Archive for the 'Retrogaming' Category

VC&G’s Halloween Video Game Costume Ideas (2009)

Monday, October 19th, 2009

VC&G's Video Game Last-Minute Costume Ideas 2009Yep, it’s that time of year again: time for VC&G‘s famous Video Game Halloween Costume Ideas — 2009 edition.

This article series is almost an institution now, as we enter our fourth year of providing last-minute costume suggestions to desperate video game nerds everywhere. Each of these costumes is guaranteed to get you candy, or your money back. After you’re done reading, feel free to post your own costume suggestions in the comments below.

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The Weirdest Video Game Box Art of All Time

Friday, October 16th, 2009

World's Weirdest Video Game Box Art - Deadly Duck - Atari 2600 - 1982

And you thought eatin’ shrooms to grow bigger was strange. How about this: flying green crabs dropping red clay bricks on a grinning, toothy duck wearing a cape and glasses with a double-barrel shotgun coming out of his mouth.

At least it’s set in a pond, so the backdrop isn’t too fanciful.

The game is Deadly Duck for the Atari 2600, a 1982 shooter title published by 20th Century Fox. I’ve played it, and it’s not too bad. It’s a vertical shooter, similar to Space Invaders and Demon Attack.

Deadly Duck Screenshot - Atari 2600 - 1982You play as a duck striving to gun down flying crabs that drop bricks on you — actually, around you. When the bricks land, they temporarily impede your movement to the left or right, then disappear in a few seconds.

This is one of the many vintage video game box illustrations that rendered the typically absurd and abstract situations of extremely low resolution games in a very realistic and literal manner. Super Breakout for the 2600 is one of my favorites (it also inspired a 2006 Halloween costume suggestion).

You can find many more examples of this curious art form on the web, including many parody boxes, so watch out for fakes.

[ Retro Scan of the Week ] Ultima VI

Monday, October 12th, 2009

Ultima VI PC Game Advertisement - 1991The Avatar: crushing gargoyles like roaches since 1985.

[ From Video Games and Computer Entertainment, January 1991 ]

Discussion Topic of the Week: I’ve already asked you what your favorite Ultima game was. What’s your least favorite game in the Ultima series? Which one do you think is the worst?

[ Retro Scan of the Week ] Nintendo 64 Launch

Monday, September 28th, 2009

Nintendo 64 Launch Ad - September 30th, 1996Only if you want the best!! !! — !!

Thirteen years ago this Tuesday, Nintendo launched the Nintendo 64 video game console in North America. That’s right: it was on the 29th, despite the “September 30th” that this ad boldly proclaims. After this ad was published, Nintendo moved the launch date a day back from a Monday to a Sunday (supposedly to prevent people from skipping work or school to buy the system, although I haven’t confirmed that).

It seems more likely to me that Nintendo realized a larger number of people would actually be able queue up for a system (or simply just go to the store and buy it) on their day off. Stronger opening day sales numbers were (and still are) important to console makers because they meant not only more press coverage, but also more license for ecstatic gloating and self-aggrandizement from the company’s PR department. If you hadn’t noticed already, hyperbolic show and bluster were dominating themes in 1990s American video game marketing.

Either way, dinosaurs did fly, and an enormous Stay-Puft Mario carelessly wiped western Europe off the map with his spinning boot heel. Fun was had by all.

[ From GamePro, April 1996 ]

Discussion topic of the week: What’s your favorite Nintendo 64 game of all time?

[ Retro Scan of the Week ] The Thrill of Capcom

Monday, September 14th, 2009

Capcom Hat Trick and Mini Golf for Commodore 64 Ad - 1988Where’s Waldo in the Land of Blur?

[ From Compute’s Gazette for Commodore Users, June 1988 ]

Discussion topic of the week: What’s your favorite pre-1995 Capcom game? And, if applicable, what’s your favorite pre-1995 Capcom game that’s not a member of the Mega Man franchise?

[ Retro Scan of the Week ] Super Mario World 2

Monday, August 31st, 2009

Super Mario World 2 Ad - SNES - 1996“He goes all over the place (and we don’t mean Number Two.)”

Here’s a classic advertisement for Super Mario World 2 from the “Play it Loud” era. Baby Mario looks quite destructive.

In the mid-1990s, Nintendo tried to downplay its kiddie image and appeal to the “I’m-awesome-because-I-huff-Easy-Cheese” teenage set. The company’s American branch formulated a new “Play it Loud” ad campaign to directly counter aggressive advertising from Sega.

Nintendo’s new marketing theme focused on the stereotypical angsty “attitude” of youth in transition, which, in print, mostly translated to grungy fonts, eye-gougingly garish design, and scatological humor. Surprisingly to some, the campaign actually worked — Nintendo regained the lead in the 16-bit market right as that era was ending.

On another note, Super Mario World 2 is one of the best Super NES games, and definitely one of the most underrated. If you haven’t played it yet, you’re missing out on a platforming masterpiece. Drop everything and get yourself a copy. And don’t forget to play it loud(ly).

[ From GamePro, April 1996 ]

Discussion topic of the week: What’s the most underrated Super NES game?

Scott Miller Interview: On Founding Apogee, Shareware Competition, id Software, and More

Friday, August 21st, 2009

Apogee Software Logo

In early June, I conducted a lengthy telephone interview with Scott Miller, founder of Apogee Software (now known as 3D Realms). Today, the interview is up on Gamasutra. This is sort of a companion interview to my earlier talk with Tim Sweeney of Epic Games (another shareware heavyweight), although both stand alone quite well.

Scott Miller\'s HeadApogee is best known for publishing dozens of episodic shareware games, including Kingdom of Kroz, Duke Nukem, the Commander Keen Series, Wolfenstein 3D, and Rise of the Triad. The company later changed its name to 3D Realms and scored a monster hit with Duke Nukem 3D.

Through Apogee, Miller revitalized and dominated the shareware game industry, invented episodic gaming, pioneered the use of the freely distributable game demo, and provided the spark that inspired id Software’s founding.

During the interview, Scott and I went through his early days in programming, the founding of Apogee, the transition from simple shareware to 3D games, his interactions with id Software, his thoughts on shareware game competition in the early 1990s (including Epic MegaGames and Tim Sweeney), and much more. If you’re a fan of BBS or shareware history, you won’t want to miss it.

Giving Shareware the Attention It Deserves

The concept of shareware has for too long been seen as the red-headed stepchild of the computer game industry. It has oft been relegated to the metaphorical back pages and footnotes of the history books — if it shows up at all — and frequently looked down upon by “serious” publishers who never deigned to give away any version of their work for free (until Apogee came along, anyway). I’d like to change that, and I’m hoping that my recent interviews with Miller and Sweeney will lay the foundation for a deeper understanding of shareware’s importance for future generations.

Although it might be a philosophy whose place in the sun has come and gone, shareware has not been an idea without merit or influence. As you’re about to read, the story of Scott Miller, his partner George Broussard, and their company firmly prove otherwise.

[ Retro Scan of the Week ] Dungeons and Demons — The Infraceptor Watch

Monday, August 17th, 2009

Infraceptor Watch Ad - 1995The time? Half-past dagger.

Does anybody know more about this interesting looking watch? I don’t recall seeing or hearing anything about it beyond this tiny profile in Popular Science’s “What’s New” section back in 1995.

Casio’s Infraceptor watch functions as a game machine, a phone book, an infrared message sender, and a stopwatch. Its IR beam lets you play a “dungeons and demons” adventure against other Infraceptor users. You prepare the phone book information — for as many as ten people — or canned questions and replies for the message-sending function on a JD-6000 Digital Diary before storing it in the watch. Price: $100.

I wonder how the so-called “dungeons and demons” game worked. I’m completely guessing here, but I suspect it wasn’t very fun. It’s still a neat concept that I would have killed for as a kid (I can imagine surreptitiously playing it at school).

Check out this neat Japanese page with pictures of other super-nerdy watches on it.

[ From Popular Science, April 1995, p.12 ]

Discussion topic of the week: Tell us about the geekiest watch you’ve ever owned. (i.e. Calculator? Digital address book? Built-in camera? Dick Tracy-style radio?)

15 Classic Game Console Design Mistakes

Tuesday, August 11th, 2009

Game Console Mistakes on TechnologizerUp now on Technologizer is my latest VC&G-related freelance work: 15 Classic Game Console Design Mistakes, a non-exhaustive analysis of various hardware and design goofs in video game consoles. In it, I discuss the Intellivision, Sega Saturn, NES, Atari Jaguar, and more.

This latest article is a follow-up of an earlier Technologizer piece I wrote back in June: 15 Classic PC Design Mistakes.

Interestingly, this latest piece is proving to be far more controversial. I suspect it’s because people have had more up-close experiences with video game systems than with semi-obscure computers, and because game consoles inspire quite a bit of unflinching loyalty in the general populace.

I came up with many more flaws than I listed, but I couldn’t keep writing forever. So feel free to share your ideas for game console design flaws either here or over at Technologizer.

[ Retro Scan of the Week ] A Little Too Real

Monday, August 3rd, 2009

Sega Saturn Ad - 1996Sega Saturn’s Polyhedral Bodies: Too Real

[ From GamePro, April 1996 ]

Discussion topic of the week: What’s the most underrated Sega Saturn game?