Tag Archives: Pinball

Retro World Expo 2018 Recap

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It seems like only yesterday I attended Retro World Expo 2017, and here I am talking about the fourth iteration of this convention. RWE 2017 was an absolute blast, and RWE 2018 was also an absolute blast. I made my way to the Hartford Convention Center Saturday morning to find that this year’s entry was different. Instead of going up the center’s escalator, and lining up, this year used the ticket booth section of the lower floor. This was an improvement, as it made figuring out where to go much more seamless. There was however one piece of confusion that a convention center employee had to solve, and that was the front door. Some guests inadvertently cut the line by going right to the booth before it was made clear they had to go to the rear entrance of the lobby to enter a line.

That said, everything moved smoothly, and even though I’d arrived behind a few hundred people, I was getting my bands in less than ten minutes. For whatever reason the QR code did not display on my pre-registration form when printed. But the ticket attendant was easily able to find my info, see I had prepaid, and give me my wristbands for the weekend, and after party. Once inside, I went upstairs to find not one, but two amazing custom vehicles.

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The first was a really cool Jurassic Park themed vehicle. The paint job was right out of the films. Impeccable. The pattern was spot on, and had a nice gloss finish. There was also a plastic triceratops near by to finish off the movie vibe. Great stuff. Next to that vehicle was none other than Russ Lyman’s Super Mario Kart 2.0. Sadly, earlier this year he lost his original Super Mario Kart in an accident. Fortunately he was able to replace his vehicle, and over time modify it. The end result is an even better design than before, sporting a beautiful multicolored design, and a breathtaking Super Mario Bros. pit crew portrait by Tom Ryan Studio. Both vehicles were parked out in front of the convention floor so that attendees could take photos.

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Some of the earliest guests I met were Daniel Pesina, Rich Divizio, and Anthony Marquez who were character actors in the original three Mortal Kombat games. All of them were super cool, and down to Earth folks. I talked with them about how big a part of my teenage years that the MK games, and Street Fighter were for me. As well as pretty much everybody else. I ended up buying a promotional poster style photo, and all three of them were kind enough to sign it for me. If you ever have the opportunity to see them at a show, you ought to take it.

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As I wandered the floor, I veered into the arcade area where I saw something both wondrous, and disappointing. The KRULL arcade cabinet. Based upon the cult 1983 Sci-Fi Fantasy film; you’re sent through a number of action sequences loosely based on those found in the movie. It uses a twin-stick setup similar to the one in Robotron 2084, and it is a lot of fun to play. Sadly, the machine was out-of-order, so I couldn’t actually play it. I did however get a few photos of it, since actually laying your eyes on one these days is a rarity. Should you find one in working order at a barcade, amusement park, convention, or other situation, do play it. It’s pretty cool.

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Around this time Russ Lyman bumped into me, and we began catching up. Around this time I spotted the Imaginary Monsters booth, so we walked over, and I introduced him to the developers. (Full disclosure, I know two of them personally.) The team is working on a new Metroidvania style game called Abyxsis: The Demon Reborn. They brought a demo version to the show, and what they showed was pretty good! It obviously has a way to go before completion, but I liked what I saw. In it, you appear to play as a winged monster who has to traverse dark labyrinths to find NPCs, power ups, and other items. Like Metroid, there’s a sense of exploration. But at the same time, your character has the ability to do some really fun aerial moves. This looks to be one of the themes of navigation. What they showed was also pretty tough. Enemies take a lot of damage, and can put you down quickly. Again this is all subject to change being a fairly early demo. But the tight controls, wonderful pixel art, and map design are promising.

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Imaginary Monsters wasn’t the only indie studio to attend though! Adjacent to their booth was a studio called Jumpmen Gaming. They had two games they were showing off. The first was Project Myriad, a hexadecimal tower defense game with puzzle elements. I didn’t get much time with it so I certainly can’t review it here. That said, it might be something worth looking into if you’re a fan of the genre. I’m not fond of using the phrase “Fan of the genre” as it tends to be overused. But in this case I think it’s applicable. It clearly looks to do something different with the concept by going with a hex display, something usually geared toward a special niche of war games. The puzzle elements seem to add some flair as well. If any of that sounds like something you would like to try, it was recently released on Steam, and isn’t too expensive.

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The other game they showed was Sentinel Zero. This game was in its very early stages. This upcoming release is a horizontal shoot ’em up game in the vein of R-Type. What sets it apart are its cartoon vector graphics. The presentation reminded me a lot of early Newgrounds games written in Flash. Think Alien Hominid. But the little that was shown was pretty fun. You earn power shots by filling a meter. You fill the meter by shooting everything. The hook seems to be quickly filling the meter, and unleashing charged shots as fast as possible. They also had two bosses to show, one of which was a giant spider. Again, it has a long way to go before being ready for prime time. But it looked like good start for a project by a two-person upstart.

Another interesting looking indie game demo was Depths Of Sanity by a studio called Bomb Shelter Studios. I didn’t get any real footage or screens of this one as I didn’t get the chance to try it myself. But it was intriguing. It appears to be an underwater action, and exploration game where you’ll pilot a submarine, and find all kinds of upgrades for it that allow you into previously inaccessible areas. Like a Metroidvania with elements of Blaster Master thrown in for good measure. Again, another early build. It does have a store page on Steam with a release date of Q4 2019.

Finally, Giant Evil Robot was back with the recently released full version of Mecha-Tokyo Rush. This is a combination of endless runner, and Mega Man clone. Things seemed a bit better than the build I saw last year. I didn’t have time to really play it though, so I can’t really say much in terms of its final state. The game does have a free to play model however, so you really don’t have anything to lose if you want to check it out.

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After taking my initial walk around the floor, I went to the first of the panels I attended. The Connecticut YouTube panel. This panel featured Ryan Alexander (RAXTheGreat1), Mike Levy (Dongled), Sam Hatch (Culture Dog), John Delia (The Video Game Years), Paul Barnas (Retro Gaming Arts), and Russ Lyman (Russ Lyman). For those who don’t know, Retro World Expo has roots in Retroware TV, one of the earliest video hosts before YouTube became the de facto delivery model video content creators use today. Many don’t realize Retroware has its own roots in Connecticut. So it only makes sense to have a panel dedicated to some of the online content creators who are local to the area.

But while the panelists are natives of the State, the information delivered in the panel is applicable to anybody getting into video content on the internet. I would even go onto say a lot of it is applicable to any creative endeavor online or off. A lot of the questions posed to the panelists revealed some insightful answers. When asked about the motivation behind creating content everyone unanimously agreed one has to do it first, and foremost out of a love of it. Few, if many creators of any medium become overnight success stories. One shouldn’t make a video expecting to be the next James Rolfe. If it happens, fine, but going in with that expectation is a recipe for disaster. More than likely, you’re not going to garner a massive flood of views, and subscriptions when you start out. Even the creators who are big names today, often took months or years of work to become those big names.

Continuing from there, Mike Levy brought up the importance of making content you, as a creator want to make. Chasing trends isn’t going to work because it isn’t genuine. Others pointed out that potential fans may be able to sense that as well. When the subject of potential collaborations between creators came up, Mike, and Russ also pointed out the need to have a fleshed out idea to present. It isn’t enough to simply ask another creator to do a crossover project. Especially since they’re often pressed for time for their own projects, jobs, and lives. Instead one has to have a project idea ready to go, ideally with what role the person has in mind for them. The creator may still decline depending on the given situation. But they’ll be more likely to at least listen to what it is you have to propose.

Other panelists also drove home the importance of consistency. Trying to keep content coming out for the audience to experience. At the same time though, they did acknowledge there were times where a legitimate break is needed. Commitments, responsibilities, and other things may eat into time normally allotted toward creative endeavors. Sam, Paul, and John also talked about the guilt creators often feel for missing self-imposed deadlines, but acknowledged sometimes it’s unavoidable. Another topic was the importance of lighting, and audio in videos. Even a high quality camera can’t compensate for a lack of light, or bad audio. If the audience can’t see you, or your audio is too distorted or too light or too loud it can turn them off. Even if the content is good. Russ pointed out an episode he made on this very subject.

There was also a discussion about the recent controversy over former IGN writer Filip Miucin’s theft of YouTuber Boomstick Gaming’s Dead Cells review, which led into a wider discussion of online content theft. While some felt Miucin likely felt pressured by deadlines, everyone agreed that plagiarism was despicable behavior. Some of the panelists were rather shocked when they found their own content re-uploaded by other people without permission.

On the lighter side of things, there were some humorous moments where the panelists discussed changing trends in online video. At one time, many preferred long form content. But these days some viewers complain if it isn’t quick, and digestible in a few moments. One particularly funny point was when the crew talked about the trend of unboxing videos being popular. The joke that stood out centered around an unboxing video where the box would house smaller boxes within boxes like a set of nesting dolls. It was also in this panel that Ryan would point out some new YouTube creators were in the crowd.  Nerdy, and Squirdy are YouTube newcomers, and after checking them out I think Ryan may be onto something. These two have a nice variety of different gaming content you just may want to look into.

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After the panel I walked back down to the main floor, where I got in some arcade gaming in. Every year Retro World Expo has a respectable number of arcade machines set up, as well as console set ups where attendees can play without quarters or tokens. Every machine is set to Free Play mode. Some of the machines I saw this year that I don’t remember seeing last year aside from KRULL, were a Star Wars: Return Of The Jedi machine, The Simpsons Arcade Game, and a Dig Dug cocktail table. Over the course of my time at the show, I played a fair amount of Street Fighter II: Champion Edition, Final Fight, Shinobi, Ms. Pac-Man, Donkey Kong, and Dig Dug. There was also a Ghouls n’ Ghosts machine, but it was always in use. One of the guys in my local trade group managed to find some time on it though, and even cleared it on only a few lives! Impressive.

I also wandered the floor this year looking for some Atari 2600, and Commodore 64 game deals. On the first day, I managed to track down a boxed copy of Gravitar, and a loose copy of Cruise Missile. The latter of which I had never seen before. Apparently it was released in 1987, and is a shmup involving above ground combat, and subterranean combat in the vein of MagMax. I also saw many of the guys from RF Generation were back, as well as Steven Christina Jr, and Karly Kingsley from Super Retro Throwback Reviews. I sat down with them for a short interview they should be airing in the coming weeks. SRTR was also raffling off a bunch of cool PS4 releases, as well as an NES Classic, and a Super NES Classic so I bought a couple of tickets to try my luck.

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At around 4 o’clock or so I attended the Mortal Kombat panel with  Daniel Pesina, Rich Divizio, and Anthony Marquez. They were joined by Sal Divita. Sal was instrumental in bringing the NBA Jam series, and its spinoffs to arcades, and consoles. But he also had involvement as Nightwolf in Mortal Kombat 3. In addition to that, he still saw a lot of the development process on all of the early Mortal Kombat games. Daniel, Rich, and Anthony brought a lot of insight into the world of game development as they talked about the creation of Mortal Kombat. It was an idea that almost didn’t come to fruition, as Midway was hoping for a licensed project with Jean-Claude Van Damme. But when that fell through, Midway allowed Ed Boon, and John Tobias to move ahead with their ideas.

As it turns out, there was a great deal of painstaking work involved in the original games. Every video taped action the actors made, had to be cut down to 8 frames of animation due to memory constraints. Not only that, but many of the characters’ moves had to be shot multiple times when it was discovered that being even the slightest bit too close or far from the camera would make sprite sizes inconsistent. Midway also had a very low-budget for the early games so the crew had to use make shift lighting using office desk lamps, and some sessions were filmed using a camera owned by John Tobias’ father.

As for the controversy surrounding the game’s violence level, when it came to politicians, Midway’s stance was to ignore it. But the actors were contract players, not official Midway employees, so they were unabashed in defense of their work. All in all, a very informative panel not only for fans of Mortal Kombat, and fighting games, but for anybody interested in video game development, and history.

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After that panel I wandered the floor some more, stopping to talk to friends, and acquaintances whom were either shopping, gaming, or vending. I also finally met The Gamescape Artist in person. My first contact with him was during a fellow blogger, hungrygoriya’s live streams (If you love old school JRPGs, check out her blog, or channel. It’s great!). He’s a friendly guy, and quite the painter! He has a wide range of paintings of iconic video game scenes to choose from, and he also does commissions. They’re high quality, highly detailed pieces, so if you’re looking for something to spruce up your game room consider giving him a shout out.

I also ran into the makers of an independent games’ magazine. Old School Gamer Magazine is just what it sounds like. It’s a new publication with articles covering retro games, as well as modern stuff inspired by retro games. The format is a little bit different from what I’d expected. It reminded me a bit of 1980’s computer magazines like Compute!, Ahoy!, and Commodore RUN, minus the program code you could type in, and save to a floppy for free software. The issue they gave me was the fifth one, and it came with a cool poster of the cover art. The representative informed me that they give away the digital version for free via email, but for a fairly low price you can have the physical magazines mailed to you every month. If you miss the days of getting Nintendo Power, GamePro, EGM, and Computer Gaming World at the newsstand, go check it out to see if it’s right for you.

I also met a group of Video bloggers who do VLOG articles, and live streams. The Geeky Panda covers convention cosplays, as well as games, and have an active Twitch page you can check out if so inclined. They play a bunch of stuff including Resident Evil VII, and Fallout IV. If you’re looking for a new variety streaming channel to follow, they may be your ticket.

After the show floor closed I walked over to the adjacent Hartford Marriott’s hotel bar. Normally I would have paid a visit to the City Steam Brewery, but the after party started an hour after the main show ended. I felt I wouldn’t make it back in time. Fortunately the hotel bar did have City Steam Naughty Nurse, so I pre-gamed with the delicious Amber Ale. After that, I went back to the convention center for the after party event which was a lot of fun.

There were a number of things to check out over the course of two hours. You could play arcade cabs that were set up in one of the rooms. Big Bucks Entertainment ran a special edition of Press Your Luck, where contestants who landed on a Whammy had to take a shot. Host Davira Kuy was also doing so in a rather impressive Quan Chi (Mortal Kombat 4) cosplay. The Imaginary Monsters developers were there, so I introduced them to my friends, and acquaintances, as everybody mingled. There was also a fun Drink, and Draw event going on. It was a nice way to end the first part of the convention.

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I commuted back home after that, put away the first day’s pick ups, and got some rest. Day two was a Sunday, so after services, I headed back to Hartford to catch what I could. I did manage to get into Pat Contri’s panel which had some updates on projects he has in the pipeline. He, and his team are working feverishly on the follow-up to his excellent NES collecting guide. This one will be centered on the Super NES, and will be in a similar format. There will also be an alternate cover for the PAL readership. He is also looking into updating the original NES book with some improved screenshots. So future print runs may include these. But the biggest news is that he is working with some other creators on a documentary video about the video game industry’s shift away from physical media. The project will talk about both the pros of such decisions, and the cons of such decisions. The teaser he revealed does look quite promising.

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At the end of the panel he brought back the NES Challenge, and I was able to be a contestant in the second bout! In a cut throat match of Donkey Kong Jr. Math, I barely managed to squeak out a victory! The first round pitted two fans against one another in Balloon Fight, while the third round pitted a couple against one another in an Abobo Vs. Abobo match in Double Dragon. The winners were granted a download key for a digital edition of his NES guide, while the losers were granted shoe string budget games for the Atari 2600, and Sega Genesis. A great panel overall.

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I also got to see Norman Caruso’s Gaming Historian panel again this year. This time he did a live episode centered around a certain Nintendo made boxing franchise. I won’t say anything else about it, but like all of his episodes, you can expect to be amazed as there will be some revelations you won’t believe. This year he also changed game shows. Instead of video game history themed Jeopardy, he did video game history themed Who Wants To Be A Millionaire? This year’s contestant won last year’s Jeopardy game only to discover he won a T-shirt that didn’t fit, so this year he was attempting to win the appropriate size.

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The last panel at the show I caught was a special panel centered around the history of Castlevania, and the Metroidvania formula used in modern independent games. Mike Levy was joined by Marc Duddleson (My Life In Gaming), Mike Desiderio (Rewind Mike), and Pam Dzwonek (Cannot Be Tamed.). Throughout the panel they went over many of the games in the series, and talked about the transition from action platformer to the Metroidvania style most think of today. But they also brought up the fact that there were times where the series hasn’t simply abandoned one style for the other. Marc, brought up the fact that the Nintendo 64’s entries in the series have many similarities to the NES trilogy with a focus on platforming, and combat. Pam, and Mike talked a bit about how even Castlevania II: Simon’s Quest had RPG elements that in some ways can be seen as a forebear to the labyrinthine designs seen in later games.

But they also discussed many newer games like Axiom Verge, Hollow Knight, and Mystik Belle. Here, Rewind Mike pointed out that some of these games veer more toward Metroid, while others veer more toward Symphony Of The Night in terms of design. He also mentioned Abyxsis after seeing it on the floor earlier in the day, and having liked what he had seen. Things closed out with some Castlevania trivia, with the winning attendee getting a Castlevania II: Simon’s Quest Game Pak signed by James Rolfe, and many of the online personalities who attended the show. From Mike Levy’s personal collection no less. And no, I did not win. My Castlevania knowledge is rudimentary. Although I do surprise people when I point out Konami did port the game to many 80’s era computer platforms. Also they’re expensive. If you thought the NES cartridge is steep, try getting the Commodore 64 floppy disk. Anyway, it was a great panel.

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I spent most of my final moments of the show on the floor again. I found a few great deals over that time. The crown jewel was the copy of Bubble Bobble for the Commodore 64 a friend of mine had at his booth. Most people remember the NES release, but the C64 version was pretty much on par, and you don’t see it as often. Another vendor had a slew of boxed, and unboxed games, so I looked through the vast selection where I found a copy of Pengo for the Atari 2600. It’s not a release that you see very often at all. It had no tag on it so I asked for a price. When they replied “It has a ripped label so ten dollars.” I just said “Done.”, and picked it up.

I was demoed a party card game called Cheer Up. It plays similarly to Cards Against Humanity, but with its own twist. It goes through rounds in three steps while also simplifying it with a three-letter system. This opens things up by having three card answer types, but also color coding them to make things easier to follow. It wasn’t something I got into, but that’s probably me not being as drawn to board games as other people. I can see the appeal though for those whom have guests over often. Basically, the person asking a question gets every other player to submit answers from their hand, with the funniest one getting points. If you have people over for regular game nights, you might want to see if it’s for you. They have a free digital download version on their site which is nice, because then you can try it to see if you’ll enjoy it before buying a copy.

I also spotted a booth hosted by another YouTube up, and comer GothamLounge who does Long plays with commentary. If you’re stumped on a game, you may want to see if it’s something he’s played through. He seems like a nice fellow, so I wish him luck on his online endeavors. As I was catching up with friends, and acquaintances before the show closed I was tracked down by the Super Retro Throwback team to discover I had won the Super NES Classic Edition raffle! So I guess this was my “steal” of the show as I ultimately got one of these ridiculously cheap. A special thanks to them for interviewing me, and hosting the raffles. I also nabbed some sweet Splatoon themed stickers, and buttons from the always great Elijah Taylor, and JustM3hStudios booths. If you see them at a con near you check them out sometime.

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All in all, I had another great year seeing some great panels, scoring some deals, and meeting up with friends like The Best Spuds. But there was so much going on it was impossible to get to everything. I didn’t get a chance to talk to a number of guests. I didn’t get to say “Hello” to The Gaming Historian, RGT85, Game Dave, or Bob Backlund. (Yes, the great wrestling legend Bob Backlund was at the show.). There were a ton of interesting people there this year, and I’ve undoubtedly missed some of them. I apologize in advance.

But even if you weren’t interested in any of the guests there were a lot of other things happening. The Arcade games, and console games were set up to go all day. There were pinball machines to play. There were tabletop miniature games to play. There were live musical acts to jam out to. There were several tournaments going on as well. The ever popular Fortnite had a singles, and doubles competition, there was a Mario Kart 64 competition, a Goldeneye tournament, even a Nintendo World Championships tournament.

There was also a cosplay contest going on this year, and the massive auction made a return. Unfortunately for me I missed it. I was told somebody won a complete Commodore 64 setup (including a vintage monitor) for well below value. Some years the auction can actually lead to deals for some con goers. And even if none of that appeals to you, there are always a lot of vendors to check out. You may not get insane deals, but you can almost bet at least someone will have something you never see when you go hunting locally.

Congrats to everyone at the convention for putting on another great show this year. I hope to be able to make it out again next year. And thanks to all readers who made it this far. As you can see, I had a lot of ground to cover, and I still didn’t get to everything. If you’re in New England next year when it rolls around, check it out. It’s well-organized, entertaining, and they squeeze a lot into it.

Stern Pinball Arcade Review

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In the golden days of arcades, before the earliest video game cabinets, there were pinball tables. Pinball was there, sucking down your quarters, parents’ quarters, and even your grandparents’ tokens like water. Before we used our hand, and eye coordination in head to head matches of Pong, it was the pinball machine that pushed these skills to the limit. Even after Pac-Man, Space Invaders, Donkey Kong, and Centipede commanded our attention, these machines never went away. In fact, one company is still around today, albeit in a different form.

PROS: Fairly accurately replicates actual, real world tables in look, and feel.

CONS: Minor performance issues. Graphics quality is a bit uneven. EULA is bonkers.

FRANKENSTEIN: This collection has some machines that were bought out.

Pinball machines of the 70’s, 80’s, and 90’s had to do more than just challenge your reflexes. They had to draw your attention away from the array of video games in the arcade. Over the years some machines became surprisingly complex, utilizing all kinds of mechanical designs, like trap doors, rails, and models to engage your senses. A lot of machines also did very creative animations on LED scoreboards. They often gave point structures around hitting certain targets, or getting the ball to different parts of the board in a particular order. Even today, on a contemporary machine, there is just something magical about a pinball machine.

Of course one of the major tactics manufacturers use to get you to play their machines, is one that video game publishers use to get you to play theirs: licensing I.P.s. It wasn’t uncommon to see a table based on a popular film, cartoon, or even video game back then. The same is true today. Stern is one company with a long, and winding history. They made pinball machines, switched to video games, stopped making video games, and gave us more pinball machines. Over the course of that time there were ownership changes. As well as acquisitions of Data East, and Sega Pinball machines. These days, Stern still makes pinball machines. Not nearly as many as in the booming arcade scenes of the 80’s, and 90’s. But they make them. You can order one of the current offerings. For most of us, this would take up a lot of room, cost a lot of money, and we would also have to worry about finding someone to fix something should it break two years in.

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Fortunately, this is where Stern Pinball Arcade comes in. It’s made by FarSight Studios, the folks who make The Pinball Arcade. In fact, it’s pretty much The Pinball Arcade, but with a bunch of Stern’s tables, and free-standing. So rather than download TPA, and buy each table individually, or buy groups of tables for a platform, this is set. All you do is pop the cartridge into your Switch, and enjoy.

Like The Pinball Arcade before it, this collection does painstakingly make efforts to recreate the feeling of playing these machines. The initial way it does this, is by making accurate, working 3D models of actual pinball tables in its engine. For the most part you’re getting exactly that. Each of the digital tables looks as close to the physical tables as possible. Every flashing light, rail, flipper, and bell of each machine in the collection is here. The machines included in this bundle are AC/DC, Harley Davison, Starship Troopers, Star Trek (2009), The Phantom Of The Opera, Mary Shelley’s Frankenstein, Last Action Hero, Ripley’s Believe It Or Not, High Roller Casino, Mustang, and Ghostbusters.

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But it’s one thing to have machines that look like their real-life counterparts. It’s quite another to simulate how they play. This is the part Stern Pinball Arcade gets right. The physics of the game feel very, very close to an actual machine. And while I have only experienced the actual AC/DC table in the flesh, I can say the video game version here does feel on point with the real deal. The controls on the Switch feel responsive, and natural too. The triggers on the joycons act as your flippers, and the right stick acts as the plunger. There are also a host of camera options you can cycle through, and you can put the digital scoreboard in the corner. All of the tables have the same scoring systems as their real-life counterparts too.

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The game also looks great, whether you’re playing on the tablet screen or on the TV screen. Personally, I prefer the TV because with some of the more complicated tables, and multi-ball moments, it’s easier to see everything going on. Be that as it may, I still took it on a three-hour car ride to New Jersey, and it was the perfect kind of experience for a road trip. Something not overly involved, but also something you can challenge yourself, and other passengers to.  FarSight even added a challenge mode to give playing alone some legs. It will have you play each table, and give you a limited number of attempts to best a score metric before moving you to the next table. If you can hit them all, you essentially beat the game’s stand in of a campaign.

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There are a few problems with this one though you’ll want to be aware of. First, for those who get really particular about how things look, you’ll notice a ton of time into the tables. Not so much for the backgrounds. Ultimately this doesn’t matter much as you’ll be focused on pinball 99% of the time. But it is noticeable. Second, are the long load times. It can take up to 30 seconds to go between menus, and tables which seems weird as this doesn’t appear to be a taxing game. On the other hand I do get intermittent slowdown on the AC/DC table every so often. But none of the other machines ever give me such problems. It thankfully isn’t game breaking slow down, but it’s just strange. Also strange is the EULA. Not so much what’s in it, but the fact it is pushed like an early 90’s PC Game’s EULA. In most modern games, these are buried in an online manual, or small print somewhere in the back of a booklet. In Stern Pinball Arcade, it’s in the Options menu. It’s also probably why the screenshot, and video clip functions are disabled in this game. This is why the screen caps aren’t as crisp for this review. I was forced to take stills with purely old-school techniques. Due to the paranoia of either the developers at FarSight, the publishers at Alliance Digital Media, or perhaps even someone at CBS. God forbid somebody sees the Star Trek table in a review by a starving blogger on the internet.

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Fair-Use debates aside,  I still recommend pinball fans with a Switch look into this one. It’s a really fun game, with a lot of challenging tables to play. There’s something here for every skill level too. Starship Troopers isn’t a terribly hard to learn table, while some of the others have a lot more obstacles to overcome. The Mary Shelley’s Frankenstein table is completely bonkers, from the Frankenstein’s Monster torso to the insane multi-ball mode. It constantly yells “FRRRRANNNNKEEEENSSSSTEEEEEIN!!!!!”, at you, and it’s wonderful. The AC/DC table features many of the band’s biggest hits, and even works them into the game by having a jukebox inside of the table you can hit with the ball. Even the two more generic tables, Phantom Of The Opera, and High Roller Casino still feature a number of creative set pieces, and artwork. This sets them apart from a lot of the other tables in the collection. Whatever your experience level here, you’ll have a lot of fun with it.

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Stern Pinball Arcade is a little bit rough around the edges, and one could argue it feels a little barebones. Aside from the tables, there are some paragraphs detailing the history of each game. There are lengthy directions for each game too, that describe the scoring systems of each table in grave detail. There are also a lot of scans of classic advertisements that were sent to arcade operators when each of these were released. Compared with extras in other game compilations you’ve seen over the years, it isn’t very much of an incentive to pick it up. But the accurate pinball physics, and attention to detail are worth experiencing. You can spend hours upon hours trying to master each of these tables. At the same time you can also play a few short games when you don’t have a lot of time to devote to gaming. Whether you love pinball, or you want to play something out of your element, you might want to check this one out. And for those who have never played a pinball machine, this is a solid approximation of what you’d find. A few perplexing decisions aside, this is one of the better pinball video games you can buy.

Final Score: 8 out of 10

ConnectiCon 2017 Recap

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Have you missed me? Well, I’m back after a packed three-day weekend. It was this year’s ConnectiCon, one of the higher profile conventions in my neck of the woods. For those who don’t know, it’s a three-day convention that aspires to be as varied as possible. The show makes an attempt to have representation from comics, anime’, film, television, books, online personalities, and gaming.

Last year’s show was a tough act to follow, as it had many more recognizable names to the casual observer. But there were plenty of good, and even great things for visitors to look forward to this year. Operationally, I can only speak as a paying visitor, but I saw improvements in terms of managing lines, addressing concerns, and trying to make things a bit easier to navigate. Getting my weekend pass was pretty seamless. The pre-registration line was easier to find. Wait times went down, and it looked like even though paying at the door was more complicated, I didn’t really see any outbursts from customers about it.

 

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Line management to get into panels was easier to follow. There were a couple of panels that probably should have been scheduled in bigger rooms though, as a number of the guests they had, were pretty big draws. If you didn’t find out about some of them early enough, you weren’t getting in. Among them being Sylvester McCoy (Dr. Who), Jeremy Shada (Adventure Time), Courtenay Taylor (Regular Show), the cast of The Nostalgia Critic, Andre Meadows (Black Nerd Comedy), and Team Four Star (Dragon Ball Z Abridged). That being said, there were still plenty of great panels in addition to these, hosted by some talent some may not have been aware of.

Friday

My first day went pretty swimmingly. After waiting in a long, but quick-moving line, I had my badge, and began walking the floor. I started out with the Opening Ceremony panel, where there were a few segments covering the general behavioral rules, reminders to stay hydrated in the heat, and a fun game of Mad Libs. They also introduced Bruce Nesmith of Bethesda, who was doing a game industry panel. Unfortunately it was one of many panels I didn’t get into. I also missed the Andre Meadows panel that day due to panel overlap.  As I mentioned earlier, while there may not have been as many big names this year, there were still a ton of great panels. I managed to get into the Art The Hypnotist panel this year. It was a very interesting one. Hypnotism isn’t something I’m very knowledgeable about. Up until this panel, I’d only had a bare-bones, stereotypical movie understanding of what exactly it entails. I’m not a sudden expert on it now either. But I did get a bit of entertainment, and education out of it.

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Art started out by explaining the process. Everyone would be tired out, and put into a sleepy state through a combination of soft music, and meditation. Then he would go around the room, find people who were in a deeper sleep state, and ask them if they were comfortable going on stage. Eventually, when there were enough volunteers the show began. Over the course of a couple of hours, Art would demonstrate that he could make them think they didn’t know the number 9, which perplexed the volunteers. There was also a point in which three volunteers were asked to go on stage in front of the hypnotized, and the subjects were made more or less attractive using the words Iced Tea, and Beer.  There were a bunch of other tricks too. But the great thing here, is that by the end all of the volunteers would remember everything, and everyone in the room was in on it. So it was funny, and exciting. But it also didn’t leave anybody feeling embarrassed or mortified. If he ever does a show near you, check it out. It’s something different from the norm. At least it was for me. My buddy Dan from The Best Spuds was also there, and he loved every minute of it.

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I spent a good amount of time after that panel checking out the gaming section, and this was greatly expanded this year. Not only were there even more arcade games than last year, they even added some pinball machines to the mix. So I spent a few times over the weekend playing the Simpson’s Pinball Party Machine, Double Dragon, and Street Fighter II. They also had a pretty cool Gundam themed fighting game I’d never seen before. So that was pretty awesome. Of course I was surprised, and overjoyed to see one of the many PS4’s they had set up was running Rogue Stormers. If you still haven’t played this one yet, you really should.

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This year the convention also coincided with Hartford Riverfest  So the Best Spuds, and I checked out some of the food trucks in attendance. We found one called Chompers, that served bacon cheeseburgers, and chicken parmesan in deep-fried ball form. They’re deceptive in that the size of them makes you think one order isn’t going to be enough. One order really is. But I’m still glad I bought one of each kind. They were awesome.

Saturday

On Saturday, I managed to get into a couple of panels. The first being the Nostalgia Critic Q&A panel. Doug Walker has said that ConnectiCon is one of his favorite conventions to attend, and so this year he returned along with his Father Barney, Brother Rob, Tamara Chambers, Jim Jarosz, and Malcom Ray. But there was also a surprise appearance from Andre Meadows who would arrive before Malcom arrived, as Malcom was feeling a little under the weather. As in previous years, fans got to ask questions to the cast about the show, which is in its tenth year. As well as any other questions. There were some you’d expect, and some you wouldn’t. But the best part of the panel was when a nervous child was reassured by a kind Doug who traded places with him. The kid sat at the desk with the other Channel Awesome players, and Doug would sit in the audience while the kid asked everyone his question. Which escapes me as of this writing. But it was a kind moment.

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One fan asked the group what their favorite guilty pleasures were, which elicited a number of answers. The first Transformers movie. Moulin Rouge. Watching a child do better at running a panel than Doug Walker. (That was Rob Walker’s answer.) But through it all, the panelists were very kind, and appreciative of the fandom.

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After the Nostalgia Critic panel I found a short panel on Hip Hop music. Basically, it was a short history of the genre, and some of its subgenres. But later in the panel it covered some newer subgenres like Nerdcore, as well as some of the experimentation going on in some of the more obscure circles of Hip Hop. Overall it was pretty decent for anybody looking to get more into the genre. Later on I would get into a content creation panel hosted by Mark “Cornshaq” Davis the 3rd. Which was a very insightful look at getting a foothold in making YouTube video content. But the really great takeaway from it, was just how much of the knowledge presented is applicable to most any creative endeavor. How to interact with readers/viewers/etc. properly. How to get the word out, and advertise without coming off as desperate. Digging deep, and having the courage to try new things. Differentiating between genuine criticism, and those who just want to be jerks. Listening to genuine criticism. Differentiation. Links to other resources. The importance of branding. How seemingly small, unimportant details can actually be a great assistance at times. As well as practices to avoid! Obviously, for the purposes of a recap, I can’t go into great length here, but there was a lot of useful information. If you like game content in video form, check out his channel too. It’s pretty good stuff, and he often mentions things you may not be aware of.

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After the panel, I got a chance to talk a bit more with Cornshaq, and the guys over at Nerdfit Network. We just had fun talking conventions, pro wrestling, and craft beer for a while. I had a really fun time talking about the events leading into WWE’s Great Balls Of Fire Pay-Per-View. Like the sometimes hilarious over-the-top levels of violence between Roman Reigns, and Braun Strowman. Like when Braun tipped an ambulance over with Roman inside. All of whom were very kind, and friendly.  If you haven’t seen any of their material, give them a shot. They were a really swell group of people.

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Speaking of swell people, when I was in the dealer area, I met some of the creators from Darby Pop. They were very cool people, and they have some interesting spins on traditional comic book themes. Writer Jeff Kline was even kind enough to sign the Indestructible trade I picked up at their booth. It’s a really cool premise, about a man who is mistakenly identified as a super hero, and is suddenly thrown into a world of celebrity. All the while wondering how he is going to last before everybody learns the truth. I haven’t gotten that far into it yet, but so far I really like what I’ve read. The artwork is pretty slick too. You can find their stuff online if it sounds like something you’d be interested in checking out for yourself.

 

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Every year that I make it out to ConnectiCon I look forward to meeting up with friends at the City Steam Brewery. They make some of my favorite beer, so when their old Brewmaster retired, his successor had a tall order to fill. Well since then, the current Brewmaster has made a bunch of new recipes. On top of that, the food in their restaurant is as awesome as ever. I tried their new IPAs, Jungle Crush, and Woo! (Which immediately made me remember The Nature Boy Ric Flair.). Both of which were excellent, though the fruity, citrus notes in Woo!, make for one of the best new things I’ve tried recently. I can only hope they start bottling, canning it, and getting distributors to pick it up. It is really good. Also really good was the Macaroni & Cheese Cheeseburger.

Sunday

Sunday was surprising because it was a much shorter day than previous years. For all intents, and purposes the day was over by 3pm even though the Convention Center was open until 6pm. But that being said, I did get some panels squeezed in. The biggest being the Team Four Star all-ages panel. These guys are hilarious online, but even funnier in person. I was unable to get into their 18+ panel the prior Friday,  but this panel was still really good. It was another Question, and Answer format. But there were a lot of varied questions this time around. Not only about their work on the long running Dragon Ball Z Abridged series, but about what is coming next. As the DBZ material begins to run dry, the group is looking to branch out into more original series. They didn’t give much in the way of details. But after getting to ask them if they had considered doing mash-ups or skits like Nicolas Cage as Robocop, Anthony Sardinha immediately did a spot on impersonation. Scott Frerichs also stated they’re steering away from doing much with Dragon Ball Super, as the show is newer, and involves a lot more red tape. Throughout the panel there were many jokes, character voice gags, and friendly banter. A lot of fun.

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After that panel, I made it into Jay Little’s panel on making gaming more accessible. Which was pretty insightful. He’s been designing both video games, and table top board games for over 20 years, as well as teaching design in Wisconsin. The experience came through in the panel.The presentation went over how creators could make steps toward making design decisions that would make things more palatable to those with a disability. Or taking balance into consideration to make things deep enough for die-hard fans, but not so difficult to turn off any potential new players. As well as making games more appealing to players of all stripes, and backgrounds. There were also some figures about how much more a game’s development costs rise when a team decides to add these features further along in development, rather than including them in the planning stages. For anybody who follows the creative or business end of video games, it was a really good panel. If he’s slated to give one of these panels at a convention in your area, you should check it out.

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My day closed out with a cool panel about creating pixel art. It was hosted by the same person who gave a tutorial on creating levels for the original DOOM at last year’s ConnectiCon. It was an interesting look at the medium, and the creative benefits of limited color palettes in retro games. Be they the JRPGs that graced the NES, the deep adventures that awaited on the Super NES, and Sega Genesis. Or even the vintage computers like the Commodore 64, or Atari ST. There were even some examples of creating sprite sheets for animation, and layering.

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After the final panel, I took a final run through the dealer’s area, and gaming area. I didn’t get into as many panels as I would have liked this year. But while there weren’t as many celebrities this year, there were still a lot of excellent guests. Steve Lavigne was there. He did a lot of the Teenage Mutant Ninja Turtles stuff for Mirage, and Playmates. He still does. Guy GilChrist was there. He’s done a ton of work for Jim Henson. I didn’t get to meet either of them either. But the point being, there were still a lot of interesting people. Even if meeting creators or celebrities wasn’t your thing, there were other things to do. the RKO Army Shadowcast show came back again. The Cosplay Death match was back, and if you were over 21 you could buy beer while watching it.  The annual AMV contest, and masquerade were back too. And if all else failed, there were the karaoke, and expanded gaming areas to take part in.

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Still, there were a number of workshops, and panels from previous years that didn’t return this year. So for some attendees things might not have been as exciting as in previous years. Hopefully next year retains the pluses of this year’s event, and brings back more of the stuff that this year didn’t seem to have. I was also perplexed that the program book for this year didn’t list any of the panel descriptions or schedules. The book just directed readers to look at the times on their computers, tablets, and phones. The thing is, this isn’t always as convenient as a book, and not everyone has a modern smart phone. Those with a prepaid phone, or without a phone at all, basically had to walk to every room in the building to see what panels were going on. Some of the panel titles weren’t listed on Friday too. Which meant that if you didn’t have your phone, or if it was out of battery power, you couldn’t see what panel was happening.  It was the one big grievance I had with the show this year. Even if it hadn’t affected me, it still would have affected some.  That said, I still had a fun three-day break from every day life. So overall I can’t complain too much. 2017 wasn’t as good as 2016. But it was still worth the annual commute to Hartford.

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.