Archive for the 'Gaming History' Category

Eric’s Look at Trippy Computer Games

Tuesday, September 19th, 2006

The ManholeBack in the good old days of computer gaming (we’re talking late-80’s to mid-90’s here, folks), one thing that could be said about the games market is that it was a crap shoot. Before the advent of the Internet, the few dead-tree review magazines couldn’t keep up with the number of newly-released titles, and computer game companies didn’t seem to take advertising very seriously. This meant that the chances of knowing the details of a game before purchasing it were pretty slim. Usually, all a gamer had to go on was the box copy, and whatever word-of-mouth could be picked up while hanging out at the local Babbage’s.

Buying a game could be a gamble, pure and simple. Sure, Origin was a safe bet for action or role-playing, and Sierra was the uncontested king of the adventure genre, but so many smaller companies were trying to make it big that it was impossible to know exactly what would be on the shelf on any given day. Sometimes, a search though the $5 rack would reveal an unlikely-sounding game written by two guys in a smelly basement, only to be unmasked later as a true gem of programming skill. More often, a slick-looking box with beautiful images and promising descriptions would turn out, when unboxed at home, to fall somewhere between maddeningly dull and outright unplayable (I’m looking at you, Rocket Jockey). But rarely, very rarely, a game would crop up that would cause an immediate and almost-universal reaction among gamers: “What were those guys smoking, and where can I get some?”

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Retro Scan of the Week: Tiger’s R-Zone — the Ultimate Eye Strain Device

Monday, September 11th, 2006

Tiger R-Zone

Tiger R-Zone Pimple HeadWay back in the land before time (1995), when a little ole company you might have heard of called “Nintendo” was tinkering with its worst gaming experiment ever (Virtual Boy), another company called Tiger Electronics (famous for its handheld LCD games, if you’ll recall), possibly tried [citation needed] to capitalize on the hoopla surrounding Nintendo’s red-headed stepchild. Tiger introduced the R-Zone, a LCD-based gaming system that used red-tinted game cartridges and projected them onto a HUD mirror strapped over the player’s pimply forehead (see picture). An extremely uncomfortable-to-hold detached controller held the batteries, and the player plugged the cartridge — each containing its own LCD screen — into the headset. It worked very poorly, as you might imagine; but what more could you expect for $30 (US) MSRP?

(The main scan above is of the paper insert from the blister package that my original R-Zone came in back in 1995.)

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Retro Scan of the Week: The Most Complicated Video Game Controller Ever Devised

Monday, September 4th, 2006

Coleco Super Action Controllers

And you thought video game controllers were over-complicated these days; this one requires five (slightly-pudgy child) hands just to use it properly.

Take a look at this bad boy: four trigger buttons on the pistol-like grip (one per finger), twelve buttons in the overlay-friendly numeric keypad matrix on top, a one-dimensional “speed roller” wheel near the back, and an extremely flaccid red-knobbed joystick crowning it all. Combine this with the futuristic look of a gaudy black space gauntlet that literally engulfs your hand, and you’ve got the ColecoVision Super Action Controller. This marvel of controlling technology came in sets of two with a “Super Action Game” included — in my case, “Super Action Baseball.” I’m lucky enough to have a pair essentially “new in box,” so I grabbed these scans off the box itself.

Coleco Super Action ControllersIt’s no secret that the ColecoVision’s original controllers were absolutely horrible. In fact, they could only be surpassed by those of the earlier Intellivision in terms of “least ergonomic controller design ever.” Obviously someone within Coleco noticed this fact and set out to design a super-ergonomic controller with a vengeance. But it seems they went a little overboard in the process: on the box it claims that the Super Action Controller is “the first video game [controller] that [gives] you individual control of 4 or more onscreen players.” Sounds really simple and easy to use, doesn’t it? With this amazing controller, you can control an entire baseball team with only one hand! Coleco was obviously way ahead of its time in this respect, as it seems the rest of the video game industry has still not caught up with their incredible insight into control of on-screen characters. Had Coleco gotten their way, we’d probably be playing five-on-five video basketball against ourselves (using one finger for each player) on a controller with twenty-five buttons. The extra fifteen are for the refs and the cheerleaders, of course.

This Week’s Game Ads A-Go-Go: “Games You’ve Never Heard Of”

Thursday, August 31st, 2006
Socket the Hedgehog

This week on Game Ads A-Go-Go, I’ve found three ads for games that no living, breathing human being has ever heard of. So go on, take the zombie challenge yourself and see if you can survive!

Check out the latest Game Ads A-Go-Go column here.

Eric’s Look at Recycled PC Game Ideas

Wednesday, August 23rd, 2006

Recycled Game Ideas[ In this article, I’m testing a new image preview method. You can see a larger version of most images by hovering your mouse cursor over an image. Please let me know if you encounter any problems with this. — The Editor ]

Breakthrough technology. Innovative gameplay. Revolutionary features. It seems that every new game claims to incorporate some aspect that players have never seen before. From a marketing standpoint, that’s understandable. We all want value for our money, and what better hook is there than offering a fresh experience? What better enticement is there than a style of game we’ve never seen before?

Wolfenstein 3D and Doom reshaped the gaming market almost overnight by giving players a chance to step into the skin of their character. When Diablo first hit the shelves, one of its biggest selling points was the nearly-unlimited replayability afforded by its randomly-generated maps and quests. And Neverwinter Nights boasts one of the strongest online communities around, due in part to the extremely powerful editing tools that allow users to create adventures every bit as polished as what the game shipped with.

These titles are all examples of truly unique, one-of-a-kind ideas dominating, and changing, the gaming world. Or at least, they would be, if the ideas behind them really were unique. But how many gamers remember titles like Ultima Underworld, Castle of the Winds, Mordor, and Shattered Light?

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This Week’s Game Ads A-Go-Go: “Out-Of-Context Game Ad Illustration Face Quiz #2”

Thursday, August 17th, 2006
Face Quiz #2

This week on Game Ads A-Go-Go, I’ve cooked up another little quiz using out-of-context snippets from classic game ads (see the first one here). Take the quiz and see how well you do!

Check out the latest Game Ads A-Go-Go column here.

Retro Scan of the Week: Nintendo Power Cyborg Attack!

Monday, August 14th, 2006
Image Description

There was a time in the late 1980s when Nintendo was so powerful that they could unleash whole hoards of Nintendo Power Cyborg Zombies (NPCZ), like the one pictured above, without so much as even a muffled cough from local law enforcement. These days, one half of a NPCZ couldn’t even step an inch outside a replication plant without a swarm of submachine gun-wielding feds swooping on him.

Man, how times have changed.

If you use this image on your site, please support “Retro Scan of the Week” by giving us obvious credit for the original scan and entry. Thanks.

MobyGames: “Adventure” the Best Game Genre of All Time?

Sunday, August 13th, 2006

MobyGames Top 25 ListJust yesterday I was browsing through the wonderful video and computer game resource that is MobyGames.com, and I noticed something very peculiar. All of the top 25 most highly rated games of all time on MobyGames were adventure or RPG games, and many of them were just straight up adventure games. All of the RPGs on the list are typically considered “adventure/RPG games” — in other words, RPGs with strong adventure elements. Upon checking again earlier today, a lone exception — Super Mario Bros. — had creeped into 25th place (see screenshot to the side), and as of this writing, it’s risen to rank 22, so the list is fairly dynamic. Still, the clear dominance of adventure/RPGs remains.

Conspicuously absent from the list are the usual game pundit “all time” favorites like Tetris, Super Metroid, Castlevania: SOTN, and Super Mario 64. Adventure, a genre that is supposedly “dead” in modern PC gaming, reigns supreme. So what gives?

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Old-School PC Copy Protection Schemes

Tuesday, August 8th, 2006

Finest Hour[This is Eric Lambert’s second submission to VC&G, with contributions and editing by RedWolf.]

Nothing seems to make headlines more these days than war and copyright infractions. Whether it has to do with movies, music, or games, “piracy” is now a household word, and media providers are searching for ways to reduce it and make money off of it at the same time. Hollywood’s Broadcast Flag. Sony’s rootkit debacle. Starforce. So much time, effort, and public goodwill has been wasted on the quest to prevent people from copying things.

Don't Copy That FloppyAll right. Did I scare off the casual passers-by yet? Because this isn’t a crusade to rail against the evils of modern copy-protection. No, I just needed a legitimate sounding opening to introduce what I really want to talk about: old-school copy protection. We’re talking “Don’t Copy That Floppy” here, folks — back in the days when men were men and boys had to learn how to handle boot floppies and extended memory.

Don't Copy That FloppyThe early copy protection schemes were much more analog than digital, and tended to fall into two categories: code wheels and manual lookups. That’s right, they used documents and devices that were physically separate from the program. While the games themselves were easy to duplicate, copy protection (C.P.) implementations weren’t. Moving parts, dark-colored pages, esoteric information scattered throughout a manual all meant that photocopying (when possible) could be prohibitively expensive. And without a world-wide publicly available Internet, digital scans and brute-force cracking programs were almost unheard of. For the most part, the C.P. methods were an effective low-tech solution to a high-tech problem.

So let’s take a look at a couple of them and revel in their oh-so-simple glory.

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This Week’s Game Ads A-Go-Go: “Bad Game Names to Blame”

Thursday, August 3rd, 2006
Badly Named Games to Blame!

This week on Game Ads A-Go-Go, I examine three colorful ads for video games with bad names. Oh, and this time it’s actually funny.

Check out the latest Game Ads A-Go-Go column here.