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Time Pilot Review

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Time Travel. It is a widely used theme in fiction, and video games have been no exception. It was a plot device in Chrono Trigger. It was used it Timesplitters. It was used in Time Slip. It has even been used in multiple Final Fantasy games, including the first one. So it should be no surprise that even in the golden age of arcade machines, developers would take a crack at the idea. Today’s game was one of Konami’s efforts. Before Contra, and Castlevania there was Frogger. Somewhere in between these franchises came Time Pilot.

PROS: Tight controls. Nice visual details.

CONS: Cheap A.I.. Home versions missing features.

GREAT SCOTT: There are no DeLorean cars, but there are space ships.

Released in 1982, with ports following a year later, Time Pilot is both original, and derivative. It came at a time when many games were about blowing up ships, for big points, and the high score. However it is also a game where the enemies change vastly between waves. Something that, while simple, seems to add some variety.

So what do you do in Time Pilot? You destroy enemies for points. But there are some nuances about it. Each wave of enemies takes place in a different era. When you first begin the game, you’ll be in the year 1910. So you’ll be smack dab in the middle of early biplanes. Upon seeing you, they’ll swarm you, and do their best to shoot you down. So you’ll go along, blowing up planes. Once you’ve destroyed enough of them, a boss will appear. The first boss is a giant zeppelin. If you can manage to take it down, your ship will flash, and warp ahead in time.

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Wave two takes place in the year 1940. So you’ll be taking down biplanes in the midst of World War II dogfights. These planes also drop bombs in addition to shooting bullets at you. So the game’s difficulty inches upward as a result. If you can survive long enough, and destroy enough planes you’ll be attacked by the boss: a bomber. Manage to shoot it down, and you’ll again warp ahead.

Wave three gets you to 1970, and you’ll be going up against a ton of helicopters. These have much wilder flight patterns than the planes you were going up against, and so you can again expect things to get a bit tougher. You’ll face an even bigger helicopter in a boss fight. If you can defeat the boss you jump ahead again.

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Wave four jumps ahead twelve years to 1982, and so the enemies change to what was contemporary. Fighter jets. The jets are faster than anything you’ve faced at this point, and like the helicopters, have heat seeking missiles! If somehow you can take down enough of these you’ll go up against a B-52 bomber. If by some miracle you survive all of this, you’ll jump ahead.

The final wave takes you to 2001. So naturally you’ll be going up against extraterrestrial U.F.O.s. This stage has so much random craziness in its attack patterns. You’ll fight a mothership of course, and taking it down is quite the challenge. If you manage to do so the game starts over, and each wave the difficulty amps up even more. You can also get big points by rescuing other pilots in each era who can be found parachuting. Just fly over them, and nab the bonuses.

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Time Pilot had a few official ports although there were unofficial clones on home computers like the Commodore 64, and ZX Spectrum. As far as the officially licensed ones go, they appeared on the MSX computer in Japan, and in North America on the Atari 2600, and Colecovision. The 2600, and Colecovision versions were published by Coleco. The game has been included in several compilations, and services for the PlayStation, Xbox 360, Gameboy Advance, and Nintendo DS.

Visually, Time Pilot is pretty nice, and the 8-bit sprites hold up pretty well. the clouds , planes, and bosses all scroll around smoothly, and the performance is pretty good. Every version looks pretty good, with the Colecovision running neck, and neck with the MSX version. The Colecovision includes most of the features found in the arcade version albeit with less detailed sprites, and animation. The paratroopers are there, the erratic patterns of enemy waves, and all of the firepower. However, it is missing the 2001 UFO wave which seems to be a glaring oversight.

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The 2600 version looks better than you might expect, however there aren’t multiple flight paths for the enemies. So every enemy wave member flies in the same pattern. The enemies also don’t have any secondary weapons, and the bosses can be taken out in a single hit, making this the easiest of the home versions. It also doesn’t have the paratroopers. It’s still a pretty solid effort though, and even includes the 2001 wave the Colecovision version omits. It’s also an uncommon game on the Atari 2600 so it’s one of a handful of VCS games you’ll pay more than the usual $5 for.

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The compilation on the PlayStation, and the Xbox 360 probably have the best way to play the original game, as the arcade ROM displays nicely on a TV. The Gameboy Advance port on the Konami Collector’s Series: Arcade Advanced , is also worth looking into though. Because although it switches around the orientation for its smaller screen, it also includes a prehistoric stage not seen in any other version of Time Pilot. If you have a way to play it on a TV through a Gamecube GBA player or the Retrobit GBA Adapter cartridge console for the Super NES, you may just want to track it down. The DS Konami Classics Series: Arcade Hits compilation is also a nice option if you like to play old school games on the go. The 3DS family also plays the DS games so it’s another option if you have the newer handheld.

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All in all, this is a wonderful game that often gets overlooked in the realm of classics. It’s arguably deeper than other Konami classics like Scramble, or Super Cobra, and yet it doesn’t seem as fondly remembered as either of those classic games. It’s a shame because Time Pilot really is an addictive action game that will please anyone who enjoys high-score challenges, or any form of shoot ’em ups. Whether you play the original arcade version or any of the ports, Time Pilot shouldn’t be missed. It can be short, and one could argue repetitive. But the change in time periods, enemies, and strategies go a long way in keeping things fun, and interesting. Which is probably why the idea was revisited in Time Ace.

Final Score: 8 out of 10.

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Retro World Expo 2016 Recap

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Last year’s inaugural Retro World Expo was a rousing success. It gave fans in New England a chance to meet YouTube celebrities, gorge on classic gaming, and mingle with thousands of fans. Not to mention the droves of exhibitors who showed up to sell their products. It was a great time last year.

Well, that success translated into an even better convention this year. This time the event took the course of a weekend, rather than one single day. Again, there were some great guests. Returning from last year, were  many of Retroware’s finest. Creators Lance Cortez, and John Delia were back, along with”Pixel” Dan Eardley, The Gaming Historian (Norman Caruso), and The Game Chasers. But joining them were Pat “The NES Punk” Conti,  the creators of Stop Skeletons From Fighting, and Mortal Kombat’s own Daniel Pesina.  Josh Tsui also made an appearance. He was one of Midway’s Mortal Kombat 4 designers. These days he heads up Robomodo, a small developer known for mobile. But they’ve also done some of the later Tony Hawk games.

But there were even more guests! Nick Mueeler, and Ste Kulou were there. They began HD Retrovision, a company known for component cables for old systems. They returned this year with Robert Neal of RetroRGB fame. They were there educating fans on signal types, cable types, the differences between them, and performance.

Wood Hawker was back again too. You may know him from his show The Game Quest where he travels the world hunting for games. He’s even done a number of crossovers with some of the biggest names on YouTube.

Antoine Clerc Renaud also made an appearance this year. He wrote much of the Complete History of Coleco, a book about the company behind the Colecovision. As well as the Adam, and several memorable toy lines.

Eric Lappe of The Video Game Years fame was also there, as well as cover sensation Banjo Guy Ollie! Rounding things out were RF Generation who have a database archive site where you can pull up information about games for a vast variety of platforms. They also do a solid podcast.

Beyond the guests were a host of bands who played shows throughout the two days in the arcade area. Epic Game Music was the most popular, but Lame Genie, The World Is Square, and You Bred Raptors were also heard during the convention. All of the bands absolutely crushed it, gracing the arcade with driving blends of hard rock, and (in the case of TWIS) folk. On the main show floor, Radlib was playing throughout both days.

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The arcade was bursting with classics this year. Centipede, Missile Command, Asteroids Deluxe, Crystal Castles, and The Star Wars Arcade game were on hand representing classic Atari. Representing Nintendo’s arcade heyday were Donkey Kong, Donkey Kong Jr., and Popeye. Sega classics were there too. Turbo Outrun, After Burner, Thunder Blade, and Shinobi. There were a lot more games on hand beyond even those! Taito’s Jungle King/Hunt. Konami’s Gyruss, and Frogger. Capcom’s Final Fight, Street Fighter II CE, Street Fighter Alpha 3, Knights Of The Round, and Ghouls N’ Ghosts. Still need more? On the Midway/Williams front NARC, Mortal Kombat II, Mortal Kombat III, and Mortal Kombat IV could be seen. Namco’s Ms. Pac-Man was also on free play.

The arcade also had a pretty decent selection of Pinball machines. I couldn’t get them all listed, but the Nightmare On Elm Street machine was especially fun to play. Even though I’m terrible at pinball, I had fun failing miserably. Thanks in part to the great sound effects, challenging design, and fantastic aesthetic.

The console game room also returned, though this time it was given a different area, rather than share the floor space of the arcade with the cabinets. Again, there were a lot of great classic systems set up. Nintendo, Super Nintendo, Sega Genesis,  Atari Jaguar, and other old systems were prevalent. Although I didn’t see as many pre NES game consoles this year. A little disappointing for old timers like me, but the plethora of vintage arcade machines more than made up for it.

The console area also had a lot of tournaments run by Game Haven, which is this really cool LAN center in Norwalk, CT. They let you go in with friends, and rent time on computers, and consoles for tournaments, practice, or just to play for fun with friends in a local environment. So having them run the tournament ladders seemed like a good fit. There were tournaments for NHL ’94, and NBA Jam on the Genesis. A Mortal Kombat II tournament, and Super Street Fighter II tournament on the Super NES. For the competitive wrestling fan, there was also a WWF No Mercy tournament on the Nintendo 64. There was even a bonus challenge centered around the infamous E.T. The Extra Terrestrial for the Atari 2600.

Plus on top of all of these, was a Super Smash Bros. 4 tournament, which drew quite the following at the show. This one was hosted by Legacy Tournaments which specializes in regional Smash Tournaments.

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Of course there were also countless returning vendors. But among them were a couple of indie developers showing off some of their upcoming games. The first of these was a company called Giant Evil Robot. They were showing off a game called Mecha-Tokyo Rush. The version at the show was a nearly final version in a demo mode. Mecha-Tokyo Rush is an endless runner. But to set it apart from the plethora of other endless runners on the market, it implements elements of the Mega Man games. So you’ll be able to select stages, earn items from boss fights, and blast robots. But, being an endless runner you never bother with moving. The game just moves along, and you time your jumps accordingly. But you’ll do so while shooting . Visually, the version at the show didn’t look half bad. It had a decent 16-bit look to it. The full game will let players choose different characters, and items. The keys on the demo laptop weren’t ideal so I asked the representative if it would allow players to use a game pad, and I was told they may add functionality down the line. At launch it won’t. The game will be a F2P game with things you can unlock with game credit. I wasn’t given any specifics about it. The game does look a cut above some other F2P stuff you may have tried, so hopefully the final game turns out well.

The other developer booth was interesting because it was both about a documentary, and an upcoming game. The New 8-Bit Heroes is the documentary. It follows the designer of a new game called Mystic Searches, and the progress of developing the game. That designer’s name is Joe Granato. He found old design documents he made as a kid, and decided to make his childhood dream game. But here’s where things get really engrossing. The game was made to run on an NES. The NES like a lot of platforms in the 1980’s ran on a MOS 6502 processor, or variant. The Atari 2600, NES, Commodore 64, and many other platforms used it. Back then, most programs were written in assembly language, and translated into machine language. Which meant they had to be written in a language like PASCAL  or a complicated Hex system, and pretty much everything had to be coded in. Even the graphics, and sound.

These days, most games run on an engine. Many games share one. Unreal Engine, Unity, and others are used by countless games, which lessens some of the workload as an engine does a lot of background work freeing up programmers, artists, etc. to focus on other things. That’s probably an oversimplification on my part, but the point is, this makes things easier.

Anyway, during the course of making Mystic Searches, the designers quickly realized how long writing a game in  6502 assembly language was going to take. So they wrote their own Graphic User Interfaces for things. Things like placing graphics tiles. Things like attributing properties to objects. Eventually, they had enough GUIs made that they essentially built their own game engine!

So they’re going to be launching a Kickstarter for the engine. Not only will it let end users build a game with the included assets, but advanced users can import their own sprites, music, and content. It’s simple enough that an average person can make something on their own. But deep enough that aspiring developers can make something very involved. The hope is that the final revision will let people do different genres. RPGs, Shmups, Platformers, and more. But the most exciting part of all of this is that the program will allow end users to flash their games to an actual NES Game Pak!

They had a working prototype set up at the convention so that show goers could check it out for themselves. After trying it out, I was very impressed with what I was shown. I grew up typing game programs out of magazines in BASIC, or into Hex address compilers. Suffice it to say, I was pretty terrible at it. Even though technically all of the work (aside from hours typing it in) was already done for the reader.Plus playing a game, is more fun than typing in a game. But here, the tools, while still requiring a bit of learning, and experimenting, were still understandable. You don’t need to know how to code anything in order to use it. It reminded me a lot of using map editors for the original DOOM. Or games like the Shoot ’em up Construction Kit.

I asked a few questions during my time with it, and got a few details in the answers. I asked if there were any plans to have a business level license for other developers, and was told there really wouldn’t be. Anyone can pretty much buy the utility, and do what they want. The license does say however, that anyone who wants to sell a game they make with the utility cannot use any of the utility’s assets. Meaning they have to draw all their own sprites, background art, etc., as well as write their own music. The reason being that the utility was used to make Mystic Searches, and as such the assets are intrinsically tied to that IP.

But they want as many developers, and hobbyists as possible to use the product. So they aren’t looking to have the typical Business, and Consumer licenses many other software utilities do.

I asked if there was a way to import one’s own content, or even piggyback their own code onto the utility, and was told one can definitely do it. They really want the product to be as open as possible while keeping things simplified for beginners.

Another person asked about pricing. Nothing is set in stone, so they didn’t have a finalized price at the time of the show, but they were shooting for a sub $100 mark. This would give the customer the hardware to make their NES Game Pak when they were ready. They also said they may have one SKU for just the software utility, and a separate one for the hardware. They added, that there would be a list of suppliers for the hardware so that if one doesn’t want to buy it all from the developer, they can get the hardware elsewhere if they wanted to. Mystic Searches is shooting for a holiday release, while the utility release isn’t as concrete.

I asked about any plans for retailers, and was told they were discussing ways to possibly have a program with small businesses to print future games on demand. This could take some risk away as a small store wouldn’t have to buy a case of copies of Mystic Searches or future titles. Instead the store could print as few or as many as they needed. This would be an entirely different venture than the utility they were showing off however.

If the final products turn out as well as what I saw during the show, the homebrew community is going to be very pleased. Mystic Searches is looking to be a really good send up of games like The Legend Of Zelda, Ys I+II, and Crystalis. It’s also coming out in three different Game Pak casings. A standard gray color for $40. A black color with custom artwork by Morgan Davidson will set you back $64. Finally, there’s the limited edition wood grain version, which brings a hint of Atari 2600 heavy sixer to the Nintendo Entertainment System. This one is an expensive $128 as it is hand carved. Aside from the special cartridges it seems about in line with what most other homebrew games cost.

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There were a lot of panels this year, and I managed to get into three of them. The first of which was The Gaming Historian panel with Norman Caruso. This year, he did a live entry into The Gaming Historian series where he talked about the making of the infamous Super Mario Bros. movie. He went over many things that happened behind the scenes. Tension between the cast, and the directors. The constant rewrites to the script, some of which even happened during filming, and of course Nintendo’s involvement in the film.

After the history lesson, Norman took volunteers for another game of Video Game History Jeopardy. This year I was actually selected as a contestant! Competition was stiff though, as both of my opponents were very keen. One of them could have been a professor when it came to Sonic The Hedgehog which was one of the categories. After a very exciting game came the final Jeopardy question that nobody got right. But luck shined on me when it turned out my two opponents put everything on the line, and I had put all but one dollar on the line. I suppose watching a lot of Jeopardy as a kid paid off.

After the Jeopardy game, Norman took a quick Q & A session. One of the questions that stood out was when a fan asked what had happened to The Nintendo buyout of the Mariners episode of The Gaming Historian. Apparently it wasn’t Nintendo that had tied things up. It was the MLB. But not all hope for the episode is lost, both parties are trying to work things out.

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The second panel I managed to get into was Pixel Dan’s panel. Dan is the proprietor of a YouTube channel where he reviews toys. He also goes to toy shows all around the country, and interviews toy designers, and toy company representatives about upcoming toys. In the panel he talked about some of the more esoteric toy lines of the 80’s, and 90’s. Some of the stand outs were Food Fighters, a line where food items take the roles of opposing armies. He also brought up the Rock Lords line, a subset of the Go Bots line where robot warriors turned into rocks as opposed to vehicles. He also gave overviews to Army Ants, a line of army themed ant figurines  and Computer Warriors. This was an interesting if failed line of toys that transformed ordinary household items into secret military installations, and vehicles.

Rounding things out were the Stone Protectors, a line that combined the action of Teenage Mutant Ninja Turtles, with the classic wishing troll dolls. The end product was a group of Troll superheroes who fought aliens. The toys also had flintlock embedded in them so that when you used their action feature you could see sparks light up the gems in their chests!

It was a nostalgic look back at a time when toy companies were a lot more willing to take chances. A time when people designing toys had a lot more creative, and artistic freedom. These days companies are more risk averse since they no longer only have to compete with each other, but with game, and tech companies too. This results in a large reliance on licensed IPs like movies.

After looking at some great toy lines, Dan brought in Norman Caruso to show off the premier episode of From Plastic To Pixels. It’s a new project the two are working on, highlighting video games that have been based on toys. The first episode showcases the M.U.S.C.L.E. NES game.  They mentioned some of the games in future episodes, but you’ll have to watch the show to see what they are.

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The third panel I attended on Saturday was Pat Contri’s. Pat talked a bit about his new book,  Ultimate Nintendo: Guide To The NES Library 1985 – 1995.  In it, you’ll find every commercially produced game ever made for the console. Pat has painstakingly collected, and rated each title as well as given a rarity rating to each title. The titles don’t just end with the games Nintendo licensed. He included unlicensed games, and even the European PAL territory exclusives.

I asked him how long it took to make, because the production values ate amazing. He said it took him three years to do, and it had an impact on his primary projects like Pat The NES Punk episodes. Another person in attendance asked him if he would be doing a Super Nintendo guide. He didn’t rule it out entirely, but it isn’t anything pending right now. He did reveal however that there is a companion app being made for smart phones. The app will have the information in the book, as well as ties to online price guides.

At the end of the panel Pat selected fans to take the Pat The NES Punk challenge. There were three sets of fans put in one on one match ups. My friend Jordan managed to get into the first challenge, where he played Sky Kid against an opponent. There was an issue with the second controller though so instead the challenge was changed to Ghosts N’ Goblins. Whoever got the furthest on one life would be the victor. Jordan won this handily by getting to the first boss.

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The second challenge was a Vs. Excitebike matchup on the Famicom Disk System. The players in this round kept pace with one another going back, and forth a lot in a one lap race. The final challenge was an entertaining bout of two player Donkey Kong Jr. Math. The winners each received a digital version of Pat’s new book, and the losers won a bad game to rip on.

At the end of the first day there was also an auction for some really cool gaming items. A few of the arcade cabinets in the arcade were up for auction. After these were auctioned off, things moved into the panel room, and continued. Some of the items that went for huge money included old storefront Nintendo, Sega, and Sony neon signs. Some of these went for several hundred dollars. The first three Mega Man games were  sold, as well as the very rare Flintstones Surprise At Dino Peak NES Game Pak. This game went for $750, which is actually a little bit lower than the current average online price. I was really excited to see a boxed Commodore 128, and 1571 disk drive. Unfortunately, I couldn’t afford to be the winner of said computer. But it was great getting to see one  in such great condition. The winner also won an auction for the Coleco Adam computer.

After that was a karaoke session in the arcade room to close out the day.

Sunday, there were a few other panels including one with the Game Chasers. I unfortunately was unable to make it back in time for that panel. But I was surprised to see pro wrestling legend Tony Atlas walking the floor! He was very cordial, and was willing to make a second attempt at taking a photo when I had an issue with my camera. I bought a signed print from him. Really awesome experience.

I got the opportunity to talk to Pixel Dan, Norman Caruso, and Pat Contri over the course of the show as well. All of them were very kind, and very cool. If you haven’t seen any of their material definitely check it out. They’re very good at what they do. I also picked up Pat’s book, and I can say it is worth every penny. As I said earlier, it is a very impressive guide for anybody who likes to go back, and play or collect NES games.

Speaking of picking things up, there were a lot of excellent vendors at the show this year. Two Nerds returned from last year, selling some awesome screen printed glassware. Last year I’d gotten a great Samus Aran beer stein, which I use all of the time. I introduced one of my friends to their rep, and he immediately bought a Jack Skellington themed glass for his many servings of Pepsi.

Of course, Retro Games Plus was back, and if you’re ever in Connecticut it is always worth visiting their store for old games. They have some of the best selection, and pricing in the area. Level 01 was also present again, as well as one of the area Game Xchange  franchisees. These are also pretty good places to go hunting. Another area small business called 1UP was there as well. Which I can also recommend. It’s run by a husband, and wife duo who try to get out to as many conventions as possible. I’ve gotten things from them before, and it has always been in great condition.

But there were also a TON of new vendors this time around with a lot of great stuff. Some of which has generally been impossible for me to find locally. I was pleasantly surprised to find many of them had a great assortment of Atari 2600, Colecovision, Intellivision, and other platforms from the early days many of us grew up in.  My buddy Chris Trentham was there with a booth of his own. I got some nice deals on some Commodore 64 cartridges, as well as a copy of the scarce Frogger II for the Atari 2600.

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From one of the vendors (I feel bad that I can’t remember every one of them) I managed to snag a copy of Tac-Scan, and Jr. Pac-Man for my Atari 2600 collection, and I also found a great deal on the VCS version of Congo Bongo from of all vendors, a graphic design vendor called  DSquared. One of their artists, Doug Chapel was selling some Atari cartridges in addition to his artwork. We talked about VCS collecting, VCS homebrew for a few minutes. He does some nice stuff. If you need some custom art give their site a look.

While on the subject of art, there were a lot of artists among the vendors this year as well. Some of the other standouts were Justm3hStudios, an artist who does a lot of custom buttons, and sketches. A guy named Chris Vales was doing some impressive Overwatch themed work, and Tom Ryan Studios was there. I saw him previously at ConnectiCon. Another fantastic art duo you might want to check out is  East Of Haven. They had some terrific pencil work on display, and were doing commissions.

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Russ Lyman was on the floor getting some footage for his always fun, YouTube channel, and he may have received a few surprise cameos for an upcoming video. I also spent some time talking about games far worse than E.T.  with the terrific guys from RF Generation. Stuff like the Data Design Interactive stuff on the Wii for instance.

Sadly, I didn’t get to see or do everything. There was so much this year. I didn’t even mention the cosplay contest or the Table top gaming.  I really hope this year was more successful than last year, because this convention has the potential to become an annual tradition. It could also become as big as some of the other major conventions in time. It was a blast of a weekend, and with any luck at all I’ll be visiting again in 2017.