| Retrogaming
Times |
| Issue
#54 - February 20th, 2002 |
Every gamer goes through a time in their
gameplaying when an older system gets replaced. Much like how cars and
girls (or guys for the female readers) replace the toys of youth, so does a new
game system replace an older one. Do you remember the first time this
happened to you? What was that first system that was like a trusted
friend, only to be pushed aside by a newer, more sleeker system?
For me it was the Odyssey 2, a system that was
my first interchangeable cart system (my first actual system was a pong unit,
but I am just talking about cart systems). I spent countless hours playing
such games as Quest for the Rings, Pick Axe Pete and KC Munchkin. Games
like Great Wall Street, Monkeyshines and even Football were my companions
through scorching summers and freezing winters. But that all changed the
day the rival came.
As much as I enjoyed my Odyssey 2, it could
not compete with the Colecovision. The new kid on the block offered
something the Odyssey could never, arcade hits! While the Odyssey 2
sported a whole one arcade game, Turtles, the Colecovision had a whole slew of
them! When my system came home, it came with two arcade hits, right off
the bat. Donkey Kong the pack in game and my first game purchase, Zaxxon,
were enough to send the Odyssey 2 to a second place status. After a few
months, other games joined my collection. Games like Mousetrap, Super
Action Baseball and Venture quickly made me forget about my old friend, the
Odyssey 2.
Thinking back now, I felt sorta bad about the
Odyssey 2. Sure it was just a machine and did not have feelings, but I
still felt that I treated it badly. It could not help that the arcade
games were not made for it. It was not its fault that Magnavox did not
support it very well and it was squashed by the Atari 2600 (which was the system
I asked for, but received the O2 instead). Maybe I should have played it a
little more often, maybe I should have told it that I still cared. But I
was cold and callous. I packed it up and put it aside.
Well, I am here today to say I am sorry,
Odyssey 2. You were a good companion and provided lots of
entertainment. I just wanted to say that while you may have been pushed
aside for a newer system, you were still my first and will always hold that
distinction. Please forgive me, please.
Before I begin today, I want to bring up something. Back in December when I reviewed the ET commercial I asked how could Howard Scott Warshaw make the awesome Yar's Revenge and do the poor ET game. I received a couple of e-mails about that subject. Both Jonathan DeVowe and Jose Olivera Jr. explains that Atari wanted the game out by Christmas and gave Warshaw only five weeks to complete it, which isn't much time to do anything good. I guess he's not to blame for the debacle. Anyway, thanks guys for clearing that up. Now on to today's feature.
February is usually associated with Valentine's Day. But this year is different. This year February is about the 2002
Winter Olympics in Salt Lake City (which is only 30 minutes from where I live.) So this month I searched for an Olympic sport commercial and found one. This month's ad is for Activision's Ice Hockey for the Atari 2600, which is noteworthy for featuring the late great actor, Phil Hartman.
In this ad, an everyday man played by Phil Hartman walks into a videostore and asks a clerk about the Ice Hockey game. The clerk gets Hartman all fired up by describing the exciting action in the game, which does contain a fair amount of violence.
CUSTOMER: "Do you have Ice Hockey by Activision?"
CLERK: "Think you're ready for it? One of the roughest video games around for your Atari Game System? Ready to battle for the puck?"
CUSTOMER: "Well.."
CLERK: "To inflict fast body checking?"
CUSTOMER: "Yeah!"
CLERK: "Furious stick checking?"
CUSTOMER: "YEAH!"
CLERK: "Ruthless tripping?!"
CUSTOMER: "I'M READY!"
CLERK: "You really think you're ready for all that?"
CUSTOMER: "I'M READY! I'M READY!!"
CLERK: "Fine. Cash or Charge?"
PICTURES:

"Excuse me, I would like the roughest toughest game you got."

"I dare you to try this baby."

This guy's gettin' ready for a brusin'

"GIVE ME THAT GAME! Please."
If you gamers out there have a suggestion for a commercial for this column, let me know and I'll see if I can find it. Also let me know if you know a place where I can download old
commercials (except for commercial-archive.com, which continues to have problems >:# ).
Hi!
Thanks
for all the kind letters and words of encouragement out there, TI folks and
others as well! In keeping with my series of articles on interviews, we
interview a professional TMS 9900 programmer, and a very good friend and a great
Brother too, David Ormand!
Hi
David! Please tell us a little about your self and your
computer background! And, your TI hardware setup? For those who may
not know, David is a professional 9900 programmer-the CPU of
the TI 99/4A and 99/4. The Geneve uses a compatible CPU-the
TMS 9995.
I have been a TIer for many years, having gotten the console kit
less than a year before TI dropped the Home Computer. On the
week after TI's announcement, the stores were dumping their stock
of TI equipment, so I got my mom to run down and we got a P-Box,
32K, RS232, and TI Disk Controller at a fire-sale price of a few
hundred dollars. Moving up from the console/cassette recorder to
a single-side, single-density floppy drive was like discovering a
new world!
Not too long thereafter, I convinced my parents to spring for
Extended BASIC, TI-Writer, and a Brothers electric typewriter that
had an interface for a computer. My mother's days of staying up
with me till after midnight typing term papers were over!
About the same time my Dad and I discovered the Southwest 99ers
User Group, which was a thriving club of thirty to fifty people.
I got a 300-baud modem and started logging into the club BBS,
the Cactus Patch. I discovered shareware. I joined in with
some club group-purchases of computer supplies, and participated
in some group hardware projects, the classic "mounting two
half-heights"
and the "IBM power supply retrofit". Through the group, I
purchased
a copy of Editor/Assembler, and started learning the guts of the
TI-99/4A and how to get it to do stuff that BASIC just isn't
able to do.
After graduating from University of Arizona, my Dad insisted I quit
sitting around the house and get a job. I signed on with Hughes
Aircraft Company, and after five years as a manufacturing and test
engineer, the economy had some hard times. I was on the layoff list,
but just as I was due to go out the door, a friend I knew from church
suggested I give a resume to a department which was looking for
software-capable engineers. I cluelessly and fearlessly added my
hobby experience on the TI-99/4A. God was obviously behind all this,
because it turns out the group who reviewed my resume was working on
TOW missile guidance set software, written in 9900 assembly, and
my hobby with 9900 assembly language got me a job with a great work
group and saved me from the unemployment line!
Since then, I've stayed with the 99/4A, and expanded it. I currently
have in my house a 99/4A rig with a CorComp double-side double-density
controller running a 5.25" drive, a SCSI card running a 250MB internal
drive and a 100MB ZIP, a 1MB Horizon RAMdisk, and a 512K AEMS memory
expansion. This system is intended to pull off the former Southwest
99ers shareware library, archive it on ZIP disk(s), and transfer it
via shell scripts and Magic File Manipulator to my Linux box, to be
burned onto a CDROM. Since this job seems to be a bit of a while off
(too many projects, you know), my kids use it for games and educational
cartridges. Most of my work is done on my Geneve, which also has a
SCSI card running a 250MB internal drive, a CorComp DSDD card running
two 5.25" drives, and a 3MB SNUG RAMdisk. I use it for my family
budget
(via MS Multiplan), quick printout jobs using Myarc Writer, games
(sorry, nothing much more exciting than solitaire), and developing
software in c99 and assembly. In my "lab", along with some other
loose
consoles and P-Box cards, I have a 99/4A with a CorComp DSDD card running
a 5.25" and 3.5" drives and a 256K Horizon RAMdisk, which I use for
transferring files to 3.5" floppies, testing cards and drives, and
eventually for networking with some 486es I've got out there, as work
on Ethernet and better RS232 devices for the 99/4A progresses.
Yes, I do have a Linux peecee, maybe to be supplemented with a PowerMac
Linux box sometime, an Atari Falcon inside the house, and an Atari STfm
for playing around with MIDI in my "lab". However, outside of an
intent
to keep up with the "real" computing world via my Linux box, I have
made
a die-hard decision to stick with the TI until the lights go out.
What exactly do you do for your company regarding the
9989? I mean
what can be told!!!
The TOW (Tube-launched, Optically-tracked, Wire-guided) heavy anti-tank
missile has been in Army service since Vietnam. About twenty years ago,
the Army decided to upgrade their analog-circuitry Missile Guidance Set
with a digital computer. Hughes Aircraft contracted Texas Instruments
to design and build the MGS, and as our beloved company was wont to do,
they used their own 9900 technology as the basis. There are two
SBP9989 (radiation-hardened current injection logic) microprocessors
in an MGS, each with identical memory cards with 48K of EPROM and 12K of
static RAM. One processor executes the optical tracker ("daysight")
at
20Hz, the guidance equations at 100Hz, and outputs the wire command
signals via D/A converters. The other processor controls the
first-generation infrared imaging tracker ("nightsight"), does
image-searching algorithms, and passes a position solution to the
guidance processor via communications registers in CRU space. The
software for both processors is written in 9989 assembly language, which
we assemble and link using Texas Instruments development tools running
under VAX VMS. The basic Digital MGS system is used on TOW launchers on
ground tripods, HMMWVs, Bradley Fighting Vehicles, a few Marine vehicles,
Cobra helicopters, and several foreign fighting platforms, particularly in
NATO countries.
Our group did the software for TOW 2B (fly-over, shoot-down), the Block II
maintenance upgrade, and several in-house mods to support enhancements
and demonstrations for new missile types and new platforms.
When you first found out about it, what were you able
to do with
the 9900 clone, the SMJ68689? Any problems, solutions, etc?
Texas Instruments introduced the 68689 as a much faster upgrade to the
military users of the 9989. I think it was too little, too late, since
almost all development work any more is done in high-level languages like Ada,
which is just too big for little processors like the 9989. As a result,
the Army decided to do a "life-time" buy, and purchased all remaining
stock
of 9989 processors as a strategic reserve. So not only are we not likely
to
ever use a 68689, but we will see 9989s used in all legacy MGS derivatives
ever to be produced in the future. Actually, newer TOW launchers use
processors that can handle Ada, like the PowerPC and the Sparc.
When did you first encounter the TI 99/4A? (Or TI 99/4)
I have historically been a "I don't want it if I can't build it" type
of guy.
I didn't want a calculator until I could build it myself - I almost succeeded
with this, although the Poly-Paks calculator kit was a chip, a keyboard, and
an LED display, so there really wasn't much to building it! I had the same
idea with computers, and was drawing circuit board layouts and writing base
code for the 6502 processor I had learned about in second-year digital logic
at UA, when the wars between Atari, Commodore, and TI really heated up. I
decided to postpone my do-it-yourself project and get a finished machine at
the cheap $300 price. My Dad and I surfed the stores - Penneys, Sears, and
K-Mart - collecting literature, until I sold my Dad on the future of the
16-bit 99/4A (and color graphics, too!). It still seems amazing to me that
our orphan computers were sold as consumer goods off the shelves of retail
stores.
What was your first program for the TI 99/4A?
I wrote a TI BASIC program that formatted a few characters into strategic
block patterns and used them to graph math equations. I was pretty proud
of it, although I'm sure my favorable recollection of it is colored by
time. I saved it on cassette tape, wish I could find it again...
How long were you involved with the SW99ers?
Not sure, 15 years perhaps. I got to be secretary a few times, and vice
president once or twice. The most fun we had was putting on Fest West
in Tucson a few times and Phoenix once, in cooperation with VAST (Valley
of the Sun TI UG). We met the TI personalities, saw the latest technology
in action, and loaded up on software and other goodies ordinarily available
only via catalogues and mail-order. We always tried to put on
demonstrations
at our meetings, and support our members right up to the end. Lots of
friends and good experiences.
Any major players in the TI Community have you met and
gotten to know about?
Fest West was good for this sort of thing. I saw the faces behind
Comprodine and Notung, met Bud Mills and Gary Bowser and Don O'Neil,
and more luminaries in the TI world than I can remember. I think I
was most taken with Don O'Neil, because I am attracted to hardware
toys, and he was good at dreaming them up. I got his keyboard adapter,
more for the possibility of messing with the TI's "operating system"
in
Console ROM than for the dubious privilege of using a peecee keyboard.
Broken, now; I'm sticking with P-Box cards. Unless the latest thing I
hear of materializes - using Flash EEPROMs to replace the Console ROMs!
What did you think of the AMS/SuperAMS cards, and
please
describe your work on them;programs, etc. (David was one of
the initial investors and supports) Any funny stories?
There have been several memory expansion schemes for the TI, including
RAMBO, SuperCart, and one brilliant-but-opinionated demonstrator at a
Fest West who was running his own system out of Horizon RAMdisk memory.
Of all these, I think the Asgard Memory System had the best shot at being
THE definitive common expansion memory architecture for the TI-99/4A. For
whatever reason, it didn't catch on, and by the time Asgard folded, turned
the engineering into the Public Domain, Jim Krych got the SW99ers to help,
and we actually were producing AEMS cards in quantities, the TI community
was contracting to the point where there were not enough developers to
take advantage of the new resources, or enough users to encourage developers
to do so. All the same, it was a real privilege to be part of the AEMS
story, even though the SW99ers did little more than provide funding,
assembly, and sales service to the project. Jim Krych did all the serious
leg work.
Most of the fun came when we got the boards and the parts, and had group
parties to assemble and test the boards. There were maybe eight of us
involved in this phase, and we built 100 cards at Jack and BJ Mathis'
home. Unfortunately, to save money, we decided to use a very small card
format, which lacks the keying of other P-Box cards that ensures they can
only be inserted correctly, so there were a few instances of AEMS customers
plugging their cards in backwards. One of our own, Shawn Baron, plugged
his
in backwards, and blew out every card in his P-Box. Another customer sent
his back in for warranty repairs, but one look at the scorch marks assured
us of what happened, and the futility of repair (we sent a replacement, and
instructions to be careful to install it correctly).
You also wrote an emulator for the TI-an 1802, please
explain
further.
I imagine many of your readers are familiar with, or even members of, the
Amateur Radio Relay League, and may know that the ARRL has put up satellites
for radio hams to bounce signals off of, or communicate with other hams at
great distances using satellite links. Turns out several of the big wheels
of the satellite project live in Tucson, and a fellow Hughes employee who
was linked to them knew about my passion for non-mainstream computers and
processors. The stabilization system of the AMSAT is controlled by a
radiation-hardened CDP1802 microprocessor - there are other processors in
the satellite to control the communications and other systems of the
satellite; if these get zapped, they can be reset via remote command with
no great harm done, but the stabilization/orientation system is critical!
Well, the 1802 is one of my favorite "orphan" processors, and I was
glad
to help the AMSAT software developers by creating an emulation of the
1802 and its I/O on the AMSAT. Of course, being the sort of die-hard I
am, I decided to write it in K&R-style c99 on the TI-99/4A, and port it
to the peecee afterwards. Part of my reasoning was, a few years before,
I got a friend to write an 1802 cross-assembler for the TI to support
a project of mine, so I already had the tool on the TI to feed test code
to the emulator on the TI. Got it working just fine on the TI, and had
written it so the port to the peecee was a piece-o-cake.
What is the best thing you have about the TI and the
computer
community?
First off, the TI beats the pants off any other home computer of that
era. [Ooh, ooh, flame war!!]
Second, the 9900 processor family is just too unique and too much fun.
Memory-to-memory architecture, beautiful and largely orthogonal
instruction set, quick-n-easy CRU input/output. I deeply regret the
modern trend that the CPU is buried so deeply into the machine that
it really isn't practical or even feasible to write assembly code.
I also regret the fact that Intel has won the processor war on the
desktop - the 68K family also has a beautiful instruction set, which
I have used both on Atari’s and industrial computers at Hughes/Raytheon,
and the PowerPC RISC machine has an interesting instruction set, too.
The trend is to use higher-level languages, from which all processors
look and act pretty much the same.
Third, the TI has so much I/O to play with. The cartridge port is a
great place to hack from. Best of all, it has a real card cage for
expansion cards! I have built several protoboards (just digital I/O),
some with RAM for writing device service routines. Fun, FUn, FUN!!
Fourth, a really fun community of people has grown up around the TI.
Many are gone, and not a few have left this life, but the die-hards
remain, some via the OLUG on Yahoo groups, others via comp.sys.ti,
and many more I know remain, isolated yet defiant, unconnected to
the Internet or any surface mail contact. The fact that new people are
continually appearing on the OLUG is evidence to me that the TI has
real staying power, both from the attraction of its hardware, the
capability of even the early software, and the assistance and enthusiasm
of its gurus and die-hard practitioners.
On the flip side, any bad experiences?
Well, not personally, but like any other small community, we have our
shares of big egos and bombastic personalities. Many people have been
badly burned by the reaction of some loud voices in the TI community,
and many have left because of it. Maybe I have been more fortunate
than most, or maybe I just take it for what it is - hot air - but
it isn't real healthy.
At the same time, it's much better than what I have personally experienced
in the Tucson Linux community, and what is reported, both by TIers and Atarians, as what goes on in the Amiga and Macintosh communities.
What keeps you playing and hacking the TI after all
these years?
First, like I say, it's just so darn fun! Yes, I know the newer machines
are more capable: better graphics, faster communication, way, WAY more
memory, speed, and data storage. But there's something incomparable
to seeing your little 1970s machine process its beautiful assembly code
(or BASIC, or even c99 or FORTRAN-99!) that YOU wrote and do what you
want it to do!
Second, after it’s all said and done, it does most of what I want. Yeah,
I've got a Linux box with Abiword for letter-quality word processing,
and obviously it's going to do Internet communication that my TI will
never be able to do. But the TI has a good text-only word processor,
very good for fast jobs, and I know the convenient tricks to TI-Writer.
Multiplan is perfectly adequate for home budget use. Games and educational
programs on the TI are frequently better than anything on peecees or Macs,
despite the comparatively primitive graphics. And again, there is a real
kick to using a 20-year-old computer for common home computing tasks.
Kind of like seeing a Model-T Ford chittering down Broadway, with modern
Escorts and F-150s whipping past; it's GREAT to see from the outside,
and you KNOW the people inside are having an absolute BLAST!
What's your favorite software? Games, utilities, etc?
When I do my development work, I use My-Word on the Geneve, BA-Writer on the
99/4A, c99v4 for C-language and the standard TI Assembler for assembly code,
and the RAG linker and libraries. Someday I will get out TIC (the
allegedly
ANSI-compatible C compiler for the Geneve), but c99 does everything I need.
On the Geneve, I work almost exclusively in GPL mode (TI-99/4A configured)
except for dropping back to MDOS 6.0 to move files between the SCSI hard
drive and the RAMdisks. When I am in TI mode, or on a 4A, I use the DM1000
disk manager for file operations and the Birdwell Disk Utilities for
sector hacking. At some point, I want to get and try the new German
utilities for file operations on both standard floppies and SCSI drives for
the 4A.
I'm not much of a games player, outside of a quick go at standard solitaire
on the Geneve now and then (have to be very light on the keys), but my
favorites continue to be Parsec (of course) and the Ray Kazmer Woodstock
valentine Grog game. I am also enjoying old things like A-Mazing and
Alpiner with my girls playing, not to mention helping with Meteor
Multiplication and various Forsman and Millikan titles. Soon, I want to
have exposed them to the joy of TI BASIC, and see what the next generation
of TIers will do with it!
Any parting words for Retrogaming Times?
These are interesting years for computing and video gaming. Yes, the
new platforms have taken over the mainstream, and in most cases, considering
the demands of the new media, rightly so. At the same time, there is
renewed interest in the old platforms, not merely by old-timers looking
for nostalgia, but also newcomers discovering the old fun orphans for the
first time. So keep up the work of putting the old fun stuff before fresh
new eyes!
Thanks
very much David! I’ve known David since 1993-1994, so we go back a few! Well,
we got an “8” from Maximum PC for the Devastator! WOW!!!!!!!!!!!!!!!!!!
I
am very curious as to what it looks like after I get it back, check out the
article to understand-February 2002 issue. PC Gamer is next and I am told that
will be in the April 2002 issue! It helps when they are right down the hall from
each other! I feel like a small-town kid who just heard his song on a big-city
radio station! And, we already have another reviewer in the wings too!
“Hi,
my name is Jim W. Krych. I am a 32 year-old electronics technician. My products
that I currently work on are the SMU models 236,237, and 238. I am also a 13+
year veteran of both the USCG, active, and the Ohio Army National Guard, reserve
with B Co. 112th engineers. I can be reached at: jwkrych@adelphia.net
or jwkrych@n2net.net I have a
two-year-old son, Treyton, and he is the CEO of Treyonics! I have founded my own
business and, of course, I named the company after my son Treyton! Our product
is the Treyonics Home Controller System Model 9908. Better known as the…
Devastator
“Serious
Gaming”
If you've been watching the Olympics over the last few weeks, you may have been
tempted to go outside and attempt some of these winter activities on your own.
Don't do it! You'll just end up with a cold and a broken leg. No, your best
option is to pull out your classic consoles for some old-school snow and ice
action! Here are a few of my winter game reviews:
Atari 2600

Skiing (Activision 1980) B+
This game is fast, smooth, and slick. Like any good skiing game, the straighter
you go down the hill, the faster you ski, but with speed comes danger. There are
two modes of play: slalom and downhill racing. The slalom requires your skier to
pass through a series of gates while avoiding the evergreen trees that litter
the course. The novice and intermediate levels are boring, but the action is
fast and exciting in the advanced levels. You can even play randomly generated
courses. The downhill mode has no flags - you just try to make it to the bottom
of the hill as fast as you can. In addition to trees, you also need to watch out
for little gray moguls. By pressing the fire button at the right time, you can
jump over these. The graphics are plain but smooth. The sound effects try to
capture the sound of whooshing snow, but they sound too metallic. The game has
ten variations in all, providing more than enough skiing action.
1 player

Winter Games (Epyx 1987) A
When I showed this game to a friend, he gasped "THIS is the ATARI
2600??". Winter Games looks that good! The graphics are smooth and
colorful, and the characters are detailed and well-animated. The game begins
with a nice rendition of the Olympic theme. Up to eight players (!) can choose
countries to represent. Each of the seven events requires special technique, and
they all provide challenge without requiring you to abuse your controller. The
action gets underway with a nice-looking but overly-difficult Slalom event. The
second event, Bobsled, gives you an overhead view of a smoothly twisting track.
The Ski Jump is another tough event that features a picture-in-picture close-up
of your skier, whose body position you need maintain. The Biathlon looks like
the Slalom, but you need to synchronize your joystick with a heartbeat in order
to make good time. This event also features periodic "shooting range"
screens that test your reflexes. Speed skating requires rhythmically moving the
joystick, and is the only event that lets two people compete head-to-head. Hot
Dog is a ski acrobatics event that lets you perform combinations of ten
different tricks. The final event, the Luge, is similar to the Bobsled, but
allows the player to control his speed by braking. At the end of the game, the
top three players are listed, but there's little fanfare. Overall, Winter Games
is fun, challenging, and a fine showcase of 2600 graphics. I've seen this game
on many systems, but this may be the most impressive.
1 to 8 players
Ice Hockey (Activision 1981) A
This is quite possibly the best sports game ever produced for the Atari 2600.
It's a two-on-two Hockey game that really captures the essence of the sport. The
graphics are bright and colorful, with nicely animated, multi-colored players
and a puck that's easy to follow. The gameplay is outstanding, with plenty of
fast action and pinpoint control. When you have possession, the puck moves back
and forth across your stick, and your timing determines the direction the puck
comes off the stick. Playing the angles is really the key to this game. Although
there are only two players on each side, passing is surprisingly effective.
Player control changes automatically between your forward and goalie, and the
switch always happens at the right moment. You can even get physical in this
game. By hacking violently at your opponent, you can sometimes disable him for a
few seconds! The computer is a worthy challenge, but nothing can top the
two-player action. This game is a sports classic.
1 or 2 players
Odyssey 2
Alpine Skiing (Magnavox 1979) F
This pathetic excuse for a skiing game fails to convey ANY sense of speed or
momentum at all. Worse yet, it's INCREDIBLY easy. You simply guide your skier
around flags that look like more like trees. You can pull down on the joystick
to go faster, but you'll always move at a constant rate, which isn't very fast.
Even with two people playing at once, this is a painfully dull game. There are
three different events, distinguished only by the spacing of the flags. Man,
does this suck.
1 or 2 players
Intellivision
Skiing (Mattel 1980) B
Here's a game that really captures the spirit of skiing. It's fast and exciting
as you careen down the slopes, trying to stay in control while maintaining your
speed. There are two playing modes: Downhill and Slalom. The downhill course
would be the slalom in any other skiing game, with plenty of gates and
side-to-side action. It's challenging and fun. The snow makes that satisfying
"whoosh" sound as you round the gates. You can even jump over the
occasional rock - very cool. The evergreen trees look nice against the white
snow, and there's a nice-looking finish line at the end of the course. As much
as I liked the downhill, I couldn't stand the slalom. The gates are closely
spaced and it's nearly impossible to make it through some of them without coming
to a near halt! You practically have to ski sideways across the mountain. It's
entirely too tedious and difficult. Stick to the downhill and you'll be alright.
1 or 2 players
Atari 7800
Winter Games (Atari/Epyx 1987) B+
Here's another fine Olympics game from Epyx. Unfortunately, there are only four
events, which is surprising when you consider that the Atari 2600 version has
seven. The opening ceremonies are the same as in Summer Games, except there's
some snow on the ground. In general, the graphics do a fine job of conveying a wintry
atmosphere, with plenty of beautiful, snow-covered scenery. The first
event is the biathlon, which is a combination of cross-country skiing and
shooting. The key is to move your skier's legs to the beat of your heart (shown
in the lower corner of the screen). Both the skiing and shooting screens look
great and are easy to control. Unfortunately, this event runs a bit too long.
The next event is speed skating, which lets you go head-to-head with a friend.
You have to move the joystick rhythmically to the skater's strides, which is a
good system. The next event - the ski jump - is the best. As you take off and
soar through the air, you need to correct the position of your body whenever you
start to lose balance. You get points for distance and style. The final event is
the bobsled. There isn't much to this one. You just need to steer your bobsled
in the opposite direction of turns to keep from tipping over. Overall, this is
good stuff. It's too bad there's no closing ceremonies.
1 to 8 players
NES
Blades of Steel Konami 1988 A
Blades of Steel is clearly the superior hockey game for the NES. Everything
about this game is top notch. The player graphics are large and realistic
looking. The rink and arena also look great. The sound effects consist of
digitized grunts and referee calls. There's even a nice disco music intro, and
that song sounds awfully familiar. Best of all, you can bludgeon your opponent
in fights, which feature close-up views of the action! The control scheme is
intuitive, and you can easily control your goalie in the midst of the mayhem.
This is not only the best NES hockey game, but it's really one of the best
hockey games ever made!!
1 or 2 players
Ice Hockey Nintendo 1988 B
Although not as good as Blades of Steel, Ice Hockey plays nearly the same. It's
a kinder, gentler hockey game with small, cartoonish players and no fighting.
You can customize your team to be a combination of fat, medium, or skinny
players. Passing and shooting the puck is fairly easy, but sometimes it's hard
to tell which guy you control, and switching players can also be confusing. At
least there are some cool "special techniques" that let you fake
shots, "flip" shots, and even strengthen your defense. Ice Hockey
isn't the best, but it's still a winner.
1 or 2 players
For over 1400 more reviews, check out The
Video Game Critic at
www.videogamecritic.net
Beamrider
reminds me of the movie TRON. Yes,
there are a few classic Tron video games, but not enough to make the MFof
reviews . . . but let’s still put you on an electronic game grid and let you
defend it. {BTW, makes sure to see the new 20th anniversary DVD version
of TRON and catch all the behind the scenes interviews and extras – great
stuff. Look for the one guy’s
TRON hat where it spells tron (lower case) even if flipped 180 degrees.
And let’s hear a cheer for a TRON sequel and in the words of the mother
of one of the actors, Re-res RAM! Re-res RAM!
OK,
for a change here’s a non-arcade classic, so in case it is not as familiar to
you as the arcade games I’ve added more background information. Activision’s
Beamrider made it to more systems than any of their other classic games. In
fact, it is tied for third on the list of non-arcade games ported to the most
classic systems - behind Miner 2049er and Demon Attack.
See also RT issue #13 for Doug’s MFof Beamrider, but he didn’t review
two of our medal winners here today. This
game was designed by David Rolfe first(?) for the Intellivision under contract
of Cheshire Engineering, and the 3 manuals that I have say that all other
versions were made by Action Graphics. There
is a lot more gameplay and strategy packed into this game than first meets the
eye. If you’ve only tried the
somewhat limited 2600 version, then
please consider giving the other versions a try.
The
Beamrider story has you defending the 5 lanes of each of 99 sectors of your
space station’s Restrictor Shield (a defense grid).
You remain on the bottom beam of the screen while the sector scrolls
downwards at you. Most of the
obstacles and enemies come from above you, on the horizon, and advance downward
at you. You cannot move up/down,
but just left and right on the 5 lanes and fire your laser lariat in an effort
to clear each sector’s 15 enemy saucers.
There are many other obstacles in your way and contact with anything but
a Yellow Rejuvenator will result in the loss of one of you three ships.
Collect a bonus ship every time you catch a Yellow Rejuvenator.
You have an unlimited supply of laser lariats but they are not effective
against all of the enemies and obstacles, instead, you have 3, and only 3
torpedoes per each sector (regardless if you lose a ship).
These torpedoes will eliminate the first obstacle they come in contact
with, so use those topedoes wisely, as they can really save the day.
After clearing the sector, earn bonus points if you can hit the Sector
Sentinel with a torpedo. Your best defense is to continuously dodge most of the
obstacles.
In
sector one you only face the White Enemy Saucers and their missiles.
Up to 3 Saucers can attack and move all about the screen, even kamikaze.
Their missiles only go straight down.
As you eliminate the saucers, the on-screen counter decrements by one and
a new saucer will replace it. When
the counter hits 0, the sector is clear for the Sector Sentinel’s slow,
one-time pass across the horizon. Although
the sentinel does not attack, they are not defenseless as swarms of Green
Blockers will join in, which can kill you or at least prevent you from hitting
the Sentinel.
With
a few exceptions, most of your foes will move to the bottom of the screen or
edge of the screen and exit. Some
will be invulnerable (I) to your lariat, and must be avoided, or if you must,
obliterated with a torpedo. Starting
in sector 2, and every other sector through 16 (12 on the 2600), a new foe is
introduced as follows: 2) are Brown
Space Debris (I) that comes straight down, 4) are Yellow Chirper Ships that move
down and across the sector, but never at you, 6) are Green Blocker Ships (I)
select the lane you are in at the time they arrive, and move into that lane and
then straight down, 8) are Green Bounce Craft (I) that bounce across the bottom
of the screen making one pass in each lane, 10) Blue Chargers that come straight
down, and if left alone then slow to nearly a halt and take several seconds to
clear off the bottom. They’re a
real hazard, so make sure your laser lariat finds them and sends ‘em back to
the horizon ASAP, 12) Orange Trackers (I) that can only change lanes once early
on, and then come straight down, 14) Red Zig Bombs that must be hit, whereupon
they turn green, or they can move L/R at the last second and crash your party,
and finally, 16) Magnetic Mines (I) that come straight down, but then pull you
towards them, so you must move away from them or be destroyed.
When
points are scored (White Saucers, Chirper Ships, the Sector Sentinel), they are
temporarily shown on the screen in place of your running total.
Bonus points for the Sentinel are awarded for the number of spare ships
you have remaining. All point
values increase as you progress through sectors.
Everything else is worth zero points, and is just in your way to block
your way or destroy you.
Between
each sector/players’s turn, the game stops for you to see the player number,
score, ships remaining, and the sector number.
This break is almost as good as having a pause added to each version –
certainly a nice feature. During this break back at your Space Station (not
shown on the 2600), a player can
elect to drop out of the game at this time. This is indeed a unique feature
I’ve never seen elsewhere. Moving
forward launches you into the next sector.
Most versions do have a pause feature for use any time during play -
which leads to a blank screen - and pushing the pause button again or in some
cases any movement of the controller resumes play.
The choice in starting levels at sector 1, 5, and 10 is available for all
but the INTY and 2600. This is a
nice option to practice and see the enemies not seen at the beginning of the
game.
Classic
Home releases (all by Activision): Intellivision
(’83 David Rolfe), Atari 2600 (Cheshire Engineering, David Rolfe & Larry
Zwick), Commodore 64 (’84 Jamie
Faye Fenton), Atari 8 bit (Action Graphics for Activision) Atari
5200 (Action Graphics), and Colecovision
(Action Graphics)
Categories: Gameplay,
Addictiveness, Graphics, Sound & Controls

Make
it to sector 14 plus a score of 40K (60 K on 2600) would earn you an Activision
patch “Beamriders”.

Doesn’t
this artwork make you think of the world inside TRON?
Have Nots:
Intellivision (36)
The Gameplay is very good (7) and has everything save a starting level option.
The Graphics are Crisp (8) and the Sound is Effective (7) with nothing
missing. The Controls are good
enough (6) to play, but I cannot enjoy this game due to the controllers, the
lack of real (ie large, easy to push) fire buttons, and needing 2 precise fire
buttons. If this was programmed
like the 2600 where L/R on the stick is L/R and Up gives you a torpedo and the
fire button sends out lariats, (or even down for the lariats) then it would be
so much easier to play. The CV and
5200 also cause me significant problems but they get saved - see later. So, has anyone ever make a real Intellivision joystick – at
a reasonable price – let me know. The
Addictiveness is Enjoyable (8), and although there is no pause “button”,
Greg Thompson told me about 6 months ago, that pressing the 1 and 9 or the 3 and
7 simultaneously will pause nearly all Inty games. This sounds a bit harder than a single pause button, but it
does work fine. Unless you like or
can work around the standard Inty controllers, then just save yourself the agony
and pass this version over. Otherwise
it’s a fine version.
Have
Nots: Atari 2600 (37)
Typical of the 2600, the Gameplay is good enough (6), but limited and the worst
of the lot. This version is missing
the final 2 enemies, only allows 1 player, and has no start level variations.
OK, so the A difficulty will make it harder, but ‘cmon, unless you
master this game, or wanted to play a two player game with one handicapped (but
you cannot) then what is value added here?
The Graphics and Sound are both Effective (7).
The Controls are perfect (10), where the torpedoes are fired most easily
by pushing forward. The
Addictiveness is also pretty good (7), but a true pause button and having all
the enemies would help.
Have
Nots: Atari 5200 (38)
As usual, the identical sister code on the Atari 8-bit will score higher just
because of the Controls. I may have
been generous in scoring the Controls as Impressive (8), but this assumes use of
a better joystick like the Wico. The 2 distinct fire buttons must be easy to use
with no chance of wasting a torpedo by accident.
The Addictiveness is very nice (8), but may have been higher if not for
the extra time needed to master the Control.
All other scores match the Atari 8-bit below.
Bronze
Medal: Atari 8 bit (40)
Unfortunately, the Graphics appear a bit shabbier than the leaders, but are
still Cool (7). The Gameplay is
Enjoyable (8), with all that the others offer. The Controls are perfect (10),
using the 2600 scheme. The Sounds
is Effective (7) and nothing is missing per se, but the CV and C64 both sound a
step better. The Addictiveness is
Nice (8), but should have been better, but there are a few minor problems. Once
selected, the number of players cannot be change, and I could not delete any
players either. One time, the game
went on the fritz and would not reset itself - the graphics were everywhere, the
game was not playable. A reboot was necessary for these if you have the disk
version, but it is also available, but somewhat rare on cart.
Silver
Medal Colecovision (41)
Let me start with Controls, which are Superb (9), but not without a hitch.
As always seems to be my problem with CV, I need to start from scratch to
see which of the 5+ possible controllers works best for each cartridge. Instead of getting a 6 or 7, the Super Action Controller came
through and does the job - a bit rugged for moving - but dead-on in firing.
I would not doubt that long time CV players would score Controls a 10.
The Gameplay is Enjoyable (8), and no elements are missing. The Sound is
Impressive (8) and the Graphics are Crisp (8), both matching the C64.
The Addictiveness is also Enjoyable (8), but would have been higher
without a glitch which got me twice. Somehow
the final Saucer can leave the screen and never, ever return. I played for
several minutes losing my torpedoes and all to no avail. You get no points
scored, other than maybe a Chirper Ship and the only way out is to lose a ship.
So this makes me want to play the next better version below.
Gold
Medal: Commodore 64 (43)
Winning all the ordinals (Olympics term), ie the best score in all 5 categories,
it is easy to see why this version is the best.
The Gameplay is all there and Impressive (8).
The Graphics are Sharp (8) and the Sound is Crisp (8), not missing any
beats. The Controls are Perfect
(10) using the 2600 scheme and the Addictiveness is Outstanding (9).
The pause button [Run/Stop] is not quite as good as using the [space bar]
on the Atari, but certainly better than a button on the control pad. If you miss the pause button here, nothing happens.
But on the other systems if you miss the small button, and hit another,
you could kill the game completely. This
version is available on disk, cassette (in Europe) and is common (but for some
reason elusive to me) on cart.
Come
back next month when I review the Many Faces of Zaxxon
on the Atari 2600, Atari 5200, Atari 8-bit, Colecovision, Intellivision,
Commodore 64, Apple II and CoCo.
(Alan Hewston, who needs
many CV carts for this column: Pitfall II, Pac Man, Choplifter, Joust, Keystone
Kapers, Dragonfire, Star Trek, Dig Dug, One on One and a few others can be
reached at Hewston95@stratos.net
and I’ve recently updated my trades lists as well at http://members.core.com/~hewston/Hewston_vg.html)
I was discussing video games
with a friend of mine the other day when he said, “You know, I think for the
kind of video games that we like, our best days are behind us.”
This got me thinking. Is
this true ?
Or, more precisely, is it
true for me ?
I haven’t bought an X-Box.
I don’t have a Game Cube. The Playstation 2 hasn’t found its way into my
home yet.
Why is that ?
I was the guy that
pre-bought my Playstation (paid for it with used Genesis games I might add). I
spent a small fortune on a Sega Saturn the day of its surprise launch. I stood
in line at midnight the night the Dreamcast hit the streets. I have more systems
than the average person even knows exist.
Are there no good games ?
Hey, there are some good
games on the newest systems. At least that’s what I’ve heard. Metal Gear 2,
DOA 2, Super Smash Brothers Melee.
Wait a second. Aren’t they
all sequels.
Is that the problem ? Is
there nothing new ?
I’ve said this before,
with all of the power in the new systems, how comes we’re not getting new
games. How come we’re just getting the same games with prettier pictures and
grass that blows in the wind ?
But I don’t think that’s
the problem.
Maybe I’m getting old.
I celebrate the first
anniversary of my 39th birthday this year. Maybe I’m no longer the
target audience for the current crop of games ? I’d guess that most of the
Teen and Mature games are targeted towards the 18-25 year old gamer, so that
could be it.
Or maybe like your
grandfather who sat around listening to his 78 rpm records (go ask an old
person) of the Benny Goodman while Led Zepplin was new, maybe I just prefer the
older games. Maybe they remind me of a simpler time, when dots were to be eaten
and it was me against a million enemies with truly no way to win.
Maybe the old games
reinforce my feelings of mortality. No matter how good you were in the old days,
you were going to die. There was no ending. You never beat the game. The only
thing you could do was measure yourself against other’s high scores or against
your own level. And we liked it. (It was also uphill to school both ways and we
walked 3 miles in the snow in our bare feet.)
Nah.
I think it is a combination
of things, including the ones I mentioned earlier, combined with a lack of time
and a more frugal measurement of money vs. reward.
I’ve mentioned the lack of time in
other things I’ve written. Between work, kids, fun, house and other
commitments, I just don’t have time to invest 4 hours a night for 2 weeks to
play a game.
Then there is the money thing. New
machines are $200-$300. Not really a show-stopper when it comes to funds, but a
good chunk of change nonetheless. Games are $50, controllers $30. And for what ?
Sequels to games I already have ? Games, that to me, I’ll never get through.
Then there is the 20 minutes even to get going in the game with all of the back
story and cut scenes. I want to play. Right now.
So, until something comes
along to change my mind, I’ll have to agree with my friend. For me, the best
games are behind me.
(Fred
has been playing games for over 25 years and actively collecting them for over
10. The 2500 + games that he has takes up most of his home office and living
room. He lives in Denver, PA with his understanding wife Jennie, his 6 year-old,
button-loving son, Max and his 2 year old, 4th player, Lynzie. Fred has picked
up the newest US released portable, the GameBoy Advance. He liked it better the
first time it came out. When it was called the Neo Geo Pocket. Fred can be
reached at fcw3@mail.ptd.net )
Time to shine on a few more deserving
sites. We look high and low across the vast web to find interesting sites
for you. Enjoy!
Tunnels of Doom
Tribute Page
Possibly my favorite TI 99/4A game, Tunnels of Doom was my first
taste of a Dungeons and Dragons inspired game that did a valiant job of
capturing the feel of the board game. With the ability to use different
weapons, lots of monsters and other additions, it sapped away much of my
youth. Well, here is a page for anyone else who enjoyed this classic:
http://java.sun.com/people/edburns/classic-gaming/tunnels/
The Log Book
"Phosphor Dot Fossils"
Want a ton of information on classic games? Then check this
site out! Reviews, snapshots and a sleek looking site. I found
myself killing a few hours here. I think you will too!
http://www.thelogbook.com/phosphor/
2/16/02 - The GOAT Store, LLC announces the
Midwest Classic
MILWAUKEE, WI -- This summer, Milwaukee will host the first ever Midwest Classic
gaming event! The event will be hosted by the GOAT Store, LLC and Marty
'Retro-Rouge' Goldberg, a writer for ClassicGaming.com and will feature
everything Pong to classic computers. The event will also be home to arcade and
pinball information, including a demonstration of how a pinball machine works by
Dan Loosen and Gary Heil of the GOAT Store, LLC. The event coordinators are also
working on bringing ultra-rare and perhaps even exclusive games and tons of
great tournaments for attendees to enjoy.
The name Midwest Classic was selected from hundreds of entries that the GOAT
Store, LLC received in a contest to name the event. For winning, Benjamin
Heckendorn will be contacted and sent a package of goodies. Last year, the GOAT
Store, LLC held Atari Jaguar Festival 2K1: Beyond Tempest, an annual gaming
event for the Atari Jaguar. The event set attendance records, with some visitors
coming from as far as Japan!
The Midwest Classic is tentatively scheduled for June 8, 2002. Ticket price has
not yet been determined. If you would like to help with the show, or if you have
any questions about it, feel free to email Dan Loosen (loosen@goatstore.com)
or Gary Heil (heil@goatstore.com).
After quite a few problems, we are finally
getting stuff set for CCAG 2K2. The Cleveland based video game show, which
this newsletter is a proud sponsor, is finally in the planning stages.
After a hugely successful year in 2001, with attendance of 125 people and nearly
50 tables of vendors, we were all ready for the upcoming year! Then a
monkey wrench was thrown into our plans. Since the show has been held at
an armory the past two seasons, and since we are at war, the facility has become
off-limits for non military purposes. There went our spacious and very
affordable location. So we have been looking for a suitable replacement
site, one that was large, easily accessible and affordable. We are happy
to say that we may have found the place. While it is smaller than last
year's and a fair amount more expensive, it looks to be a great location!
But with increased costs, we must make some
sacrifices. Gone is the free admission and free tables. While we are
doing our best to keep the costs of both down, we do have some exciting ideas
for the show! Here is the tentative information (subject to change):
*The Show is planned for Memorial
Weekend. This way it will be approximately a month after Phillyclassic and
nearly a month before The Midwest Classic, so as not to compete.
*Admission right now is set at $2.00 per person (tentative to change). But
with this, we are planning a special drawing! We are in the process of
getting an actual arcade machine to give away to one
lucky attendee! You will get a ticket with your paid admission
and it will give you a chance to win! You do have to be present to win and
are responsible for transporting the machine home. Right now, the arcade
machine is undetermined.
*Tables are set now at $5.00 each (tentative to change) and we have a total of
52 tables, so expect them to sell quick.
*The show is getting its own website! The new site will be unveiled in the
next few weeks.
More inquiries about video games and all
things fun. As I dig into the virtual mailbag, I pull out the following
letters:
I am thinking of attending
a classic video game show this summer, but I am not sure which one to
attend? Any suggestions? signed Perplexed Gamer
I do get quite a few emails from people who
want to know if they should attend this show or that one. While I am
biased to the CCAG as I help out with it, I would have to say that it depends on
what you are looking for in a classic game show. Are you looking to get
the most carts to add to your collection? If so, then the Phillyclassic is
the show to attend. It gets the most dealers, who are selling the biggest
variety of games. If you cannot find it at Phillyclassic, it must be
ridiculously rare. If you want to get the most exclusive new games for
classic systems and if you want to meet the biggest collection of classic game
programmers anywhere in the world, then the CGE is easily the best show for
you. With a large stack of show exclusive games and dozens of game
programmers and other people who helped shape the industry, you will be
overwhelmed! If you want smaller, more relaxed paced shows, where you can
just chat with fellow gamers and just have fun, then CCAG, The Midwest Classic
and the Cincicon are all great shows.
There is alot of coverage for the TI computer, but not
for any of the other classic computers. How about some coverage for the
Commodore 64 or Atari 8-Bit? Signed Classic Computer Fan
Actually, Alan Hewston just did a great
interview with the programmer of Space Taxi in the last issue of RT, so there is
some coverage. But I can understand your desire for more coverage.
Only problem is that while Jim Krych is our TI writer, we do not have anyone
covering any of the other systems. If anyone is looking to join the
newsletter and cover one of the other classic computer, please let me
know. We would love to have you!
Hey, why don't you charge for issues of Retrogaming
Times? I would gladly pay for new issues! Signed RT Fan!
I get at least one email a month from someone
either asking why I do not charge for RT or from someone who wants to set up a
pay site for it and take a percentage of the money. I will tell you the
biggest reason why I do not charge for RT, vanity. Right now, we get over
5,000 readers of Retrogaming Times each month, with up to 2,000 reading it the
first day. If I charged for it, that number would be greatly reduced,
probably to about 100. While it would be nice to make money off
Retrogaming Times, I would rather reach a larger audience. It is pretty
cool to tell people that I have a monthly newsletter that is read by over 5,000
people a month! Plus, I have a chance to give something back to the hobby
and can help spread the word on new products, video game shows and help draw
attention to deserving sites.
One area of collecting that has been getting
more notice is classic video game handhelds and tabletops. Some of these
command high prices (a few can go for a grand or more, like Star Castles), but
how good are these to play? Well, I am going to start a new column, where
I spotlight a few of the better playing handhelds out there. This way you
can get a better idea if the handheld is worth buying for more than just a
display piece.

Tron by Tomy
Possibly one of the best handhelds out there,
as far as gameplay goes. Featuring three different screens to beat, each
one different than the last, it really does a good job of capturing the feel of
the movie and arcade machine. The first game is the famous light cycles
from Tron. It plays quite well and is very enjoyable. You can move
around and have a speed up button. You need to defeat the computer three
times to move to the next screen.
The second challenge is a game
of Frisbee. The computer tosses what looks like a frisbee (it is actually
a disc, like Discs of Tron) at you and you have to catch it. Then you
throw it back at
the computer, trying to get it past them. If you can do this four times,
then you win the round. Ditto for the computer, if they get the disc past
you four times, game over.
The last game is probably the
easiest one, or at least it seemed to me. You use the same disc to throw
it through a shield to
break it and then to hit the MCP and destroy it. From there, you start
over.
The game features multiple
colors, nice graphics and nice little sound. Even the back of the case is
transparent. While the game does not offer multiple skill levels, it is
one of the most varied and good playing handhelds. It sells for about
$40.00 on eBay or a good shaped one with the battery cover.

Zaxxon by Coleco
Possibly the most loved and most collected of
all tabletops are the Coleco ones. Each one looks like a mini arcade
machine. Of all the Coleco tabletops, the rarest and best playing one is
Zaxxon! This game is huge in size and possibly the largest tabletop out
there. The level of detail on the machine is great, with the arcade look
and even a little joystick that looks like the real arcade stick!
But even better than the looks is the gameplay! The game looks and plays
like the arcade! From the very colorful screen, to the very good sounds to
the extremely faithful gameplay, this is possibly my favorite tabletop!
You really have to see it to appreciate just how great it plays.
The game uses a combination of
mirrors and two different screens to create a 3D effect. You really do
have to fly over walls. It is a marvel for a tabletop and if you ever have
the chance to play it, I think you will be pleasantly surprised. The game
sells for about $60.00-$70.00 on eBay for a good condition one with the battery
cover.
Another new feature that I
decided to add is Video Game Lingo. Since we get hundreds of new
collectors each month reading Retrogaming Times, I thought that I would explain
some of the lingo used by classic gamers. This way you can sound like you
are one of veterans of the hobby. Each month, I will put a handful of
different terms that are used and tell you what they mean. Feel free to
send in any you may have heard that you would like to see in here.
In the Wild-This
term is used to describe finding a game cart, system or collectible at a thrift
store, garage sale or flea market. The term "In the Wild" pretty
much means that you did not buy it online or from a game dealer, but rather you
found it in your search and usually means you picked it up at a bargain
price. Think of it as getting your Thanksgiving turkey by hunting it as
opposed to buying it from a grocery store.
Bira Bira-He is supposedly the god of video
game collectors and if you pray to him before searching "in the wild",
he will bring you good luck. For more information on this diety, go to the
following website: http://birabira.chaosmagic.com/
Actiplaque-This
is a term you hear quite a bit, especially when dealing with Activision
carts. It is a condition when the label is mottling and begins to have
spots. It happens most with Activision games, probably due to the glue
they used or the labels, but it has appeared on other carts as well.
Third Party-The term is for any company that
produces games for a console, but is not the manufacturer of the console.
The first company to create third party games was Activision and soon after,
companies like Imagic, Data Age and Starpath made games for different systems.
Overlay-This
is a thin piece of plastic that gave instructions for games. The most
common system for overlays is the Intellivision, where it would fit over the
numeric pad and by pressing a certain number or symbol, you would get a desired
action. There were also overlays for the Colecovision, Atari 5200 and even
a few for the Atari 2600 (Sesame Street games among them).
Vectrex Overlay or
Vectrex Screen-Both of these terms have been used to describe the
colored overlay that went over the Vectrex screen. Since the vector screen
was black and white, these screen were meant to add color to the games.
Hardwired Joysticks-Unlike
the Atari 2600, which allowed you to unplug and change your joysticks, the
original Intellivision and Odyssey 2 had hardwired joysticks. What this
means is that the joysticks were connected on the inside of the game system and
could not be replaced, unless you took the machine apart. While it made it
next to impossible to lose your joystick, it also meant that when they went bad,
you either had to take the machine apart or throw it out. You also had no
choice in joysticks. Both systems later offered removable joysticks.
Return next month for some more video game lingo terms. Retrogaming Times
wants you to be an informed and knowledgeable classic game fan.
Time to end another issue of the
newsletter. I hope you enjoy the new sections and please send in
suggestions for future articles or to existing articles. Once again,
thanks to all the contributors who make my job easier. Much thanks!
Also, big thanks to the growing list of sites that post about the latest issue
of Retrogaming Times and help spread the word, we cannot thank you enough!
Also, thanks to the readers who keep coming back and reading a new
issue.
Before this becomes an Oscar speech, I will
stop with the thanks. I need to wrap up this issue and hopefully with some
luck and hard work, Bit Age Times #16 will be out on the 30th. It would
make three months in a row that both newsletters came out. Hope I'm not
spoiling you. If you want to contribute to the issue, please send any
articles by the 27th. Time for me to go, enjoy the wealth of games that
are available to you and the ones that are coming!
-Tom
Zjaba
(This issue was done while listening to Lisa Loeb, Climax Blues Band, The
Spinners and a bunch of TV and movie theme songs.)
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