Archive for the 'Gaming History' Category
Retro Scan of the Week: Strategy Guide for the “Worst Game Ever”
Monday, March 26th, 2007
You know the story — a cautionary tale of extreme cockiness and greed. Atari was so confident of their pending success with their first major movie-licensed game, E.T. the Extra-Terrestrial for the Atari 2600, that they rushed it out the door with only five weeks of development time and churned out four million copies of it. Sure, it sold well for a video game, but Atari lost tons of money on the deal, due to both the exorbitant price they paid for the game rights, and the fact that they sold roughly a quarter of the number of carts they manufactured. It was also one of the biggest letdowns of any video game ever, player wise (well, perhaps tied with Pac-Man for the Atari 2600), with frustrating gameplay that only a masochist could love.
Perhaps somewhere in its cold, machine-like gut, Atari felt the faint stirrings of a suspicion that maybe E.T. wasn’t quite up to snuff. Is that why they included this small fold-out strategy hint sheet with the game? Read it and decide for yourself. But watch out for wells, my friends. Watch out for wells.
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VC&G’s Ralph Baer Interview in This Month’s Game Developer Magazine, Gamasutra
Saturday, March 24th, 2007Back in January, I had the wonderful opportunity to conduct an extensive telephone interview with the inventor of home video games, Ralph Baer (I’ll be writing more on him soon, so stay tuned). That epic interview, in a much shorter form, appears in the March 2007 edition of Game Developer magazine, which is available on newsstands now. (Just to note, there is a slight factual error in the introduction of the interview about Spacewar in the print version, not written by me, but there will be a correction published next issue.)
The good news for you is that there is a much longer version of the interview up on Gamasutra right now that you can read through online. Check it out, and look for more of my interviews with computer and video game industry pioneers in the coming months.
HOW TO EAT THE VIDEO GAMES
Friday, March 16th, 2007[ Ulaf Silchov is an expert in video games and computers. He also writes for “Svadlost Weekly” and “The Simpler Thymes Drug-Free Newsletter” ]
ULAF HERE AGAIN WITH ANOTHER INSTANCE OF MY MIND’S WRITINGS. THIS WRITINGS CONTAIN TOP SECRETS ON HOW TO EAT THE VIDEO GAMES. ULAF MEAN REALLY EAT THEM, AS TO DO AND TO PASS THROUGH THE BODY AS NUTRIENT, OR KUDGE SLAW VISKOS, A NATIVE DISH OF ULAF’S COUNTRY.
IT IS FULL OF THE TIPS LEARNED FROM MASTERS AFAR AND AWIDE, GAINED IN KNOWLEDGE THROUGH MY MIND (THROUGH BOOKS CONVEYED BELOW) AND PUSHED FORWARD TO YOUR MIND THROUGH THE MAGIC OF TUBS, AS THE JOKE GOES. THROUGH THE GLORIOUS INTERTUBS WEBNET. AS MY MIND FINDS IT FUNNY.
THE FAVORITE FOODS
BUT FIRST. BEFORE THE BOOKS ON EATING THE VIDEO GAMES, ULAF SHARES WITH MY PERSONS NOW THE FAVORITE FOODS OF MY MIND:
IT ABOVE IS THE THE HAMBURGLAR, A NATIVE FOOD OF THE AMERICAS COUNTRY. UPON FLOWING TO THIS AMERICAS ULAF EAT MANY OF THESE HAMBURGLAR WHEN MY MIND IS HUNGRY TO EAT. THAT IS TRULY WHY, THEY SPOKE OF AMERICAS TO BE THE PLACE OF THE OPPORTUNITY. AND THEN MY MIND STOPS.
Great Moments in Video Game Violence: Carnival Massacre
Wednesday, February 28th, 2007I have to admit that I’ve murdered more than my fair share of virtual people. I always go for the head shot in Gears of War. I run down pedestrians in Grand Theft Auto like it was going out of style. There’s something about the thrill of spilling innocent pixelated blood while hearing digitized screams of absolute terror that keeps me coming back for more, time and time again. And until the McClinsky-Grinhold Virtual Rights Act of 2042 passes, I should be free to indulge in the simulated murder-violence of virtual humans.
Seeing that this is a “vintage gaming” site, I thought I would take a look at some of the “great moments” of digital simulated violence in the past. My only complaint is that, prior to 1989, video game graphics were not sophisticated enough to depict gushing, free-flowing rivers of crimson plasma with any regularity. You kinda had to use your imagination to fill in the blanks. Bummer. Nonetheless, in this column we’ll be taking a look at an early pioneer in senseless virtual bloodshed, Thorn EMI Video’s Carnival Massacre for the Atari 800 computer system. Carnival Massacre is a 1983 classic that, with a few minor changes, could quite possibly have been the greatest game of all time.
[ Continue reading Great Moments in Video Game Violence: Carnival Massacre » ]
Retro Scan of the Week: Baton TelePlay Modem for NES and Genesis
Monday, February 19th, 2007
Eventually, I convinced my mom to call Baton (being a about 11 or 12 years old then) to see if she could order one, but by that time either the phone number was already disconnected, or she didn’t get an answer. Or maybe she did talk to somebody — my memory’s fuzzy on that point. I was hugely disappointed. Crushed. The Teleplay modems never showed up in stores and I never heard anything about them again.
I did get excited when Xband modems came out some years later (for the SNES and Genesis), but I found the experience with their service somewhat lacking. I wanted a direct player-to-player connection with no game broker or middle man.
For more on the story behind the Baton Teleplay modem, check out Frank Cifaldi’s investigative piece at Lost Levels Online. I’m really glad he took the time to research the company so that their story isn’t completely lost to history.
Unfortunately, I forgot to document the issue number this ad appeared in when I scanned it some time ago.
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Super Game 64 Advance DS: The Nintendo Game Naming Formula Revealed!
Tuesday, February 13th, 2007What’s in a name? Well, if it’s the name of a game for a Nintendo console, there’s a strong chance that part of the system’s name will make an appearance. Popular examples of this practice include the game title Super Metroid for the Super NES and Super Mario 64 for the Nintendo 64. I call this phenomenon “system-naming,” for lack of a better term.
System-naming is largely isolated to games produced for Nintendo systems due to the company’s penchant for adding “upgrade” prefixes (the “Super” in “Super NES”) or suffixes (the “64” in “Nintendo 64”) to their system titles. We’ll take a look at some instances of non-Nintendo system-naming near the end of the article.
So what does “system-naming” matter? The answer, quite simply, is nothing. Really — nothing at all. This is an exercise in pure console nerdlyness. Information for the sake of information. So if you’re easily scared away by the academic study of trivial minutia, turn away now!
Still there? Ok. Let’s take a look at each Nintendo system, tally up their system-named games, and see which system ultimately wins the battle of the names. All percentages have been rounded up to the next whole number. Sources for the data presented are listed at the end of each section.
[ Continue reading Super Game 64 Advance DS: The Nintendo Game Naming Formula Revealed! » ]
A Long, Strange Trip Comes to an End
Monday, February 12th, 2007Just a few hours ago, I completed an epic journey that I began over ten years before.
I finally finished the game EarthBound for the Super Nintendo.
I know, I know. Usually, completing a game is no big deal, and most people probably finish EarthBound in the span of a week. But in this particular case, the accomplishment meant something much more to me. I began playing the game in 1996 when I first acquired my copy of EarthBound used from a local Blockbuster store (a video rental chain in the US). I have slowly played through the same saved game a little bit at a time, usually about once every year. There might have been a period or two over the last decade where I didn’t play it for a few years straight, which would partially explain why it has taken so long. Picking up the game again every year was always a challenge because I’d have to spend hours just reacquainting myself with what was going on in the game’s storyline at the point of my last save, and I’d also have to figure out what to do next. Sometimes, I’d get too overwhelmed and just give up figuring it out…and promptly put off the task until the next time I picked up the cart.
Well, just this month, I felt my yearly EarthBound cravings coming on again (they usually hit sometime during the first two months of the year), so I pulled out the ‘ole SNES and fired it up. This time would be different, though: I dedicated myself to finally seeing the game through — all the way to the bitter end! 2007, I figure, is a good enough year to finish a game that came out in 1995. I’m usually a traditionalist about these things, but my original SNES wasn’t feeling quite right on my fancy new TV, so I figured I’d put a little modern technology on my side to aid me in my quest.
I’ve recently been playing a number of SNES games on an old iMac that I have more or less turned into a dedicated SNES emulator machine. I thought it would be nice, for a change of pace, to play EarthBound on there. Using my Super WildCard DX2, I transferred my EarthBound cart’s SRAM data to a file (which contains all the game’s save information) and loaded it up on my emulator. I played through the rest of the same game I started in 1996 on the emulator with an authentic SNES pad (via a Super SmartJoy USB adapter, which I’ve been meaning to review for a year or so now). I’m not going to lie to you; save states are the Emulator God’s gift to gaming, and without them, I probably would have completed a few bosses as usual and put off finishing the game until next year. The save states made playing through the game an absolute joy over the past few days, removing all sorts of time-wasting save-related hassles and just generally smoothing out the experience. Screw the purists — it was incredible fun, not a logistical pain in the neck, like playing a game should be.
Now that the journey is over, I have mixed feelings about the whole thing. In one way, I’m ecstatically happy to have finally accomplished something by playing my way through such a masterful game, and in another way, I’m heartbroken that it’s over, as EarthBound is probably one of my favorites of all time. But if it’s one of my favorite games ever, why did it take me ten years to complete?
Maybe I’m just weird like that. Or maybe I didn’t want it to end.
Retro Scan of the Week: Atari Lynx, Only $99.95
Monday, January 29th, 2007
But this scan isn’t about the Game Boy. It’s about the Atari Lynx, that weird, large, oblong battery guzzler of a handheld that was seemingly designed by a team of monkeys with three arms. And at the point in time captured in this scan (1991), it was “only” $99.95, which was a lot of money back then. Nonetheless, I wanted one anyway — we all wanted one. But the only person I knew that had one was a rich kid from school. I eventually did get my (two) hands on a redesigned Lynx 2 model around 1994 for about $70 with two games. I (or more properly, my parents) bought it through the mail from a kid who called my BBS at the time. It was a great system to have, but I didn’t have any games for it that were any fun.
Much more could be said about the Lynx, but that tale will have to be saved for another day.
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Retro Scan of the Week: The Art of the Vectrex Overlay
Monday, January 22nd, 2007For those of you who might not know, the GCE Vectrex (1983) was a unique game system that had a built in black and white vector graphics display. Vector graphics are composed of lines drawn point-to-point on a specially-driven CRT rather than through a bit-mapped pixel graphics method on a raster scan display (like an ordinary TV set). That may be a bit too technical for you, but the least you need to know is that vector graphics are different than usual and, in the case of the Vectrex, consisted of white lines on black backgrounds only.
In order to spice up the system’s monochrome gameplay, each Vectrex game came with its own custom translucent colored overlay that snapped in place over the Vectrex’s built-in monitor. The white vector lines on the monitor underneath shone through and gave the illusion of a color display for certain parts of the screen. The one you see above is for Flipper Pinball. Notice the different regions of the play field which have different colors to add more life and variety to the game.
It should be noted that colored overlays were not a new idea to the Vectrex. Their use in video games spans back to the medium’s very genesis, from the days of Ralph Baer experimenting in his lab at Sanders, and later on the first video game system ever, the Magnavox Odyssey. Also, most early arcade games used black and white displays with colored overlays to keep production costs down, as the components needed to generate and the monitors needed to display colored graphics were expensive at the time.
Personally, I’ve never been a fan of overlays — I find them a chintzy substitute for a true color display, and instead prefer to play my Vectrex games without them. Monochrome ain’t so bad.
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