely picked up an
Electronic Gaming Monthly or two with there signature reviews and
previews. Well, EGM may have gone the way of "teh suck," but
if you think Trickman and Sushi are out of the game, you'd be dead
wrong. They are back in action, and launched VGEvo
on June 9th of 2007.
What
is VGEvo? Basically, it’s a hub for all things video games from the
beginning to now. They are a gaming portal that houses a
plethora of information; sort of a one-stop shop for gaming where
people can come in, look around and branch out from there. Through
cross communities, promotion and social networking, their goal is to do
everything they can to help drive traffic to the best gaming has to
offer. The site sports forums, a chatbox, user blogs, in-house
articles, photo albums, contests, flash arcade, news feeds,
classifieds, gaming clans, and their own VGEvo podcast network. They
are
constantly adding features and are expanding with new users signing
up every day.
As different as Build Your Own
Arcade Controls is from Atari
Age, VGEvo offers yet another dimension of video
game fandom to our readers, and I invite you to check them out.
The second bit of news I have comes from a reader who I seem
to have inspired. Taking a cue from NES Realm, RTM reader Eli
has started Chrontendo,
a blog that contains video episodes that review NES games as they
appeared in chronological order. Now not only can you find
out about all of the Famicom and NES games that were ever made, you can
see them in action! I haven't gotten through every one of
Eli's episodes yet (I intend to!), but the ones I've seen so far as
well done, and you can see an evolution in Eli's process as each video
continues to improve in quality.
So when you're all done reading this months issue (and not a moment
sooner!) please check out both of these sites to continue your retro
gaming thirst quenching. Enjoy the issue!
The Many
Faces of . . . Load Runner
by Alan
Hewston
I'm
back again, after a much needed break. We "dig" into yet another year,
and we'll continue with our 25th anniversary tributes, and begin with
probably the best multi-faced game that we have yet to cover from 1983
- the many faces of "Lode Runner". Surely you have heard of
this home computer classic, and even if you've not played it on a
classic computer, you may have played a sequel, or subsequent sequel .
. . or a modern or online version. Regardless the gameplay of
this platformer and most of its offspring are similar and should bring
back fond memories for many computer enthusiasts from that
era. Your mission, use your drilling tool to dig holes to
avoid the enemies and collect all the treasures. From here
on, I'll refer to the treasures as prizes, and to drill as to
dig. Once all prizes are collected you must still escape
(make it to the top of the screen) to play the next puzzling
level. If you failed, you started each level fresh from the
top. Some prizes will take some planning, or must be the
final one collected, or simply be hard to reach. Some can be
reachable only by your enemies – so make them do the work for
you.
After a couple of go-a-rounds in the game's development, Broderbund
finally agreed to buy the game from programmer Doug Smith, but only
with the condition that it contained 150 levels. And they
wanted them done - like yesterday. The creative solution Doug
came up with, to quickly secure this deal was to give his friends and
neighbors a copy of the game on disk, complete with an editing tool to
create their own levels. He promised to compensate them for
each "good" level that they created and the rest is history as it went
on to win numerous awards in 1983. I am sure that having an
unheard of (at that time) 150 levels, plus the editing tool as part of
the software package were instrumental in winning these awards and
making this a favorite game of many players. For quite a
while, many called this action/puzzle game the greatest home computer
game of all time.
Besides the numerous levels and the awesome level editor tool,
(Wickipedia notes it as the first of its kind), some of the great
elements that Smith included were during-the-game options to add lives
or advance to different levels, the ability to abort a life when you
were stuck (again, probably the 1st game to do this too), and of
course, you always had an unlimited amount of time to solve each
level. You could pause any time as well.
The action also pauses prior to the start of each level, where your
icon flashes until you move. There was no luck factor or
randomness to any level – it was all skill and puzzle solving
combined. That is, each level's layout was always the same,
brick by brick, including the starting locations of you, the enemies
and prizes. The movements of the Bungling Empire Guards,
hereafter called enemies, was completely a reaction, based upon where
you were on the screen. The only thing random was the location of where
the enemies would regenerate (always near the top of the screen) after
you temporarily bricked them. All of these ingredients make
this one of the most addictive classic "joystick" era games ever, and
then, throw in the editor tool to create your own unlimited levels . .
. then to quote Spinal Tap "this one goes to 11"
The original boxes note that included is a "game generator", which is
not quite true. You'll also see this referred to as a "level
editor", which is also not quite true. OK I am being anal
here as it is technically a "level generator" as you can only create a
level from scratch, or edit one already created. It was not
possible to directly edit an existing level, but you could play any
level and then block by block meticulously copy the information to
graph paper, use that to create the level and then play test it until
you were satisfied. I did this for many of the Championship
Lode Runner levels. Here are all ten possible choices for
each of the 28x16 spaces on the screen: 0) empty, 1) diggable brick, 2)
solid brick, 3) ladder, 4) rope, 5) false brick (trap), 6) end of level
ladder, 7) prize, 8) enemy) 9) you. The great news is that
anyone could make these levels since no special software skills were
needed. Discovering any or all the hidden trap(s) in an
official level could take you a couple tries. As for calling
it a "game generator", one could package a bunch of levels on a disk
and thus it is another "game". But it is clearly not a game
generator such as was released a few years later "Activision's Game
Maker". Die hard fans would share home made Lode Runner
levels within user groups, to fellow hackers, or upload to bulletin
boards and potentially make their way around the
world. Even causal fans, such as the gang on my
college dorm floor got into it and created levels for me (us) to
play. I forgot the details but Broderbund sponsored a
competition for making levels, and took submissions on disk (or maybe
graph paper too) from any platform. This led to the 50 best
(toughest and/or creative) levels that were released in the 1984
sequel, Championship Lode Runner for the Apple 2, Atari and C64 (and
maybe more) home computers. In addition to more sequels,
there were plus public domain tools, such as the “Atari Lode
Runner Utility Disk” by enthusiast Darryl May.
Broderbund used creative marketing to combining the enemies from
Choplifter, Lode Runner and Raid on Bungeling Bay to be from the
fictional Bungeling Empire.
Lode Runner and its sequels are somewhat well documented online, and
I’m going on too long here anyhow, so visit:
www.geocities.com/SoHo/Exhibit/2762/loderunner/main.htm
www.loderunner.home.insightbb.com/
And of course read about Lode Runner’s beginnings as
“Kong” on Wickipedia.
We can probably thank Doug for making the "Kong" ROM available for AP2
emulation.
But wait, there's more . . . nowadays there's even YouTube
videos of players solving Lode Runner levels. And of course,
Lode Runner was so popular it made to the Arcade.
The Arcade
port obviously needed to add a timer – courtesy of KLOV.com
Arcade
– 1984 by Irem, who developed different arcade versions of
Lode Runner. Most of the levels consisted of the original 150 levels
distributed among the various arcade versions, while some levels were
entirely original.
Many screenshots can be found at:
www.mobygames.com/game/lode-runner/screenshots
Although I think the Atari 8 bit screenshots are from some other system.
Lode Runner At Home:
Original version: Apple ][ by Doug Smith 1983 for Broderbund
Atari 8 bit computer by Doug Smith 1983 Broderbund disk [rarity 7]
Broderbund cart version [not released]
Atari XE: later cart release using same code by Chuck Peavey 1987 Atari
[rarity 4]
Vic 20 by Mike Wise 1983 cart by Broderbund [rarity 5]
C64 by Dane Bigham 1983 disk by Broderbund [rarity unknown 4?]
Broderbund 1983 cart version (modified from disk) [rarity 3]
Rumor Mill: TI-99, Atari 5200 & 7800 Broderbund ads -
just before the crash.
Not Quite: Colecovision - an unofficial port of the Sega
SG-1000 was recently converted to the CV by Steve
Bégin. If I find the ROM, I'll review this one
some time.
Not covered here - as I do not have these systems:
(Usually I research these more to add more meat, but this article is
too large already)
Amstrad CPC 1989 with a lot of guys reportedly named "Doug" in the
credits.
MSX 1983 Sony/Prosoft/Broderbund
Sinclair Spectrum 1984 double cassette by Broderbund/Domark by Ian
Morrison, David J. Anderson. Has 30x21 playfield, all 150
levels and editing tool.
Sega SG-100 by Broderbund
Amstrad
port – courtesy of CPC Zone
MSX
port – courtesy of Generation MSX
Sinclair
Spectrum port – courtesy of World of Spectrum
Sega
SG-1000 port – Courtesy of an unknown Japanese site.
Lode
Runner on newer systems:
Atari ST, PC Booter, Mac, Lynx, NES, Game Boy, BBC Micro, Nintendo DS,
Virtual Console, TG-16, WonderSwan, and now even the Wii
First Classic Joystick Era Sequel: Championship Lode Runner 1984 Apple
][, C64, 800 & MSX. Other Sequels: too many
sequels/versions to track down here.
Championship
LR level 3 – courtesy of Andrew Schultz’s Lode
Runner Tribute Page
Lode
Runner Home Version Similarities - except those in < >
all home versions are very similar and have: a title screen; a demo
mode; all the action takes place on single-screen levels; the playfield
is 28 blocks wide by 16 blocks high <Vic (22x20)>; during
the action, hit keys (typically <-> or <+>)
to decrease or increase the relative game speed; regardless of speed,
you always falls and move just a bit faster than the enemies; your
character is mono-colored; each time you play a given level, the
enemies and prizes are laid out the same; there are 150 levels to
conquer; the specific levels and their sequence is always the
same, but the levels and the sequence may vary from system to system;
there's only one difficulty setting and no choice of starting level,
you always begin at level 1; you can skip to the next level
<Vic>; or enter the edit mode and select any level to
start the action from <Vic>; you can increment your lives
by 1 <Vic>, up to 255; earn points for collecting each
prize, trapping an enemy in a hole, eliminating an enemy and for
completing each level; there's a high score or high score screen with
scores saved to disk <Vic 20> (no penalty here because a
score is meaningless with no time limit and the ability to trap enemies
indefinitely scoring points); your score will not qualify for the high
score list if you increased the number of lives or levels, or did not
play starting at level1; you can clear the high scores off any disk;
after each level is loaded, there is an indefinite pause (Lode Runner
icon will flash) in the action until you move or dig; restart a game
any time; abort a level any time (which is necessary once you get
stuck); included is the world's first ever commercially released level
creator/editor tool to make your own set of levels; the editing tool is
easy to use and you can save, move and modify any home made levels to
disk (including the Vic, which also allows a save to cassette); play a
game using the default set or a home made set of levels.
We
interrupt this long string of text with my usual Many Faces of collage.
Lode
Runner Home Version Similarities Continued:
collect all prizes (typically 6 to 20 per level) and you then gain
access to exit ladders; take the exit ladder(s) or any ladders to the
top row of the screen, which then completes each level; earn a bonus
life and 1,500 bonus points (watch and listen to them tally up) each
time you complete a level; you have no weapons but can press a fire
button to dig the brick immediately below you and either in front of or
behind you; you can only dig a brick that is not solid and does not
have anything on top of it; there are options for digging behind you
(default) or in front of you; you can control with the joystick, or
toggle <control J/K> to use the keyboard
<Vic>; when you dig, the brick(s) will
temporarily disintegrate, but after a delay each brick in sequence will
gradually fill back in; several bricks can be partially or completely
gone at the same time; if you are inside a brick when it refills, you
lose that life; you cannot climb up and out of a hole that you dig;
make any contact with the enemies (other than standing on then when
they are motionless) and you lose that life; any time you lose a life,
the action stops and the level resets fresh from the top; you can then
continue a level until you succeed, or your lives run out, at which
point the game ends; the Bungeling Empire always staffs 1 to 5 enemies
on each level to protect their treasures; the enemies
<C64> and prizes <Vic> are multi-colored;
enemies do not pay attention to the holes you dig and will fall in; but
after a few seconds of being trapped, they will climb up and out of a
hole; time your dig properly and an enemy can be temporarily
eliminated (bricked in); each enemy eliminated will immediately and
indefinitely regenerate 1 for 1 and arrive near the top of the screen;
the enemies do not search for the prizes but will always pick up and
carry one if they run past it; an enemy can only carry one prize at a
time; a prize is not visible while they carry it; the enemies will
occasionally drop a prize, and will always drop it they fall into one
of your holes; there are sound effects when you dig, fall, collect a
prize, trap an enemy <C64>, die, and a jingle when the
level is completed as the bonus points are tallied.
A few shortfalls to this otherwise great game are there is no
background music at all, and there is an annoying iris effect when
revealing and closing each level - takes up too much time waiting to
play each and EVERY level/life. The <AP2> is
the only version that I could not figure out how to deactivate the
Iris, or toggle it off. See control keys below.
"Control Keys": These vary some on home systems (Hit Control
key plus): A = Abort the level; D = Dig direction from in
front of you to behind you; E = enter the editor mode (which has it's
own set of codes not listed here); F = add lives up to 255; J/K =
toggle between joystick and keyboard (uses I, J, K, L to move and U and
O to dig); R = Reset game and start at level 1; U = advance up a level;
X & Z = eliminate or toggle off Iris.
Vic 20 port
– courtesy of Jason from Entropymine.com
Have
Nots: Vic 20 (40)
My first reaction was this version has unique screen dimensions, so the
original levels cannot be made here. But I gave no penalty
because it actually has more area to utilize, and creates even more
levels for you to play. Despite not winning a medal, this
score puts it near the top of my Vic 20 scores list.
Considering it is both a good game, and rare, its no wonder I kept
failing to find someone willing to sell/trade it, or to win it cheap on
ebay. Despite the different screen dimensions, the Gameplay
is all there from the original (9). The only significant
difference is that the amount of time required to dig a hole is too
long in proportion to other versions. This makes the game a
bit more frustrating which partially lowers the Addictiveness (9) which
is otherwise fantastic. The <R/S> key toggles
the pause. The primary reason the score is decreased from 10
is that this version does not allow you to increase lives, skip a level
and even worse, you cannot play any level. You’ll
easily give up on completing all the levels on this port far sooner
than any other. I have no clue how many levels are packaged
here, so I gave it the benefit of doubt and did not deduct.
If, however, there are only 20 levels or so, then subtract 1 more point
from this score. On a good note, the Vic 20 editor is the
easiest to use and you can save levels to disk or cassette –
but I did not try doing so. The Graphics are good (6), but
the worst of the lot, with visibly blocky motion (not smooth), it has
the least detail, no use of multi-color, and limited color
variety. The animation may be the best, albeit overdone and
slow (digging), and the displays are good. The Sound is good
(6) with all the effects in place, plus a unique jingle when you begin
each game. Controls (10) are perfect. Does not
require the <Control> key. Simply hit the keys,
and use the joystick for all editing – sweet!
Apple ][
screenshot from Entropy Mine
Bronze
Medal: Apple 2 (41)
My first reaction was analog Controls score only a (9) preventing a 3
way tie for the gold. If you bump the analog adjustable
(slider) bar it will cost you at least one life to get it centered
again. Yes, one can use the keyboard, but I’ve yet
to score a keyboard scheme higher than a 9. [I
actually have an Apple 2 to Atari joystick adapter on order and
we’ll see if it can perfect the control in games like
this. I hope so, and then we’ll have an article
telling so. Regardless, such an adapter was not (readily)
available back in the day, so I’ll still not ever change this
score to a 10]. The Apple ][ joystick’s two fire
buttons, are utilized here (maybe not everyone will like it)
– so one fire button digs behind you and the second button
digs in front of you. No need to turn around
repeatedly! Gameplay is well done (9), with all the action as
noted above. The demo plays to completion through more than
one level. Although the action is slowed ever so briefly for
disk access, the Addictiveness is still awesome (10). I may
not have been strict enough (still kept the score a 10), as the real
delay in playing is that of the dreaded Iris effect – which
apparently cannot be toggled off. The pause is toggled by the
<Esc> key. The Graphics are very good
(7). Despite limited color variety, there are good details,
some multi-color, OK animation, and good displays.
Sound is good (6) with all the effects in place, and I did not reduce
the score much for the internal sound. As usual, the game is
only available on diskette.
Gold
Medal: Atari 8 bit computer & Commodore 64 (42)
A tie, plus each system has 2 different versions, cart and disk.
Atari 8 bit
port – courtesy of Atarimania
Atari
8 bit computer (42) (Cart 42 & Disk 42)
My first reaction was the XE (cart) version plays and looks to be the
same in every way as the disk, but on my 800XL it displays light red
bricks on a dark red background, instead of light blue bricks on a dark
blue background as seen in every online screenshot I found.
IMHO, all the non-Atari versions look better because they have a black
background, and either red or blue bricks. The XE version
does not track a high score, but you can save / play edited levels
to/from a disk. The floppy disk version has a
slight delay while loading each level from disk. I did not
find any other differences between the cart and disk (other than the
title screen credits) and so the notes and scores in each category are
identical. The Gameplay (9) is all there, and it appears that
all the levels are identical to the original. Addictiveness
is awesome (10) with the ability to add lives, advance a level and play
any level. The pause is toggled by the <Esc>
key. The Graphics are pretty good (7) with good details, some
multi-color, decent animation, and good displays.
The color variety is limited on all home versions and I did not
penalize for the non-black background. Sound is good (6) with
all the effects in place. Unique to this version is a sound
effect when you end your game via the restart. Controls (10)
are perfect. I recommend either version, but the cart will
last longer and has no delays in loading.
C64 level
one - courtesy of Lemon64.
Commodore
64 (42) (Cart 41) (Disk 42)
My first reaction was the cart version has ONLY 17 levels, and then you
cannot add lives or advance a level, but you can play any
level. So a point is lost here for lack of
addictiveness. Fortunately the editor tool does allow you to
save / play home made levels from disk. Level #17 on the cart
is actually the same as level #150 on other ports. Good news
is the cart version has no annoying Iris effect to toggle
off. Otherwise all the scores and notes are the same, except
for Addictiveness. Gameplay is great (9), the disk version is
complete with all 150 levels. Despite the action being
delayed during disk access, the Addictiveness is still excellent
(10). The pause is toggled by the <R/S>
key. The Graphics are very good (7) with good displays, good
details, and decent animation. The only use of multi-color is
for the prizes and as said before, the color variety is limited on all
home versions. The Sound is good (6) with all the effects in
place, save that of trapping an enemy guard. There is a
unique jingle to the 64, when all prizes are collected and the escape
ladder(s) appear, you hear one of several different jingles –
from famous songs. The Controls (10) are perfect.
Acknowledgements, Updates and Errata since last month.
Special thanks to reader Tim Fagan who loaned me his Vic 20 version of
Lode Runner to make this review complete. And then . . . just
after I posted my Miner 2049er reviews, I learned that the Timster has
the Vic 20 port that I hope to borrow as well and bring back as a Lost
Faces review in 2008.
C64 title
screen - courtesy of Lemon64.
Level 118
is cool - courtesy of Andrew Schultz Lode Runner Tribute Page
Hopefully
I will not disappoint you by saying that I do not plan to review the
Many Faces of "Championship Lode Runner". Odds are I'd say
the exact same thing about each version as I did here, and we'd just be
repeating the same 3 medals winners.
I'd like to point out another source (I’ve not verified) of
levels. C64 Roge Tisdale & Artis software 1988 -
created 192 new levels in a package. Not sure if they were
authorized by Broderbund or Doug Smith.
Come back next month for another 1983 review, the Many Faces of
"Keystone Kapers"
on the Atari 2600, 5200, 8 bit computer & CV. Contact
Alan at: Hewston95@NOSPAMstratos.net or visit the Many Faces of
site:
http://my.stratos.net/~hewston95/RT/ManyFacesHome.htm
Video Game Memorabilia: Board
Games
by Tom Zjaba
One area of video game collecting that has not taken off yet
is video game memorabilia. If video games follows other
hobbies, it will be the last thing to go up. Comic books and
sports cards went up for years before there was any real interest in
the memorabilia. So if you are looking for a segment of the
video game market that is cheap to get into and has plenty of room to
move up, check out this column that looks at the different segments of
video game memorabilia. Each column will look at one specific
area and talk about prices, potential to go up and the
rarity.
Board
games based on video games are among the cheapest video game
memorabilia. You can amass a nearly complete collection of
the classic board games for under $100.00, not counting
shipping. Some like Pac-Man and Donkey Kong can easily be
found for $5.00 or less. Only a handful will prove any
problem to find now. But this will change as they were not
made in huge quantities. Unlike traditional board games like
Monopoly or Risk, these were made for a year or two and then
retired. They did not stay in circulation, so there is a
finite amount made. And there is even a smaller amount of
them that are complete and in good shape. The board games
were made for kids and they tend to lose pieces. So like new
board games that are complete will command a premium down the road as
more and more video game collectors branch out and start adding
memorabilia to their collections.
When buying board games, the first thing to do is research
what are all the pieces that came with a particular board
game. Did it have separate instructions or were they printed
on the inside lid? Did it come with dice or a
spinner? How many total pieces are included? This
way you will know what is supposed to be included and will end up
buying an incomplete board game. A little research on ebay or
any other auction sites will yield information for you.
As with any collectible, condition is very
important. Make sure the manual is not missing any pages,
that there is no writing on the box and there are not creases or cracks
in the lid. The lid is probably the most important part as
far as condition is concerned. Think of it as the cover of a
book. If the front lid is damaged, pass on the
game. Also be on the look-out for boxes that have been
repaired with glue, tape or staples. This will ruin the value
of the board game.
There are a few board games from the classic era (classic
era games are the ones that were made before the NES) that command more
money. Dragon's Lair will go for $20.00 or more if complete
and in nice shape. It is one of the more desirable board
games as there are a lot of collectors of Dragon's Lair
memorabilia. Another more expensive board game is Turtles
from Entex. Do not confuse it with the much more common
Teenage Mutant Ninja Turtles board game as they are two very different
things. Turtles is based on a obscure arcade game that was
later ported to the Odyssey 2 game system. It is one of two
Entex board games based on video games (the other being Defender) and
rarely shows up in auctions. It can go for as much as $20.00,
but it can be months before one shows up.
Two of the rarest of the video game board games are Pooyan
and Wizard of Wor. Both are made by Ideal Games and are
without a doubt the hardest to find video game board games.
They show up on ebay a few times a year if that and can go for as
little as $10.00 to as much as $50.00 each. They were both
part of a series of games called the Flip Rcade series and as far as
anyone can tell, they were the only ones made.
The Nintendo era board games seem to do better as far as
prices go. The Super Mario, Legend of Zelda and even Sonic
the Hedgehog board games can bring in $20.00 or more. They
seem to be the only ones that command much money from the newer board
games. Others like Tetris (yes, there is a board game based
on Tetris) and Double Dragon are quite affordable.
Here is a list of almost all the video game board games
along with the companies that made them and what year they were
released.
Berzerk Milton
Bradley 1983
Blueprint Ideal 1983
Centipede Milton Bradley 1983
Commando Bandai 1983
Defender Entex 1982
Donkey Kong Milton Bradley 1982
Donkey Kong Board Game Takera 1999
Double Dragon Tiger 1989
Dragon's Lair Milton Bradley 1983
Frogger Milton Bradley 1981
Ghosts n Goblins Bandai 1989
Joust Parker Brothers 1983
Jungle Hunt Milton Bradley 1983
Legend of Zelda Milton Bradley 1988
Ms. Pac-Man Milton Bradley 1982
Pac-Man Milton Bradley 1980
Pitfall Milton Bradley 1983
Pole Position Parker Brothers 1983
Pooyan Ideal 1983
Popeye The Arcade Game Parker Brothers 1983
Q*bert Parker Brothers 1983
Street Fighter II Milton Bradley 1994
Super Ghouls n Ghosts Tsukuda Hobby 1991
Super Mario Bros Milton Bradley 1988
Super Mario Bros Waddingtons Games 1992
Super Xevious Namcot 1988
Tetris Milton Bradley 1989
Turbo Milton Bradley 1981
Turtles Entex 1982
Wizard of Wor Ideal 1983
Zaxxon Milton Bradley 1982
Tom Zjaba (Who continues to do comic strips based on video
game characters at the Arcade After Dark website. Check them
out at http://arcadeafterdark.com)
The fifth and
final remaining Arcade Classics
Series NES title is also one I've been dreading to take a look
at.
While it's not necessarily a bad game, it is an extremely mediocre
title.
When I envisioned the NES'cade column, the main point was that I could
write about arcade conversions that I enjoyed or were at the very least
interesting and non mainstream. The occasional poorly ported
game
was something that would burn me out with the Titles of Tengen column,
so NES'cade would be a nice change. That all goes out the
window
with this installment of NES'cade. With that we are brought
to Donkey
Kong 3, an unorthodox departure from the gameplay formula of the
previous
two games in the Donkey Kong series. Rather than featuring
the further
exploits of Mario and the title ape Donkey Kong, the third game takes a
step to the side and the player instead takes on the role of Stanley
the
Bugman. This time Donkey Kong has invaded Stanley's
greenhouse, hanging
from the rafters, and stirring up nests of insects to eat Stanley's
flowers.
An exterminator by trade, Stanley grabs his bug spray gun and attempts
to rid his greenhouse of the attacking swarms and the giant ape.
Released
on the Famicom shortly after the
system's launch, it was yet another easy to distribute title in the
United
States during the early days of the NES. The main reason for
this
being that absolutely no localization was required or
performed.
The ultimate objective of the game is based upon high scores alone, as
there is no continuing progression level to level as with the previous
entries in the series. The screens change slightly between
stages
but the basic objective and set up remain exactly the same, things just
get faster with more and varied enemies on the screen. Each
stage
begins with Donkey Kong hanging from the rafters and preparing to stir
up the hives to send bugs down to capture Stanley's flowers.
Bugs
stream from the hives and head downward, attempting to shoot or collide
with Stanley on their way to the flowers at the bottom of the
screen.
Caterpillars crawl out from the sides of the screen and stop once shot,
eventually changing direction. More than anything they exist
to block
shots and create dead space on the platforms as touching a caterpillar
will result in the loss of a life. Donkey Kong himself isn't
much
of a threat with the exception of the few stages where he throws down
coconuts.
There are two ways to complete each level: either by killing
all
the insects or forcing Donkey Kong to the top of the rafters with shots
from the spray gun. This means Donkey Kong can pretty much be
left
ignored as he never leaves the rafters or gets down low enough to come
into contact with Stanley. However when an opening is created
in
the insect cover, quickly driving Donkey Kong to the top of the screen
can be used as a fast way to end the stage and pick up a higher time
bonus.
Forcing Donkey Kong upward is also the only way to cause a more
powerful
spray gun to drop down when it is present. The stronger spray
gun
can destroy any insect including the caterpillars and will make Donkey
Kong climb faster but it only lasts for a limited time.
It's
hard to fault the NES port for anything
than being a conversion of a unpopular game because in terms of a port
it does everything near perfectly. Control is spot on with
the directional
pad replacing the joystick. Both buttons B and A are used to
shoot
blasts with the bug spray gun. The visuals appear to be
ripped directly
from the arcade with only a slight loss in resolution and background
detail
on the NES. All characters and items look exactly as they did
in
the arcade with near perfect duplication of the original
sprites.
Even though Donkey Kong 3 in the arcade used a vertical display, the
perspective
change is perfectly executed, as are the subtle corrections in enemy
flight
paths and characteristics. Instead of the screen being
stretched
out, the trees on the sides of the screen are lengthened, basically
letterboxing
the vertical display between them. This allows for a near
exact duplication
of playfield size. Audio is almost exact, the audio hardware
in the
arcade cabinet is probably very similar to the NES sound
hardware.
All the sound effects and musical tunes make the jump onto the NES, the
cartridge sounds just like the arcade cabinet.
Here we
have a rarity, a wonderful recreation
of the arcade original but of a game not all that many people
enjoy.
If you did happen to enjoy Donkey Kong 3 in the arcade you'll love the
NES port as it's as perfect as you could get on the hardware.
As
with all the Arcade Classics Series titles the game is extremely
polished
and a solid entry into the arcade library on the platform.
It's a
shame the game itself isn't a better title to begin with but again if
it's
a game you enjoy then by all means you should own the NES
version.
I've always felt Donkey Kong 3 was the weakest of the entries in the
Arcade
Classics Series but given the other games in the series, that's nothing
bad at all.
Technology
is advancing all around us everyday. From high powered PC's
to the
XBOX to the Playstation 3, computers and video game systems have come a
long way since the 70's and 80's. However, as technology
advances some
things inevitably get left behind.
Among those left behind
today is the genre of text adventure games. Many people know
of
Infocom and their huge line of text adventure games. Zork was
the most
popular but there were other hits such as The Hitchhikers's Guide to
the Galaxy by Douglas Adams and the Enchanter Trilogy.
The
appeal of text adventure games were obvious. Instead of
trying to use
the limited graphic capabilities of the older generation of computers
to depict locations or scenes, a text adventure counted on text
descriptions of a locale and left the gamer to use their imaginations
to visualize.
As for my own personal experience, I only
officially played one text adventure game from Infocom. That
game was
Seastalker. I can't remember how I ended up playing the game,
but it
seemed fun enough for me to try. I also didn't realize until
afterwards that Seastalker was considered an "entry level" game which
was good enough for me.
I seem to recall a lot of frustration
with the game initially. Early in the game, there was a
situation that
came up immediately. If you didn't quite do something right,
you would
have to get killed and start over. Keep in mind, this was in the 80's
and we had nothing like Google to help us look up answers or
solutions. I don't remember exactly how I found the answer to
my early
problem, but it got me past the initial stage of the game.
It
took me a few weeks, but I ultimately ended up finishing the
game.
However, I never found the motivation again to play another Infocom
game. I did play other non-Infocomm text adventure games
though. None
were as advanced as the Infocom games, but they were
interesting. I
may have to do some research on what the name's of those games
were. I
think they were included on those Apple II disk publication Softdisk.
Today's
gamers are very lucky. Developers have so much graphical (and
sound)
horsepower to work with. Just about anything game developers
can
visualize, it can be put on your screen. That wasn't always
the case
with games back in the 80's. Text adventures were a unique
experience
and you owe yourself a shot to give it a shot and see what you
missed.
I've rarely thought in advance of what I will write since I
started writing for RTM, but since I am on the topic of text adventure
games, I think I will cover another type of text game I played in the
past. Stay tuned!
Before I get going this month, I figured I would respond to some of the
comments that I have received. I didn't realize that NES
Realm would be missed so much. And it's not that I really
wanted to do away with it so much as I wanted to repurpose my
efforts. StrategyWiki constitutes a major portion of my video
gaming efforts, as as such, I wanted my writing to reflect some of
that. I felt that my writing for NES Realm was becoming
formulaic, and less interesting to read.
Having said that, Game Archaeologist is still in the design phase and I
will continue to tweak it and refine it as I go on. Rather
than concentrating on just one game, I will try to go back to a
multi-game format. Of course, that will all depend on just
how many guides I publish for that month. This month, I had
the pleasure of constructing guides for the following games: Gradius,
Spy vs. Spy, Dragon Warrior, Star Soldier, Ghosts 'n Goblins, Kung-Fu
Heroes, and Choplifter. Granted, most of these are pretty well known
games, but there was still a lot of discovery involved in the process.
Starting with Gradius, you know how when Street Fighter II was really
popular, it seemed like it graced the cover of every video game
magazine on the market? That happened with Gradius as well in
Japan. It's interesting to note just how different some of
the conversions were. The most spot-on accurate conversion was the one
created for the Sharp X68000 computer, which was the Japanese
equivalent to the Atari ST and Amiga systems, all of which utilized the
Motorola 68000 CPU. So accurate was the X68k conversion that
it was actually included as the computer's pack-in to demonstrate that
incredible power of the machine. Yes, Gradius was a pack-in
game! The version that I'm sure most readers are familiar
with is the NES conversion. This version sacrificed a lot of
the authenticity of the game in order to include all of the stages in
their entirety. Limitations of the hardware forced Konami to
drop the number of simultaenous options from 4 to 2, and the laser's
effectiveness was reduced. Nevertheless, it is considered one
of the most celebrated conversions ever made. The MSX
conversion was extremely crippled, but was so popular in Japan, that it
spawned it's own unique series of sequels. My favorite,
however, had to have been the TurboGrafx-16 (or PC-Engine) conversion,
which was so complete, it even featured an extra stage not present in
the arcade version. Not only that, it contained an incredibly
pumped up soundtrack, which sounded great in stereo. I read
on one Japanese page that I translated that the altered soundtrack was
considered a negative, but I couldn't tell if that was a Japanese
sentiment or one person's opinion.
The pixel
perfect X68000 Gradius
The
crippled but beloved NES Gradius
Writing
a guide for Spy vs. Spy was even more of a trip down memory
lane. Spy vs. Spy was definitely one game where trying to
improve upon the game for newer consoles actually detracted from the
game instead of enhancing it. Part of what made fighting in
Spy vs. Spy so filled with anxiety was that you couldn't see how many
more hits you could withstand, so you always prayed that your enemy was
on the verge of dropping before you did. The NES version
added a health bar, which completely ruined that magical
effect. In the end, I enjoyed returning to my tried and true
Atari 800 version a lot more. (For some reason, the Atari 800
version is the only one in which utlizes a
red background instead of a blue one...) In the
process of researching the game, I am ashamed to admit that I
never once thought of the common practice of letting the computer
collect all of the items and booby trapping the doors that lead to the
airport, thereby killing the black spy, collecting all of the loot, and
winning by doing hardly any work.
The red
background of the Atari 800 Spy vs. Spy
The
inclusion of the health bars ruined the NES version
The
Dragon Warrior guide was a guide that I started a long time ago
actually. I got so far as describing the very beginning of
the game, but I had trouble deciding how to write a guide for the bulk
of the game. As RPGs go, Dragon Warrior is rather simplistic
(yet still so ironically fun) and it seemed odd to me to explain where
to go when the choices were so limited, they were practically
obvious. When I returned to the guide, I took a note from one
of the many Japanese guides that I own (which I can't read, but still
enjoy looking at), and I decided to mirror its format. I find
Japanese guides very inspiring because they are so encyclopedic when it
comes to a game. You think that there couldn't possibly be
any need for that much information about a single game, and yet,
whenever I had a question (and could understand the answer), there it
was, in impecible detail. In the end, I think the guide came
out well, if not somewhat simplistic.
Star Soldier was interesting. In the process of trying to be
as thorough about each game as I possibly can, I learn a lot about
certain games that I never even knew about (hence the purpose of this
column.) At first glance, it always appeared to me to be a rather
generic vertical shooter. It happens to stand out as one of
the defining vertical shooters of Japanese history, and is still a game
which players use to test their skill. Rather than tying
enemies to a particular location in the stage as most shooters do,
enemies in Star Soldier were free to appear as soon as the previous
wave was obliterated. So that faster you destroy the enemies,
the more you ultimately end up fighting. Star Soldier also has an
astounding array of hidden items that you can uncover, most of which
simply provide bonus points, but some of which supply rare and
incredibly strong power-ups.
A familiar
scene to any true Dragon Warrior fan
The
location of the secret powerful lasers in Stage 6 of Star Soldier
I
thought that researching Ghosts 'n Goblins was going to be a brutal
experience until I discovered one thing: the invincibility cheat code
in MAME. Yes, I am not ashamed to admit to cheating in Ghosts
'n Goblins, because if I hadn't, a majority of that guide would have
been impossible to write. Ghosts 'n Goblins is truly one of
the most grueling and difficult games of its time, possibly second only
to its own sequels. I really had to wonder what compelled the
designer of the game (who is the same guy that designed the Mega Man
series, a far more reasonable play experience) to make the game so
fiendishly difficult. If reaching the final boss wasn't
difficult enough, forcing the player to go through the game an entire
second time before they were rewarded with the ending was just
cruel. It was interesting to note how many more secret item
location were added to the NES version, which Capcom farmed out to
Micronics, a company that history has proven not to have a mixed record
with Famicom games. The NES version, amazingly, is the basis
for nearly half as many conversions as the arcade version is.
The
American and European only Game Boy Color port of the NES version
The
Japanese only Game Boy Advance port of the NES version
There
isn't much interesting to report about Kung-Fu Heroes.
It was another attempt to "Nintendo-ize" an existing arcade
game (in this case, Chinese Hero) and making it slightly more
plot-driven and finite than its never ending arcade originator.
It features 32 stages with the expected increase in
difficulty (which actually gets quite difficult), complete with bonus
rounds and warp zones. More interesting than the game itself
is the fact that this spin-off from an obscure arcade game became a
launching pad for an entire series, known as the Super Chinese series
in Japan, the latest of which as published as recently as 2004 for the
Game Boy Advance.
As I mentioned in NES Realm, I was never a huge Choplifter fan,
although I certainly appreciate its legacy, and in truth, I grew a
little more fond od the original computer version while I worked on the
guide. But the most interesting aspect of the game is that it
is one of the very few games that ever went from being a computer game
first to an arcade game second. There's an astounding array
of examples going in the other direction, and around the mid-80s, it
wasn't uncommon to see arcade games undergo vast changes during the
transformation into home consoles games. Kung-Fu Heroes above
is a perfect example. Arcade games tend to emphasize
the questing aspect of a game and demphasize the score.
Choplifter never had a score to begin with, so it's
interesting that Sega decided to include one. The difficulty
ramps up a lot more quickly in the arcade as well, presumably to keep
expert Choplifter players from hogging the machine. I don't
really know how popular Choplifter was in the arcades, but I kind of
wonder if the arcade version needed
a score in order to be a successful arcade game, or if it could have
done without one and remained true to the spirit of the original game.
Anyway, all of the home conversions that were made after the
arcade game was developed mirrored the arcade version more than the
computer version. The NES version is actually quite bad.
Go figure.
The start
of a typical Kung-Fu Heroes game
The arcade
conversion of Choplifter. Now with added scoring.
Mastering
Sega - The Light Phaser
by Craig
Morris
During the later half of the 8-bit era the 'light gun'
became somewhat
of a standard peripheral. Many of the popular systems of the time
included the light gun/phaser as a pack-in, namely the NES and the Sega
Master System.
Despite the wide ownership of the light gun peripheral there were few
games produced for either system. This may have been due to many
factors, technological limitations of the systems, bad public relations
("I don't want little Johnny shooting people on the TV!"), or simply
lack of demand. Hopefully the introduction of the Nintendo Wii will
usher in a new era of light gun games that exceed traditional 'rail
shooter' mechanics.
Due to the simple "point and shoot" nature of this genre there tends to
be fewer gameplay elements than a conventional 8-bit game. Subsequently
I'll be reviewing two games this month.
First up - Rambo III
Despite the title, this is in fact only the second Rambo game for the
SMS. Released in 1988 as an SMS exclusive, it was in fact based on the
movie Rambo
III and is not really a true sequel to the previous game,
"Rambo, First Blood Part II", which was not even a light gun shooter.
Interestingly enough there never was a "Rambo, First Blood" released
for the SMS.
Set in Afghanistan during the Soviet occupation your goal is
to rescue friend and brother-in-arms Colonel Trautman. The game is
divided into 7 missions, each representing different Afghani locales.
You shoot your way through each level trying to kill as many
commies...errr...Russian troops as possible. They don't make it easy;
in addition to troops they throw a variety of ordinance your way -
mortars, attack choppers, tanks, the works.
Note: The creator of this video
is waaay better than me...
It's a basic and fun game. If it moves - blast it - unless it's a
civilian. The interface is simple: your score, a life meter, and 3
icons - grenades, health power-ups, and ammunition. You score increases
as you shoot enemies. Bonus points are awarded at the end of each
mission for the amount of grenades, health power-ups, and ammunition
you have remaining. You get a single life but are allowed several
chances to 'continue' upon death.
Unlike many games of the genre (Safari Hunt, Marksman shooting, etc...)
you aren't faced with a series of static levels with a few moving
objects. Each level progresses steadily from left to right adding an
element of urgency/suspense to the action. If you like rail shooters
you'll enjoy this game.
Next - Rescue Mission
Released in 1987 this Sega exclusive is a bit of a departure from other
games in the genre. In Rescue Mission your goal is to defend the
evacuation of wounded soldiers (via railroad handcart?!) from incoming
enemy troops. As your medic progresses over a series of connected
railroad tracks he picks up wounded troops. If he makes it to the
first-aid station, you win the round. If not you lose a life (3 in
total).
Note: Not my voice...
Again, a very simple and straightforward game. Shoot enemy soldiers
while being careful not to shoot your own wounded. Points are awarded
at the end of the round for enemy soldiers killed and for rescued
wounded. There is no damage/life meter, but injury inflicted on the
medic is visible. The more injuries he sustains the more wounds appear,
very innovative for its day. The only down side to the game is the
'upbeat' music. Sniping enemy soldiers to prevent them from killing
your wounded requires something a wee bit more melancholy.
On a somewhat unrelated front Nintendo announced (finally!)
a SMS virtual console channel for the Wii. While not a big
fan of the virtual console this is great news for classic Sega fans,
hopefully providing easy access to some of the Japanese and European
games that were never released in North America.
Two plugs for Nintendo in a Sega system review. This has to be a
record.
That concludes this month's SMS review. Feel free to send
comments/suggestions/requests/reprimands to retro@amalgam.ca
Growing up with Games: The Mid 70s
by Brian H.
The
mid-seventies….ahhh, what a great time in history.
America’s
200th
birthday, Rocky, Star Wars, Saturday Night Fever, and my introduction
to one of
the greatest games known to man….wait for
it…..PONG!
One play at
a relative’s house and you’re hooked.
After a few rounds himself, Dad gives in and
buys the family some good ol’ electronic
entertainment.
$80.00 was the price to be paid, but to a
six-year old, it was amazing. Feeling
even more competitive? Flip that switch
to Hockey or Squash and let the betting of candy begin!
Head
down to the local convenient store or shopping mall and
for 25 cents you are transported to the old west as a gunslinger in
Boothill,
or grab hold of the periscope and instantly you are in charge of
sinking enemy
ships with your torpedoes.
The
graphics were simply by today’s standards, but what a
step up they were compared to the motorized and mechanical games that
came
before them. Nobody knew how the
technology worked, and even what the technology was…..you
didn’t care, it was
magic!
Then
it came, like an unstoppable video monster.They marched upon our planet seeking
destruction upon everyone’s quarter supply…..Space
Invaders.
There was
no more saving quarters in those little blue books
you got from the bank, that all was gone now.
Go through your parents’ change and ask if you can put that
shiny sphere
into your book for savings, only to replace it with a metal slug from
an
electrical box, as if to give the book some weight upon an unexpected
cleaning
of the room!
Christmas
1978 brought with it a disaster of sorts.Father exceeded our lofty expections of gifts
and surprised us with the Atari 2600…well ok, it was the
Sears brand that came
with Target Fun instead of Combat, but still….come on!Dad was the hero of the
year.I can still
see the price tag on the box..$179.99.That is a ridiculous amount of money back
then don’t ya think?
Classmates
from
school also received this modern marvel.
Fish tanks went uncleaned, sidewalks always covered with snow, PONG got
stuck in the closet never to return, and
homework….homework?
What is this mysterious phrase that Mother
speaks of? With this videogame system
came a major problem. Games! Not as in there
weren’t enough to play, but
how to pay for them? At $25 to $30 a
game, parents were not rushing out to purchase a new one everytime
junior got
tired of shooting smiley faces or racing down a stick fence lined
street at
night. If I had only saved all those
quarters in the little blue books!
Game on,Coffee1970
Game Over
Super issue this month.
Special thanks to Tom Zjaba for the contribution, a special
welcome to new author Brian H., and a big thank you to VGEvo for the
announcements.