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RetroWorldExpo 2023 Recap

Another year and another RWE. A lot has happened since the last show for me. At the end of last year, I changed jobs and some other life changes happened. And so I have not been as active on here as I would have liked. But I was excited to get out to this show as the opportunity afforded and I was thankfully able to make it out.

This year had one disappointing thing, and that was unfortunately for reasons they couldn’t go into (likely due to NDAs) very deeply, Headcannon was unable to come to the show. For those who don’t know, this is the developer who brought out the very well-received Sonic Origins a few years ago. But things understandably happen in every profession and sometimes plans just have to change on the fly.

Thankfully, this year there were still plenty of other guests and events to see. Some of the guests who made a return included the folks from RetroRGB and Retroware. The voice of NBA Jam Tim Kitzrow came back as did Big Bucks Entertainment and Blitzkrieg Pro Wrestling. Dan Larson of Toy Galaxy was there. 1Up alumni Jeremy Parish and Nadia Oxford also came back. The folks at Retroware had a booth with some demos (I didn’t get the chance to check out.) Some of the newer guests included voice actor Ian James Corlett (of Mega Man and DBZ fame), YouTubers Phoenix Resale, Retro Rick, as well as Tito of Nacho Nacho Productions. Terry Torok was also there. There were also many, many tournaments this year.

Despite not seeing as many returning names as some would have liked, this year still had a very high attendance. More people possibly came out to this year’s show than last year’s. As I entered the Hartford Convention Center this year the line was pretty massive. I spent close to an hour in line to check in after prepaying months earlier.

With that one minor inconvenience out of the way, I made my way to the floor and was immediately in the midst of a slew of vendors. This year leaned heavier into video game vendors than last year, something that oddly enough helped me less since I have a lot of what I want on my vintage console platforms. Still, throughout the weekend I did spend a fair amount of time looking over the booths several times over as it was so busy I was all but guaranteed to miss something good at any given vendor upon a first pass.

My buddy Russ Lyman brought back his venerable Mario Kart ride as well as his Yoshi Bike for display. I spotted the former on my way into the building. As I wandered past the vendor section I spied the returning Blitzkrieg staff setting up the ring for the matches they would hold throughout the show. I got in some early time in the free play area this year. This year they had a Frogger machine so as bad at that game as I am, of course, I had to give it several pathetic attempts at getting on the board. I didn’t make the cut. I managed to get a couple of boards in, but that was nowhere near the scoreboard.

But I didn’t do too bad when I stumbled upon an Atari 2600 running Yars’ Revenge. And who wouldn’t love to play Yars’ Revenge? I put some time into that game over the weekend. Periodically I would take another crack at the game to see how well I could do. I ended up somewhere just shy of 50,000 points.

There was also an impressive sight as there was a Sega Saturn set up with a multitap and 8 original controllers running a copy of Saturn Bomberman. This is something you very rarely see set up in the wild. And so seeing one for the first time in the wild in decades was awesome.

Of course, with the way Saturn aftermarket prices are going, I could never go get one of these for myself. So being able to play it in some capacity in public was remarkable. This was one of the more popular setups in the free play area with good reason. Saturn Bomberman is a classic.

After getting in some time with the games I discovered Big Bucks Entertainment had returned. They were doing a live Press Your Luck contest again so I joined the live audience. Two kids were taking on a college student and only lost due to a late game Whammy. It’s always one of the presentations I look forward to at RetroWorldExpo because it’s something you don’t see done at a lot of shows. It’s the same reason the inclusion of an independent wrestling show is a welcome addition for a lot of attendees.

One of the vendors, Pac-Family Games also did something a little interesting this year. They set up a small display of pre-NES-era platforms with some nice overviews written out about each of them. They thought to include some of the more esoteric machines like the RCA Studio II as well as some of the interesting PONG clones like Nintendo’s Color TV-Game 6. There was also a Vectrex along with Atari’s 2600 and 5200 which made me smile. I had a lot of 2600 stuff growing up, but never had the 5200 or the Vectrex. The Vectrex is one of those really great platforms that just came out at the most inopportune time.

But seeing all of these certainly reminded me of my early childhood. Seeing things like the Colecovision, 5200, and Intellivision games in a store back then blew a lot of people’s minds. But that was short-lived as the crash began and games moved to home computers. But of course, we didn’t know about any of that until our parents brought home a Commodore 64, Atari 400, or an Apple II. It was a while before many of us ever had an NES. Even after Nintendo took the US by storm a lot of the same games were on these computers of varying quality. So many kids didn’t get an NES until a few years after it came out.

It was especially nice seeing a couple of the failed consoles of the era as well. Not many people had the RCA Studio II, Bally Astrocade, or the Emerson Arcadia 2001. And so they’re not really known by most people. So having them out there was really cool.

I didn’t make it into as many panels this year but I did manage to make two on Saturday. The first of which featured Terry Torok. For those who don’t know he was the producer of the original Nintendo World Championships tour and finals presentation in Hollywood. In the panel, he talked a bit about his experience pitching the idea to Nintendo as a means to get parents to take a bit of an interest in their kids’ hobby at the time while also building interest from the general public. And he spoke of some of the parallels between what they accomplished with the NWC and with what many of today’s eSports events have done. He talked a bit about his hopes that collaboration could be a major factor in future events. Where eSports could not just focus on the games themselves, but how players could be incentivized to help each other get better, resulting in more people playing at a higher level. He also went over four main pillars of eSports, how there are pillars for the games themselves, the players who become personalities, the core audience, and the general audience. Bridging all of those is a major part of an organization’s success. He also talked about some of his work building events up in other parts of the world and a new analog board game in development. Two lucky winners got early versions as prizes. All in all an interesting panel, even if you aren’t following competitive gaming scenes of the past or present.

After that panel, I roamed the floor again for a bit and I managed to catch one of the undercard matches Blitzkrieg was putting on. It was a solid match with some old-school spots featuring a big man heel and a smaller performer in the face role. There was a fair amount of the face fighting from underneath and building up momentum. There was a swerve finish when both combatants knocked each other out for a Double K.O.. Overall not bad even if the finish was a little confusing for anyone unaware of a larger program between the two wrestlers. At certain points throughout the convention, former Brood member Gangrel made appearances, but I didn’t get the chance to see him.

After that, I caught some of the Street Fighter 6 tournament. While I didn’t see anything as crazy as one might see at a big show like EVO I didn’t expect to. What I did see was a lot of very good players that could still easily defeat me playing some very close matches. Not very many of the rounds were lopsided and for every one of the handful of Perfect K.O.s was a very close match to follow it up with. Alex Smith clinched the final spot, while Kite made an impressive run through a loser’s bracket to make it back to the top. But ultimately lost. But what a great showing it was with things culminating in a Juri mirror match.

I wandered around the floor a bit before going off to the next panel. I stopped by my pal Antionette’s booth and found a hilarious Silent Hill 2 parody featuring Doug Funny. She does all sorts of great pop culture-themed art. You can check out her Etsy shop for some of her work and get some items for yourself. Next to her was Hitbox Designs, which had some very impressive Splatoon-inspired pins I pretty much had to buy. Also returning was Tom Ryan Studio and he had a few great Masters Of The Universe pieces of art as well as pins. So I made sure I got myself an Orko pin.

After that, it was off to the next panel. Tim Kitzrow was back for a Q&A panel and it was quite entertaining. He was also very kind and down to Earth talking to a few of us before the panel started about growing up in Albany, NY, and visiting family in Connecticut and Rhode Island often before he moved out to Chicago. In the panel, he elaborated a bit on how he found work with Midway while working at a restaurant in Chicago as he was lining up other work at Second City. Yes, the same venue that gave us SCTV alumni. Some of his earliest jobs with Midway were voice samples for Pinball machines. Eventually, he would get the job on NBA JAM as the announcer which would carry over into many of Midway’s other arcade sports franchises like NFL Blitz and NHL Hitz. One of the questions he was given was if he got to meet NBA players during the creation of the game, and he said those meetings mostly happened after the game was out. He told us one story about how he waited on Michael Jordan which led to a custom NBA JAM machine being produced for himself as he had wanted to be a playable character in the original release but wasn’t included due to clauses in his licensing deals at the time. Interestingly someone found the Jordan player data still in the ROM files years later and was able to make him playable on a stock NBA JAM cabinet. I got to ask him what he does in terms of hobbies and it turns out he plays music for fun even to this day as well as outdoor activity.

After that panel, it was back on the floor for a bit before the first day ended. I was finally able to get the Splatoon 2 Inkling Girl Amiibo I’ve been hunting for a few years now thanks to one vendor having a sole mint on card figurine. They also had a mint-on-card vintage King Randor from the original Masters Of The Universe line, but I simply could not afford to buy it as even a loose figure goes for almost as much as a AAA video game these days. Still, it was awesome to see one not only carded but with a card in such great condition.

With day one under my belt, it was off to get some food and then some sleep as I would be commuting back to Hartford for day 2. I stopped off at Rosy Tomorrow’s which is an institution in my area of the State. The food is pretty good and the atmosphere is rather nice. They often have live music going on, but this particular weekend they didn’t. Still, I had some loaded chicken tacos and a nice pint of Guinness.

When I got back to the show for day 2 things weren’t quite as crammed with visitors but it was still a fairly busy floor. I got in some gaming before the free play area filled back up again. I was able to clear Third Strike on about 4 credits which is unheard of for me. Especially since Gil is one of the cheapest bosses in video game history. And I gave some love to Killer Instinct 2 along with a few more sad attempts at Frogger.

Somehow I had missed the panel with Ian James Corlett, but he was kind enough to sign a figure I had picked up for a coworker who is a huge DBZ mark. And he was also kind enough to do a few quips from the old Ruby-Spears Mega Man show, where he played the Blue Bomber himself. A very pleasant interaction.

I had also somehow overlooked the fact that Canvas Quest was back with its excellent line of video game-themed pins. So I picked up several of them for family members. We had a nice interaction about the T-shirt I’d gotten from Neatoshop. They turned out to be fans of both Duran Duran and Masters Of The Universe so the mashup really appealed to them.

Another booth I checked out was for a game called Below The Ocean a quirky puzzle platformer by Ismael Rodriguez. And after playing the demo I came away pretty impressed. At first glance, you may confuse it for Doinksoft’s Gato Roboto as it shares a similar vintage home computer look. But it plays nothing like it. For starters, it is not a search action game like Gato Roboto was. There are no cats driving vehicles either. Instead, I was reminded of classic computer games in the vein of Thrust and Bubble Ghost. The idea is you’re a deep-sea diver who consistently needs to find oxygen tanks to refill your air supply. Not only do you need to find these tanks for air you also use your air hose in a variety of ways to solve puzzles to progress to the next screen. It’s really cool.

He also had a demo for Tuttle, a game that combines 80s arcade platforming with inventory management as you grow giant flowers and then cut them down for their seeds so that you can grow bigger flowers for points. Before long there are giant insects trying to eat the plants and so you have yourself something unique that sits somewhere between something like Activision’s Pressure Cooker and Sega’s Fantasy Zone. Both of these are out on Steam, and I hope to eventually get to Below The Ocean. I know this past year has not gone the way I wanted in getting writing done. But I hope I’ll be able to adjust soon.

My pal Doug Mandeville was at the show vending and while I didn’t get a photo he had an elaborate hoax of an item as a conversation piece. He had a package of Super Mario Bros. Oreos in a plastic box with a grade facsimile on it. At first glance, you would be forgiven for thinking he’d actually sent a bag of cookies out to be graded, but upon further inspection, it was quite the convincing troll. That said, he did have some decent pieces including a sealed big box DOOM Shareware and a number of sealed 2600 games.

I was also able to see the tail end of a Deal Or No Deal that day. The contestant managed to get all the way down to the final two briefcases before making a deal with the bank. I didn’t see what he ultimately got for a prize, but it was really cool seeing someone do that well.

I did manage to get into my buddy Mike Levy’s panel. This year he discussed the EGM Fax he famously discovered which showed off some of the creative direction some of the Konami staff considered taking Castlevania in at one time. He’s a massive fan of Castlevania and is a wellspring of information on the series’ lore. As such, the rest of the panel focused on the earlier style of Castlevania games where the focus was predominantly on action platforming with exploration elements being secondary save for a couple of examples like Simon’s Quest. Then he analyzed why the series has shifted focus to more exploratory games like Symphony Of The Night before ultimately trying to clone Sony’s God Of War franchise with later PS2 releases and games like the Lords Of Shadows series. All in all, an interesting breakdown of the franchise and some of its spiritual successors past and present.

After that panel, I caught the tail end of an auction where I saw a few items of interest like a sealed Metroid Prime for the Nintendo Gamecube, a few Disney display standees, a case of unopened Kingdom Hearts figures, and a sealed Marvel 3 fight stick. With that, the end of the show was just around the corner. With that, I said my goodbyes and left the Convention Center.

But my weekend wasn’t completely done. I headed over to City Steam Brewery for my semi-annual visit. This year no one was able to meet me over there due to commitments but it was a good visit nevertheless. I had some of their Alan Is More Stout and an awesome Mac and Cheeseburger. The stout is terrific, with some notes of chocolate and coffee. I ended up getting a growler to take home with me and a pint glass to boot. Every time I have ever gone there the service has been great, the food has been amazing, and the beers are some of my all-time favorites. If you ever find yourself in Hartford and you’re of legal age give them a visit. They even have frequent stand-up comedy shows and karaoke nights.

But with dinner taken care of it was time to leave the State capitol. I had a great weekend and I can’t wait to see what they do next year. Hopefully, some of the previous years’ guests will return. Hopefully, some of your ideal guests will get booked. Hopefully, there will be some other attractions and even more tournaments. Hopefully, I can stop saying “Hopefully.”. In any event, I’m looking forward to next year’s event already.

Super Mario Multiverse: Mario Bros.

 

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Well, the stars have aligned, the time has flown and here we are. The Well-Red Mage invited I as well as a slew of others to take part in the Super Mario Multiverse special crossover event. In it, you’ll see some words about the many, many, MANY games featuring Nintendo’s mustached mascot. Everyone remembers Super Mario Bros., Donkey Kong and Super Mario 64. But not a lot of people comparably talk about the first major game where his name was in the title.

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Mario Bros. came at a weird time for many of us. It bridged the gap between Mario’s adventures as a construction worker trying to save his girlfriend from a crazed ape and his time as a plumber trying to save royalty from a dragon turtle. And while a lot of people knew about it well in advance of Super Mario Bros. Some people didn’t. In fact, some people still don’t know it’s a thing. Imagine my surprise for instance, when a former coworker tried playing it on the Famiclone handheld I’d brought in for my lunch break one day. He kept trying to jump on the shell creepers and flies to no avail.

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Travel back to 1983 however, and you’ll find there were a few home versions released across several platforms. In Japan, the Famicom obviously got a version. But Hudson Soft also ported the game to the PC-88 computer. Ocean Software would port the game to a slew of computers in the European market including the ZX Spectrum and Commodore 64. Here in the United States Atari would get the publishing rights and proceeded to release the game for the Atari 2600 and Atari 5200.  The 5200 version is interesting because the console largely used the same components as Atari’s 8-bit computer line, the 400/800, XL (and later under Tramiel) XE. Despite this fact, the 5200, and 400/800 versions were different games. When the XE came out years later, a vastly superior version came out from Atari Corp. which was backward compatible with the 400/800 and XL lines. It makes one wonder why this couldn’t have simply been on the 5200 years earlier.

Atari also published North American computer versions on its Atarisoft label. Most famously for the Commodore 64. Of course, the North American video game market crash was right around the corner. So before long Warner Communications (Warner Media) would sell the home division of Atari to Jack Tramiel, who had been pushed out of Commodore. This version of Atari was called Atari Corp. to differentiate itself from the Arcade division Warner still owned. Which they sold to Midway, who renamed it Atari Games West, folded it back into Midway, and then Midway sold itself to Time Warner. (Warner Media.).

 

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But I almost went on a tangent of coincidence there. We’re talking about Mario Bros. And Atari Corp. would port Mario Bros. to the Atari 7800, and the Atari 400/800/XE. At a time when the NES was already killing it with Super Mario Bros. Though you can also find Mario Bros. on the NES as well. It’s also interesting how the porting rights worked out back then as it often led to computer platforms getting two versions of the same game. In this case, Ocean brought Mario Bros. to European C64 owners while Atari brought Mario Bros. to North American C64 owners.

 

As an aside, there were a bunch of unofficial ports and sequels like Thundersoft’s Mario Bros II, which was more or less a reworking of Mario’s Cement Factory into a bottling plant. You filled cases of bottles and put them on a truck. And if you messed up, the boss would come out of their office and berate the Mario Bros. Thundersoft was mostly known as a group of European code crackers who would give away retail games with the anti-piracy measures removed. But this seems to be the one lone quasi-original thing they did. which they also gave away. It does, of course, use Nintendo’s characters and concept. But it doesn’t seem to have lifted graphics. Many of the other ports and clones of Mario Bros. walked much closer along the line of legality.

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Nintendo itself has also given the game these stealth reissues over the years. As a mini-game in Super Mario Bros. 3 then again as a mini-game in Mario & Luigi Superstar Saga. The port jobs, in general, are pretty good. Save for one or two bad ones, every one of them gets the core concept right. Some even go above and beyond. Atari’s Commodore 64 (as Atarisoft), and Atari 2600 versions are fantastic. Yes. The Atari 2600 version is a great version of Mario Bros. Atari Corp. also re-released it when they brought out the 7800 version which is also an excellent version of Mario Bros. In PAL (European) territories the 2600 re-release came as a red label variant no less, driving completionists just a little bit more crazy as there were already two domestic silver label variants in the wild.

 

Despite, all of the ways that Mario Bros. has been available to play though, a lot of people never checked it out. Particularly, Stateside. There are a few reasons for this, but many hypothesize the North American video game market crash certainly didn’t help. Fewer people were getting games as there was a lot of drivel out there at the time. There were also a lot of consoles out there. Sure most of us remember Atari 2600, Colecovision, and Intellivision. Thanks to the wealth of info out there today many of us wish we had maybe gotten a Vectrex. But ask the average person about an underlooked good system like the Magnavox Odyssey 2, and you’ll get a blank stare. Ask about the Emerson Arcadia 2001 and they may start wondering if you’re from another world. Or on a watchlist.

 

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These days, people worry if a fourth contender tries to enter the console market. Well, back in 1983 there were far more than four video game systems on store shelves. And most of them looked about the same in what they could do. Even the ones that looked better still had very similar games on them. There were also a lot of tiny upstarts throwing whatever they could at the wall to see what would stick.

 

And the home computers were running the same games at a higher fidelity, running their own deeper experiences the consoles didn’t have the features to handle, and they were getting down to similar prices. Before long everything would implode and Mario Bros. was one game that for at least a few people got lost in the shuffle. Some of this was felt in arcades too. While I can remember seeing Donkey Kong, and Donkey Kong Jr. among the machine selection at Chuck E. Cheese, I really only remember seeing Mario Bros. at Riverside Park when the family went to Agawam, MA. on a summer day. (It’s Six Flags New England now.)

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My first experience with the Atari 2600 version was at a friend’s. They had the Atari 2600 Jr. as well as an NES. I had never seen it before. But there it was. And while it isn’t the prettiest version of the game, it nails most of the gameplay down. There are a couple of tiny things missing like the ability to jump on the POW block. But the most important stuff is there. I’d imagine a lot of people’s first experience with a Mario game was Super Mario Bros. if it hadn’t been Donkey Kong. The NES was a juggernaut largely in part because of it. And it’s much more vast, and a more complex game compared to regular Mario Bros. But here’s the thing. Everyone who has played Super Mario Bros. but not Mario Bros. Should play Mario Bros. And before everybody jumps down my throat just hear me out.

First of all, it’s a really fun game. One that has a great sense of risk vs. reward. It’s also quite competitive when you get a second player as Mario and Luigi have to rally to outscore one another. It even can be dastardly when you’re intentionally bumping your opponent into enemies to stay alive longer. But more importantly than that, many of the things you love about Super Mario Bros. began here. Shellcreepers were the forebears to the Koopas. Coins are a big part of both games. and it got the ball rolling on Mario’s platforming style. There will be plenty of times you find yourself in situations where pixel-perfect jumps and timing are the only way to get out of hot water.

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Mario Bros. is also where the earliest series’ jumping physics got started. While not the same as in the Super Mario Bros. trilogy on the NES, they are similar. You can see what that classic bump and jump gameplay was built upon. Most of the Super Mario games feature bonus stages and even those are in Mario Bros. in the form of coin stages. Speaking of coins, they make that familiar sound whenever you collect them. But in Mario Bros.,  you had better get all of them if you want that sweet stack of bonus round points. And Mario Bros. even proves itself a viable stage in Super Smash Bros. Ultimate. Even more so than Donkey Kong’s 75m stage.

It’s a game that is important on so many levels and is sadly overshadowed by historical factors and future Mario releases. Thankfully, Nintendo often reminds us of this with its presence in newer releases. And there is a slew of ways to play it today. Any number of the aforementioned home ports are out there for collectors to seek out. And you can still get the arcade version on the Nintendo Switch through the e-shop. The Nintendo Online service also includes sone NES and Super NES ROMs you can download at no additional charge. One of those games is the NES port of Mario Bros. So if you own a Switch, and have been considering paying the annual $20 to play against your friends in Mario Kart 8 Deluxe or Splatoon 2, you’ll also be able to check out NES Mario Bros. without having to track down the original Game Pak.

In any case, the next time you find yourself in a conversation about important Super Mario moments, remember that between chasing down a gorilla to save his ex-girlfriend and chasing down a dragon-turtle to save his current one, Mario ran a successful plumbing business with his brother Luigi. And it was during those years he gained the skills he needed to save the Mushroom Kingdom hundreds of times over.

SNK 40th Anniversary Collection Review

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These days it seems about any game company that’s been around for over a decade has a collection to sell. It seems like every new device that comes along will be guaranteed to have a version of the Namco Museum or a compilation of Atari classic games on it.  And that isn’t a bad thing. There are a lot of fantastic games from yesteryear, going all the way back to gaming’s infancy. But due to whatever reasons, these collections don’t always come out so great. Sometimes they’re barebones. Sometimes they’re altered for the worst.

PROS: A great selection of classics and a fair number of extra features.

CONS: Some of the games’ controls had to be changed and the compromises aren’t great.

WHY NOT BOTH?: Some titles here come in a couple of versions.

That doesn’t seem to be the case with this one. SNK’s collection is quite good. One thing right away that I appreciated about it is that it takes the focus off of their NEO GEO platform. In the past, SNK has had a number of great NEO GEO compilations. It’s no surprise as it was arguably their most popular platform. But some people often forget SNK has been around for far longer than the NEO GEO and this collection celebrates that fact. Most of the games here are pretty big classics. Particularly in the realm of run n’ gun games and beat ’em ups.

SNK 40th Anniversary Collection gives you some of the more popular arcade games of their time. You get all three of the Ikari Warriors games; Ikari Warriors, Victory Road, Ikari III: The Rescue. You get Guerilla War, P.O.W., and Time Soldiers all of which were known for their 1980’s B Action film influences, and the twin knob shooting action that made many of them famous. They also give you TNK III which was one of the earliest games to do so.

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Other highlights are the inclusions of Athena, Psycho Soldier, Street Smart, and BEAST BLASTER. I was also happy to see that the compilation includes the arcade version of Vanguard, and it even references the Atari 2600 port in it. Strangely enough not by name. But this is where the collection of games goes beyond simply dumping ROMs in an emulator and calling it a day. This game includes multiple versions of many of the games. In the case of Crystalis, you’ll get both the Famicom and NES ROMs. In the case of Ikari Warriors, you’ll get the Arcade version and the NES version. All of the games are emulated very well and most of them will include a variant version be it two localizations or two platform versions.

This is a really nice feature and one I’ve found myself using fairly often. Well except in the case of the Ikari games since given the choice the arcade games are vastly superior to their NES counterparts. Another really nice thing is the game has scans of the different regions arcade fliers, home version box art scans, and more. They also go into some level of depth when talking about the history of each of the games in the collection.

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Frankly, it’s very easy to recommend this one to anyone who grew up with these games in the arcade or newcomers who want to see what came before. Although I do have a few minor complaints about the package that I’ll get to momentarily. Another inclusion that should probably be a prerequisite at this point is the list of visual options. You can enable different borders on the screen, change the aspect ratio, and you can put on filters to simulate a vintage TV or monitor. Digital Eclipse which also did the Mega Man Legacy collection for Capcom, has done great work here as well.

However, there are a couple of things that just didn’t make sense to me. I don’t know why SNK couldn’t mention the Atari 2600 or NES or Famicom in the documentation by name. Especially since you get Crystalis in both NES and Famicom formats here. Plus, with Vanguard being acknowledged prominently on “The biggest console in North America” old geezers like me are going to know the VCS version is referenced while newcomers are going to be left to guess. Not a major problem, but it just seems a bit weird.

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Second, is that some of the styles of a game genre don’t translate well to a d-pad or a thumbstick. And one such style is the light gun, rail shooter. This was true when Operation Wolf was new, it was true when House Of The Dead 2 was all the rage, and it’s true now. SNK brought back Beast Busters here. And I’m glad it’s here because it was an esoteric game I remember playing a lot in the arcades as a kid back in the day. When more popular games were taken up it was one of the ones you and your friends gravitated to because no one was mesmerized by it the way they were by one of the beat ’em up machines at the time. It’s a fun game. One that I was elated to see presented in this collection.

However, it is a light gun game and the movement of your thumbstick or d-pad cursor can never match the movement of your eyes and hand. As such, playing it in this collection is MUCH harder. As of this writing, I see no option to use a mouse with this game on PC or a motion control option on the Switch. These options would have been much better compromises. Even if it meant those versions would be more preferable as a result. Thankfully, you can just keep pouring in credits like you could in the arcade if your pockets were bottomless. But it would have been nice to have a couple of more control options for this one.

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Still, I do like this collection a lot overall. There is a nice range of games you’ll know, others you may not know, and the historical extras are all a nice touch. Some of these games may not have the panache SNK put into their later NEO GEO games, but they are a lot of fun and hold historical significance in the realm of arcade games. As well as versions for Nintendo’s original 8-bit powered juggernaut. Adding ROMs of ports to other platforms of the time would have been even better since players could have compared them and enjoyed their favorites. But I’m sure there are also some licensing and contract concerns that made that unlikely. Still, I enjoy firing it up a lot. Digital Eclipse even gave SNK the treatment they gave Capcom’s Blue Bomber by making the soundtracks of games playable in a separate player.

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It’s a collection that will skew toward the older crowd, but there’s enough here that anyone will find something they’ll enjoy checking out from time to time. Especially anyone who enjoys run n’ guns, shmups, and other arcade staples of the 1980s and 1990s. There’s also the knowledge that many of the characters that debuted in these games would show up in some of the NEO GEO’s biggest franchises. So even fans of The King Of Fighters or Metal Slug may want to look into this one if they haven’t already.

Final Score: 8 out of 10

Retro World Expo 2019 recap

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Now in its fifth year, Retro World Expo is slowly growing into one of the best conventions in New England. There are consistently good guests and panels. There are always plenty of things to keep you busy. And there are a lot of vendors with a variety of games, collectibles, and other stuff waiting for you if you’re out to shop.

Some of the layout concerns of previous years appeared to have been taken to heart. Checking into the show was easy. Just like last year, it was easy to follow the line to the window for people who paid ahead of time. Traffic for people paying for entry seemed straightforward as well. Going onto the show floor, everything was more condensed. There were as many vendors, guests, and events as last year, but it was less spaced out. But not so crammed that one couldn’t move.

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Getting there on time was impeded by some road work on Interstate 84 on my way in. So I missed about a half-hour of the morning festivities. This year, the convention moved all of the panels to the afternoon so that actually allowed some of the other events and attractions to shine a bit more.

 

This year Big Bucks Entertainment was back with their fantastic game show recreations. These events are great as Davira is able to get pretty good facsimiles of popular game shows going in a convention setting. This year he brought back Press Your Luck, and Who Wants To Be A Millionaire? I caught the Press Your Luck show in the morning, and it featured one of the closest contests I think I’ve seen. The contestants were two guys and an older woman who didn’t really play many games. Her children did. Despite this fact, she managed to get enough questions right in the two rounds to earn a lot of spins. She went on to get a score in the tens of thousands before moving along. At the end of the second round, however, one of the other contestants had no money and only a final spin. They somehow managed to land on a streak of money and free spin combinations to nearly overtake the woman. But they couldn’t quite pull it off.

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Over the course of the contest, they had a charity tie in where audience members would be called upon some spins. If the contestant landed on a prize space the audience member would get a free prize. If they landed on a Whammy, the contestant would not only lose all of their money but the audience members’ prizes as well. Except for two of the audience members who were called up. They were kids, so even though they didn’t win they were given the free prize anyway.  Somehow there was enough time left that three other audience members were able to play a couple of Whammy rounds. This wasn’t as close as the primary round but it was still fun.

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I got in some time with a couple of Coin-ops. I played some Centipede, managing to beat the high score. Sadly, the machine didn’t save my score but Centipede is always a fun arcade game to play. This year the KRULL machine was back and it was in working order! Not only is KRULL a wonderful Sci-Fi action-adventure movie it also saw two licensed video games. One was on the Atari 2600, and the other was this cabinet. It’s a twin-stick shooter that is composed of different waves inspired by scenes from the film. You have to find the pieces to your Glave while avoiding boulders one wave. Then you have to recruit an army in another. Then you have to defend and protect your army in another. and so on and so forth. It’s also brutally difficult. But one of those brutally difficult games you keep putting quarters into because it’s just so cool.

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I browsed around the floor a bit looking to see if I could find anything on my list or any surprises. I actually found one vendor with a lot of random games and toys. While I didn’t find any games, I did see some Masters Of The Universe figures in pretty respectable shape. They were all loose, and most of them were incomplete. But they were selling everything ridiculously cheap. I found a Spikor in excellent shape. He was missing his cudgel but the figure itself had little to no paint wear. When I asked how much they wanted for it they said “Six dollars.” I bought it on the spot. I bumped into “Pixel” Dan Eardley and had a short conversation about MOTU and some gaming. PixelDan had missed last year’s show but was glad to be back out for this fifth show.

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I ran into another YouTuber shortly after that, Rewind Mike! He had come to the show scouring the floor not for games, but for albums. I didn’t get to spend a lot of time with him but it was fun checking out a few booths and talking about our lack of luck finding what we were looking for. We also saw my pal TheReNesance! He’s also known as The Gamescape Artist and he is a fantastic painter. He does phenomenal artwork based on iconic scenes from video games past and present. He also does commissions! And he also has a YouTube and Twitch channel where he has footage and live streams of games as well as his work! Be sure to check him out!

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I then hit up PixelDan’s panel. It was an interesting one because he gave us not only a sneak peek of his upcoming Toysplosion episode (a series where he goes over the history of a different toyline each episode.) but he also let everyone in on some details about his upcoming project with Dark Horse Comics! He has helmed a comprehensive guide on all of the past Masters Of The Universe toylines. Masters Of The Universe (1982-1988), Princess Of Power (1985-1987), He-Man (sometimes called New Adventures) (1989-1992), Masters Of The Universe: Commemorative Edition (1999-2001), Masters Of The Universe: Modern Series (often called 200x) (2002-2004), Masters Of The Universe Classics (2008-present) The book won’t include things on upcoming lines or the erroneous merchandise. But it’s being designed to appeal to the casual fan who may remember a few of the toys they owned as children as well as giving hardcore fans a lot of the details they’re looking for. Personally, I can’t wait to check it out because I’ve been waiting for a guide like this for some time. So I hope it does well for Dark Horse and PixelDan. Dark Horse has put out similar books in the past for other properties including Nintendo’s.

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After PixelDan’s panel, I went to the XVGM Radio Panel where Mike Levy and Justin Schneider talked a bit about the differences between the Sega Genesis and Super NES in terms of sound. The Sega Genesis had two chips. Texas Instruments’ SN76489 and a Yamaha YM2612 for backward compatibility with Sega Master System titles. The Super Nintendo Entertainment System had a custom chip; the S-SMP which was made for Nintendo by Sony. The technical differences led to very different sounds. So after going over each sound solution, they compared the same tracks on both consoles, as well as play some of the most notable songs from each. The audience got to vote of course, and the matchups were mostly evenly matched, although there were a few decisive victories too. XVGM Radio is a pretty cool, and informative podcast where they talk about game music and often even get interviews with composers. So definitely check it out.

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I went back down to the main floor after the panel and ran into some other people. Peter Lazarski and Juu Hachi of Imaginary Monsters were at the show. Unlike last year they weren’t there to show off any of their game. They were just there as regular attendees. I saw some of the Cosplay contest with them before looking around the floor some more. There were some upcoming indie games there, however.

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Jumpmen Gaming was back with Sentinel Zero. Except that the game is no longer called Sentinel Zero it’s title has been changed to Cardinal Conclave. It has also changed focus. Instead of being a traditional horizontal Shoot ’em up, it has taken a page from Studio MDHR’s Cuphead by becoming more of a boss rush game. It still utilizes a shmup feel though. You’ll be going over a map much like Cuphead, choosing a stage based on your current level, and going into a boss fight. To be fair, a few of these still have a traditional lead-in where you mow down small enemies before contending with a boss. But for the most part, it’s a boss rush shooter. The game does play much better than the early build from last year and the graphics have been sharpened up nicely. I was informed it has entered Early Access on Steam. Just remember when buying Early Access games you’re buying something that isn’t done. That said, it does look promising.

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There was also an interesting game called Cloak And Dasher by a developer called Spirit Stone Studio. It’s a puzzle-platform game that puts you in the role of a cloaked fellow who can jump and dash. You have to play in these maps that are often a single screen where the object is to escape a maze. Unfortunately for you, there is a smorgasbord of death traps and enemies to contend with. The demo at the show was timed and you had to get through 23 maps before time ran out. You had unlimited lives. And what I saw was honestly quite fun. It has a visual style that is somewhere between Broforce and Super Meat Boy. The comparison is apropos because some of these stages could become pretty difficult. It had elements of several games, Super Meat Boy, Boulder Dash, Mega Man X, and Battle Kid all came to mind as I went through the demo. It too has an Early Access release on Steam.

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Joe Granato was back with NES Maker, and it is now a full-fledged product you can buy. If you didn’t read any of my previous recaps, he has been to a few previous RetroWorldExpo shows with it as it was being made. The utility was made during the progress of an NES game he was making called Mystic Searches. A vintage Action RPG made in the mold of games like The Legend Of Zelda, and Ys. In any event, working in 6502 assembly language and HEX editing was proving exhausting. So he and his team created a GUI mapper program that would let them design their game worlds on their desktop and then the program would convert everything to 6502 (The class of CPU in the NES and a host of other consoles and microcomputers of the 1980s) language. This would vastly speed up the production of their game. But in the process, they found they could also offer the utility they built as a standalone product for budding indie game makers interested in the homebrew scene. NES Maker is that utility. With it, you can make almost anything you want on the NES within reason. Of course, there are limits based on how the team designed the tools. But after only a fairly short time on the market it’s been a success. And there are already a lot of new games being made with it. It even has the ability to flash your games to physical NES Game Paks. So if you’ve ever dreamed of making your own games you can play on an original NES, it might be something you want to look into.

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Another returning studio was Giant Evil Robot who made Mecha-Tokyo Rush. It was an on-rails, auto-scrolling Mega Man clone that took elements of endless runners along for the ride. It seemed like a decent enough game, even with it taking a free-to-play model shortly upon release. However, this new game is a Mega Man clone that could prove to be one of the better ones out there. Star Girl Proxima has none of the endless runner stuff from their previous effort. It also looks a lot nicer, with a much better color palette. The controls in the demo they provided felt somewhere between Mega Man and Mega Man X. It doesn’t have quite the weight of the classic series, but there is a heavier feeling when jumping than in the X series. Your Star Girl can also dash like X, which is good because some of the jumps will require it. That said, it’s still a work in progress and while they said they’re shooting for a 2019 release, the build they showed off still had no proper end to it.

Still, even if it doesn’t make it out this year it is clear it’s already an improvement over their previous game. The demo had several sections where one had to have pixel-perfect timing to get around projectiles as well as one where a giant octopus robot destroyed parts of the scenery as regular enemies attacked you. It was a challenge, yes, but it felt good. About the only complaint, I had with it when asked by the rep was that in the early goings it wasn’t always clear where the backgrounds and foregrounds were. I kept accidentally jumping into pits as a result. They said it was something a few people mentioned so the final product will likely make platforms more obvious. Overall, I was pretty impressed with the demo. Hopefully, it will be indicative of what we can expect from the game at launch.

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As the first day winded down and the main floor closed it was time to get some food. My friends from Imaginary Monsters are also fans of Craft Beer like me. So we ended up going to City Steam Brewery which is a short walk from the Hartford Convention Center. Last year they picked up a new brewmaster who has been making a number of new and sometimes experimental beers. The three of us each ordered a flight, and the one interesting thing we all decided to try was their new sour beer. It’s called Our Princess Is In Another Castle. It’s made with peaches and jalapenos and it’s amazing. When they brought over the flights we could smell the peppers from the glasses. The spiciness from the jalapenos balances with the sweetness of the peaches really well. And while it isn’t a particularly potent beer, it is light, crisp, and delicious. The food there has also been very good. No place is perfect. But I have yet to have a bad experience. I was a little bit disappointed to see their menu has been simplified, but the quality of the meals were as good as ever. I had a Bratwurst to go with my Oktoberfest, Sour, IPA, and Porter flight. Then I ended up getting a pint of Our Princess Is In Another Castle. Peter got the Nachos, and as you can see in the image, he got his money’s worth. I ended up getting a growler of the Sour because it was that impressive. And I’m someone who generally prefers IPAs or Stouts.

After getting food we headed back to the convention center and caught the tail end of the afterparty. There’s about an hour-long lull after the day ends and then they put on an event where you can drink, listen to live music, and more. Falconeer was finishing up a set of Neo New Wave dance tracks. I proceeded to get destroyed by my buddy Aldo at a Street Fighter II arcade cab. (It wasn’t entirely my fault. The buttons were messed up.) while it was going on. And then I competed with Imaginary Monsters for a high score on After Burner. After that, I would see Mike Levy take on Aldo in broken Street Fighter II, and also lose. But it was still fun. Davira from Big Bucks Entertainment had also been running Celebrity Press Your Luck with some of the guests as contestants but unfortunately, I didn’t get back from the brewery in time to catch that.

With that, the first night ended, and I made the hour trek home. I caught some of my pal Sirhcman’s Livestream of Jackbox Party and then went to sleep. The next day, I would return for day two.

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Day two was considerably shorter but it was still packed with some interesting things. FRAG was there this year again, and they organized the various tournaments during the show. There were the fighting game tournaments, and such that you would expect. But there was also a retro game competition where you had to play each of the old school games set up, and they would record your scores. You could replay all you wanted in order to replace your scores with higher ones until the qualifying time was over. The top six would go on to do an entirely new set of challenges with the winner of that tournament round receiving a $100 credit they could use at any of the vendors at the show! It was a pretty cool idea, so I took a stab at it. While I did alright on a couple of the challenges, some of the games on the list I was just terrible at playing. On top of this, they used the NES version of Q*Bert which while not quite as awful as some would have you believe, is still tough to master thanks to the confusing control scheme options in it. Why couldn’t Konami just go with the diamond layout Parker Bros. did on their Atari 2600 port? But I’ve begun to ramble. The game selection honestly, was pretty good. There were scoring and speed run challenges on games like Mappy, Super Hang-On, Warioware, Spelunker, Super Mario 64, Tony Hawk’s Pro Skater II, and several others. Of course, what drew me into the whole thing was spying an Atari 2600 running Kaboom! I managed to get a respectable 1,255 points in the game. And while that may sound low believe me when I say that most people have a tough time getting more than 300 points. Kaboom! is quite the challenge.

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Anyway, I obviously didn’t even qualify to make the top six player bracket. But I did have fun making the attempt even if it proved feeble. But at this point, I realized I was running late to check out any of the panels. So I managed to get into Pam D’s panel. She does a YouTube show  Cannot Be Tamed. She was showing off some footage for an upcoming video that I won’t spoil here, followed by some Q & A. Some of the discussions were about giving games a second chance, finding comparable features between two very different games made by the same company, and the perception some have about video games being for males despite the fact that women and girls have been gaming since video games have existed. Definitely an insightful, and engaging panel.

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I managed to catch the last couple of minutes of Joe Granato’s panel. He was going over some of the details of NES Maker I talked about earlier. One interesting thing that came up was when someone asked about the most difficult part of making things for the NES. He talked about how the NES’ limited RAM meant that he had to code a Bank Switching routine so that information or content could be swapped into memory at just the right time. Otherwise, things would exceed the memory limits and crash. He talked about how despite the limitations of the utility, people have already done things with it he didn’t think would be possible. Graphical effects like Parallax Scrolling was one example. Another was a complete text adventure.

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After his panel ended, Mike Stulir VP of the American Classic Arcade Museum had a panel going over the history of the ACAM and an overview of what they do. A labor of love, it’s a non-profit that tries to salvage, save, and even restore vintage arcade games so that future generations can experience the history of the arcade business. One of the more fascinating aspects of this is how involved restoring some of these machines can be. He talked about how they received an incredibly rare Death Race 2000 machine. It was produced by Exidy and was one of the first games that ignited the video game violence controversy. Inspired by the Death Race movie, the internal name was called Pedestrian, and the goal of the game was to score points by running over people with your car. Even though games of the time had graphics composed of simple shapes the concept started an uproar and the game would fade into obscurity.

Unfortunately, the cabinet they received had come from a basement that had flooded and it wasn’t up on a pallet when it did. So the particleboard Exidy used had rotted, and parts of the cabinet were falling off. Moreover, the side panel was even split in half so the structural integrity was unsalvageable. But the game’s motherboard, chips, and every piece of electronics were fine. So they were able to create a template from the cabinet parts, and reproduce a proper cabinet out of plywood. But the other problem was the screen printing on the old plywood wasn’t something easily created. They had to send the old plywood to a company in Florida who would scan it into their software and then ship them new decals. They also had to fly in a specialist from the Pacific Northwest to properly apply them.

Of course, all of this stuff costs money, and being a non-profit run by volunteers they depend on donations to keep the venture going. If that sounds like something you can afford to contribute to you can go right to their website to find out how. I got to ask Mr. Stulir about how restoration may affect the value of these machines as in other collectibles and antique markets things will plummet when there aren’t all original parts there. He said that they don’t like having to restore cabinets in the manner they saved their Death Race machine. But in cases like that one, they have to decide if keeping a machine playable is more beneficial than retaining every last original part. Usually, they prefer to find new old stock or take good parts from another otherwise unsalvagable machine to fix a broken machine with. With Death Race having so few still remaining, keeping the machine alive was a better fit so that visitors can still experience the game.

But that was just the introduction. The rest of the panel was devoted to the life of Ralph Baer. Most people know he was the inventor of the Magnavox Odyssey and that pretty much everything we love about video games can be traced back to his work. But did you know his family barely escaped Germany in the lead up to World War II, emigrated to the USA, and that he’d be drafted to fight in the war effort? He thought of a lot of ideas that wouldn’t be realized until decades later by others. Like the ability to use a modem to buy things off of an infomercial or remote classes where a viewer could interact with a teacher’s lesson from home. And of course, before the Odyssey became a reality his Brown Box would lay the groundwork in 1968.

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The last panel was the Connecticut YouTuber Panel. So Mike Levy (DYHPTG), Russ Lyman, Culture Dog, and Paul of Retro Gaming Arts returned from last year. New this year were Dan and Nick of The Best Spuds. As well as Geeky Panda who I met on the floor last year. And Steven Christina Jr. of Super Retro Throwback was also featured! He interviewed me at last year’s show. Each of the guests briefly went over their channels and played their respective trailers. They also took a moment to talk about RAX The Great’s channel. He was originally slated to return to RetroWorldExpo this year but had gotten a bad head cold and was unable to attend. All of the panelists talked about their various setups involved in making their content. They also reminded the audience that like any creative endeavor, go into making internet videos out of passion. None of the panelists made much money doing YouTube if any. There were some humorous moments in the panel too with some slight references to each other’s respective shows.

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With the final panel over with it was time to leave the Hartford Convention Center and make the hour-long trek home. The show is becoming one of my favorite things to look forward to every year. I get to see people I don’t get to be around very often due to life, and work schedules. I get to geek out with fellow video game fans, and in a way, it feels like you’re going home.  And there’s a ton of stuff I didn’t even get to take part in because it’s impossible to see everything. There were the tournaments, there were a few guests I didn’t get the chance to see or see again. Game Dave was there, Adam and Shane of Rerez were there, Jay Hunter of the Game Chasers came back, Stop Skeletons From Fighting was there, there were bands like RF Switch playing sets.  I’m missing a bunch more, there is just so much going on. And it all feels very community-driven where some of the larger shows are more about seeing new games or media six to twelve months before it comes out.  I could complain about not finding much to buy, but honestly, that’s more on me for having found much of what I wanted anyway. And between the final two panels I attended I did end up going back to the vendor, I found Spikor from and it turned out he had a Fisto with the armor and sword included for $15. So two MOTU figures in great shape are still pretty good. Here’s hoping a sixth RetroWorldExpo continues the tradition.

 

Pass Or Play with Russ Lyman

I recently had the opportunity to do a crossover project with Russ Lyman. Russ has a great channel on YouTube where he talks about DIY (Do it yourself) projects, as well as videos on video games new, and old. Along with reviews, trips to conventions, and other events,  as well as other pop culture stuff. Be sure to check him out! Anyway, I was fortunate enough to do a guest spot on his Pass Or Play series where I talked about Beach-Head II: The Dictator Strikes Back for the Commodore 64! Previously I did a long form review here on the blog, but it was fun to be able to work with Russ, and get out a condensed version. I hope you enjoy it, and I hope you’ll check out Russ Lyman’s other work!

Crazy Climber Review

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Even in the Golden age of arcade games, there were some obscurities. Amidar. Reactor. Wacko. These are but a few of them. But the one we’re highlighting this time around is noteworthy for a few reasons. The most important being that it is one of the most entertaining games of its ilk. It didn’t make as big a splash as Donkey Kong, Pac-Man, or its other contemporaries. Which is a shame, because Crazy Climber is freaking cool.

PROS: Addictive gameplay.

CONS: Cheap enemies.

FALL: To your doom.

Released in 1980 by Nihon Bussan, Crazy Climber is the story of a man who scales the sides of skyscrapers. That may sound pretty inane to some. But it’s a lot more serious than it sounds. As you take control of our hero, you’ll have to scale the building, get to the top, and then GET TO THA CHOPPA! (Sorry, I couldn’t resist.) At the top of the building is a helicopter that will take you to the next stage. There are four buildings to climb, which then cycle over once you beat them.

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But don’t think you’ll have an easy time climbing to the top. Because there are several dangerous obstacles on your way to the top. The most common are the sadists who open the windows, and throw things from their apartments at you. I’m serious. Seemingly ordinary people, are out to murder you over your thrill seeking ways. They’ll throw vases, buckets, moldy fruit, and other stuff at you in the hopes of making you lose your grip. But the dangers don’t end there.

You’ll also be attacked by birds, and giant apes. On top of that, some of these buildings have shoddy construction. Because you’ll have to avoid falling girders, falling billboards, and live wires. Our free running thrill seeker is insane. No one in their right mind would choose to scale buildings in the process of becoming this dilapidated. Likely the reason we’re playing a game called Crazy Climber.

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The original Arcade version is one of the earliest games to use a two joystick control scheme. Each stick controls one hand. You can move each hand left, and right. You can also reach up, with each stick, and pull back on the sticks to pull yourself up. For such an old game, the control scheme does make it feel a bit more realistic. The tricky thing is however, positioning yourself in such a way that you can get each hand on a windowsill to pull yourself upwards with. It’s pretty easy to get yourself in a situation where you’ll have two closed windows above you, and windows slamming down on your fingers as you’re unable to move. You also can get yourself into situations where you can’t get yourself oriented to move left or right if you don’t pay enough attention. This sense of realism in spite of the unrealistic scale, adds a lot of depth to Crazy Climber.  It also makes things more challenging because you not only have to pay attention to the windows, but also keep an eye on all of the aforementioned bad guys, and obstacles.

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It also features some pretty detailed graphics for its time. And again, while your character is beyond the scale they should be, this still works from a game play perspective. You can make out the obstacles, and projectiles fairly easily, and your character has a discernible costume. This is also an early example of voice samples making their way into arcade games. If you sit idle for too long for instance, the narrator yells “GO FOR IT!” at you. You also have a few shouts when hit by something, and a nice scream as you fall to your doom.

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Crazy Climber has seen a number of interesting remakes over the years, but the original game was ported to the Famicom, and Sharp X68000 computer in Japan. . These releases came out years after the arcade version in 1986, and 1993 respectively.  It was also put out on the Emerson Arcadia 2001 in Japan around the time the Arcade version was around. Here in North America it was ported to the Atari 2600 in 1982. The VCS version is notable because it was an Atari Club exclusive upon release. Atari Club members would receive Atari Age magazine, which featured articles about upcoming games, and enthusiast news. Not unlike what Nintendo Power did for Nintendo fans years later. Four Atari 2600 games would be Atari Club exclusives that (at least initially) only could be ordered directly. These games had lower production runs than many of the other games, despite showing up in store liquidation sales during the Great Video Game Market Crash.

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As such, Crazy Climber is one of the rarer Atari 2600 games, and while it isn’t going to hurt your wallet the way a highly collectible NES game might ( Panic Restaurant says “Hello.” ),  you can still expect to pay around the cost of a new release should you find one in the wild. It’s also a pretty great port of the Arcade version. Like most home versions it has been retooled to work with one joystick. But the controls are on point. You now have to move the stick twice when trying to move left or right, as the first push moves the first hand, then the second. You still pull yourself up by pulling back on the stick. The VCS version also does a wonderful job in the presentation department. You certainly won’t confuse it for the Arcade version or one of the ports to more powerful hardware. But it does look a cut above what the Arcadia 2001 version looks like, and even some of the clones that showed up on some of the home computers of the time. It’s also a bit easier than the arcade version, but by no means is it a cakewalk. It is still quite the challenge. Most of the enemies from the original are here, and behave the same way. Frankly this is one of the best of Atari’s first-party port releases, and can hang with the likes of Space Invaders, Joust, Phoenix, and Ms. Pac-Man. If you collect 2600 games, and can swing it, this is one worth picking up.

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Of course down the line there were updated versions released for the PlayStation, PlayStation 2, and even The Wonderswan. I can’t really comment much on them as I don’t have them. But generally they have a reputation of retaining what makes the original version fun while adding their own tweaks to the formula. And while these days most of us won’t likely be able to find the original cabinet while out in public (though if your local arcade or pub does have one, do play it.), there are several compilations out for older consoles. If you happen to have the Nintendo Switch, you can buy the original Arcade version on Nintendo’s eshop for download. The Switch release has a couple of nice features in it too. You can employ some filters if you prefer that old school, scan line look. But more importantly, you can change the orientation so that the game will display vertically instead of horizontally. This makes it so you can take the joycons off of the console, and play the game in the same layout the arcade cabinet had. The thumb sticks also work the way the original machine did. So it gives you a nice portable experience when taking the Switch to a public setting.

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But however you manage to do so, you really ought to experience Crazy Climber. It may seem simplistic, but the level of strategy, and risk versus reward here is quite engrossing. It may have some cheap A.I. at times, and you’ll get into inescapable situations. But at the end of the day sometimes less is more, and this is definitely one of those times. Whether you spend a five-minute session or a five-hour session on it, it will never feel like time wasted. Grab your favorite beverage, and get climbing.

Final Score: 8 out of 10

Demon Attack Review

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They can’t all be new releases. Sometimes life just has a way of throwing everything including the kitchen sink at you. So you don’t have the precious time to play a massive open world western, or a critically acclaimed RPG. But somehow you want to find time to play something compelling. This is why many early games can fit that bill, and often hold up today. One such game is a staple on early cartridge based consoles.

PROS: Enemy variety. Tight controls.

CONS: Not every version features the boss stage.

MAGIC: Imagic’s developers always seemed to perform it on the venerable VCS.

Released in 1982 Demon Attack is one of many titles that tried to build on the core concept set up by Space Invaders. It also has some inspiration from another early shmup; Phoenix.  Where Space Invaders saw you fighting a grid of ships from underneath the confines of shields, Demon Attack pits you against three enemies at a time. Destroy them, and another three will warp in. The game has this really terrific effect when the alien ships, and creatures come into battle against you.

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Another thing to be aware of is the fact that each wave introduces new enemy types. Each with its own attack pattern, and weapons. So you should not expect to be going after the same ships over, and over. Or the same bullets over, and over. If you survive a wave without dying you’ll earn a 1-Up. This makes it very easy to get complacent. “Oh I’ll just stock up on lives, and never worry!”. But you should worry. By around the fifth wave you’ll find shooting enemies splits them in half rather than destroying them. You then have to take down each half. And you have to take them down quickly. Once you take down one the other will begin chirping like crazy before suicide diving toward your cannon. The back lines will then move forward taking their place.

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While not one of the best looking games on the console, it’s visually a cut above what most of Atari’s own release had looked like up to that point. This is especially true of each of the enemy types. Demon Attack is one of the first 2600 releases to deliver such a wide variety of characters. Considering the limitations of the hardware of the time, and the limitations of cartridge space, it’s no wonder this is one of the first games worth picking up when starting a VCS collection. As a publisher, Imagic seemed to know how to push what was possible on consoles of the time. Like most games of the era there are several variations you can play by using the Game Select switch. Including some two-player modes where you alternate turns trying to out score each other.

Robert Fulop developed the game for the Atari 2600, and after Imagic had settled with Atari over the similarities in Demon Attack to Phoenix (Atari had home console publishing rights), it would go on to be one of the best-selling games on the system. There are no less than three printings of the game. A text label version, and a picture label version are the most common. You’ll find they’re often one of the cartridge variants you’ll see in a bundle of VCS games. After the crash, Imagic would find itself absorbed into Activision who would put it back out in their line of re-releases. This cartridge eschews the original Imagic style, and comes in an Activision shell, with a blue label. This version is considerably rarer than the common types, but is still far from impossible to find.

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In any event Imagic had other programmers port the game to several other platforms of the time. The Intellivision, Magnavox Odyssey 2, Commodore VIC 20, Commodore 64, Atari 400/800, TI-99, and Tandy computer all saw versions of Demon Attack. Many of them have better graphics than the original version, and include a boss fight! Be that as it may the VCS original holds its own by having such fluid, and responsive controls. In fact, it’s better than many of the more advanced ports that released elsewhere.

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Be that as it may, most of the ports are still quite good, and the boss fight can be pretty interesting as you transition between a surface, and space setting. Defeating it then continues onto the following wave. An interesting piece of info is that the 2600 version of the game almost had an end, as after the 84th wave the game would not continue. After release though, someone managed to get that far, and so the game’s future pressings added a line of code which made the game endless. Unfortunately, there’s no real way to know which cartridge will have the original run inside without actually getting to the 84th wave.

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Demon Attack isn’t particularly hard to find these days, Especially not the Atari 2600 version. However, the Odyssey 2 port is an exception. Like many other third-party Odyssey 2 games, it isn’t something you’ll stumble upon in the wild all too often. Still, no matter which version you play is a fun time. Even if the box art does consistently make appearances in bad box art articles. Demon Attack may be a simple game by today’s standards, but it did a lot of things few other fixed shooters were doing. It’s an early game everyone ought to check out. For those who are curious but don’t want to invest in one of the platforms it appeared on just yet, it is in the Activision Anthology for the PS2, and PC.

Final Score: 9 out of 10

C64 Mini Review

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Ever since Atari devised the original Atari Flashback line (Which it handed over to ATGames, who has kept the line going), the craze for replica consoles with built-in games has been going strong. Nintendo set the bar for them even higher with its NES, and Super NES Classic Edition machines. Even before this craze however, there were similar devices. Systems built into a controller from a wide variety of vendors like Jakks Pacific. And there was even the C64 DTV I reviewed a while ago. Well now there’s a new take on this mini console idea. As Retro Games LTD brings us a Commodore 64 iteration.

PROS: Excellent emulation. Feature rich. It’s a baby Commodore 64!

CONS: Game selection should have been better. No AC Adapter.

COMMODORE BASIC: You can actually code in it on this device.

Released throughout Europe earlier this year, the C64 Mini finally made its appearance Stateside, and so I picked one up. I pretty much had to as someone who used a Commodore 64 regularly throughout their childhood, and into their teens. The Commodore 64 was the best-selling home computer platform of all time. Released in 1983, and sold until 1994 when Commodore went out of business. And it was well supported in every major territory for most of that time. The American, and European markets differed in some of the game line ups. In Europe a host of publishers, and developers cut their teeth on it, and became the juggernauts they are today. Many games were exclusive to the European market despite being a machine made by an American company. Here in the USA, Commodore (as well as Atari, IBM,  and Apple) scooped up most of the publisher support consoles once had. When the great crash happened, and machines like the Odyssey 2, Colecovision, Intellivision, Atari 5200, Bally Astrocade, and others fell by the wayside it was the home computer platforms surviving companies shifted to. Even after the Nintendo Entertainment System reignited the console market, many games continued to see versions on the microcomputers. In Europe, the home computer platforms were almost always preferred, and so there was never really this kind of shift, leading to a wellspring of exclusive amazing games US owners never saw.

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Whichever part of the world you hail from though, the Commodore 64 had a massive following. As such it got a ton of games that not only appeared on consoles from the Atari 2600 to the NES to the Sega Master System, but IBM PC Compatibles as well. That’s besides the stuff that it had exclusively, or only shared with a couple of other computer platforms of the day. It was the platform to own until the NES showed up, and even then it still held its own into the shift toward 16-bit processor powered platforms like the Sega Genesis, Super NES, and Amiga computer line. And nothing has or ever will sound as awesome as a Commodore 64 again. It’s Sound Interface Device (SID) chip featured dynamic sound. Something even some arguably more powerful machines didn’t have. Bob Yannes truly was a master of sound chip design.

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So what makes the C64 mini so special? Well for starters, it’s a miniature replica of a Commodore 64. The designers got every major detail down on this thing. Of course they aren’t the defunct Commodore of old, so instead of COMMODORE being laden along the top, they’ve displayed C64 Mini. Other than that one change, it’s perfect. Mine had a minor tilted paint application by the power button, but one tiny manufacturing error is a very minor nitpick. I have to say that the presentation in this product is top-notch. The packaging is great. Like the Super NES Classic Edition, they’ve tried to re-create one of the C64 box releases, and have done well. On the back they show off the game list, and this is where the one disappointment crops up. But I’ll get to that in a bit.

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Opening the box reveals another box, one that feels luxurious despite just being more cardboard. It’s embossed with a beautiful logo, and upon opening it, you’ll see both the computer, and classic style joystick replica encased in a removable clamshell. Upon taking those out, you’ll find your cables, and documentation underneath. It should be noted that if you’re the type who likes to re-seal, and pack away your consoles when not in use, the packaging is accommodating. It’s very easy to put back everything where it goes for putting away. In the box you’ll get the C64 Mini, a Joystick, HDMI cable, USB cable for power, and documentation. Unfortunately for whatever reason it does not have an AC adapter. So unless your HDTV has a USB port for you use, you’ll need to buy a USB to AC adapter if you don’t already have one for another device like a smart phone.

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Upon turning on the device you’ll hear a glorious original chip tune, as you’re greeted with a simple language selection screen. Once you choose your language you’ll see a panorama of the devices built-in games. At the bottom are a couple of icons. You’ll have one for display options. These are very much like the ones on the Super NES Classic Edition. You can choose aspect ratio, and select from a few filters. Another icon lets you go back into the language selection, while the third lets you go in, and change other settings. One of which shows you the Firmware version. Here’s the cool thing. If you go to the manufacturer’s site, you can get the latest update for free. Put the update on a flash drive, and you can install it on the C64 Mini. When you do this, the device will reboot, and when it does you’ll see a USB flash drive icon at the bottom of the screen. This lets you read disk images off of a flash drive! So if you have a means to back up your collection to disk images, you have the potential to run them on the C64 Mini! This is also a great option for anybody who buys an indie game for their C64, as often times homebrew developers will have a digital image option or inclusion with their disk or cartridge. This is also great for anybody who enjoys the C64 Demo scene, as again, you can run these audiovisual projects on the C64 Mini!

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As for the games that are included here, the list of titles is a mixed bag. There are a few very memorable C64 games on here. Especially from the now defunct Epyx. The Apshai series is here, which is an amazing line of early Action RPGs. Jump Man, and Jump Man 2 are here, and while even back upon release they weren’t much to look at, they were amazing. These are two of the best platform-puzzlers ever released. This device also has the two Impossible Mission games which are also two must-plays.  Rounding out the Epyx catalog are some of their better known sports games including California Games. These aren’t what one would call system sellers, but they are probably the best versions of these titles.

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The Mini also has a few Firebird releases on it. Firebird wasn’t as well-known in the States as it was in Europe, but they still did release a lot of their better titles in the US. Two of the better ones here are The Arc Of Yesod, and The Nodes Of Yesod two games that feel like precursors to Metroid. They’re labyrinthine, and action packed games that while admittedly aren’t as good as Metroid, are still really well made. There are also a host of Shmups by Hewson Consultants on here which were always lauded back in the day. Cybernoid, and Cybernoid II are here, and play as great as ever. Cybernoid was an early C64 staple, and one that remains superior to its NES counterpart. Uridium is also here, which NES fans may recognize as The Last Starfighter. (Mindscape re-skinned it, and ported it long after the movie came, and went). They also put the excellent Zynaps on here, as well as Firebird’s IO. So there are some excellent Shoot ’em ups on display.

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The other two major titles on the device are Boulder Dash, and Tower Toppler/Nebulus. These games are excellent arcade style games with puzzle elements. I’ve talked about Boulder Dash a few times on the blog here, and truly is one of the best games of its ilk ever made. It’s great to see it here once again.  Tower Toppler is a very challenging game that has an awesome pseudo-3D effect at the forefront of its gameplay. It saw release on other platforms, but the Commodore 64 version was always one of the best versions. There is also a really cool Demo on it that doubles as an end credits sequence. It shows off the names of everyone involved in making it, and a lot of creativity in the process.

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As for the rest of the games, there aren’t too many I would say to stay away from. But they’re not the most compelling titles either. Save for Monty On The Run, many of them were lower tier releases in Europe, and so many North American players will not know anything about these games. It’s a real shame that the folks at Retro Games LTD couldn’t have found a way to get some of the major releases from Activision, Electronic Arts, Capcom, Konami, SEGA, Lucas Arts, or Data East. Or some of the classic Broderbund, Accolade, Cinemaware, Access Software, System 3, or Microprose releases. Granted few of these publishers are around anymore, and I’m sure there are all kinds of rights hell complications in getting their games to market again. Still, most of their exclusive games were amazing, and the ones that would appear on other platforms, were still excellent on the Commodore 64. (Most of the time. There were some ports that were stinkers.) I would have also liked to see some of the higher profile European releases like Katakis, Phantis, or Turrican II on here, or some of the American gems like Paul Norman‘s games Forbidden Forest, Beyond The Forbidden Forest, Caverns Of Khafka, Aztec Challenge, or Super Huey. Cosmi published them, and are still around today. They don’t publish much in the way of games anymore, but permission may not be out of the realm of possibility.

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Be that as it may, the fact you can run backup images, and homebrew releases makes up for the lack of more recognizable games in the roster. And although you may not have heard of some of the included ones, most of them are still enjoyable enough. You could very well find you get a lot of mileage out of  Who Dares Wins II It may not be the best Run ‘n Gun you’ll ever play, but it is a pretty respectable Commando clone. One really cool inclusion here is the classic Commodore 64 BASIC prompt. Like all of the 8-Bit microcomputers of the time, one had to use BASIC commands to load programs, search media for files or save files. But you could also code in BASIC! So if you’re a budding developer willing to learn the language, you can code your own games, and save them to a flash drive! You can also type in those old programs printed in classic magazines like Ahoy!, or Commodore RUN.

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The mini also has a spiffy on-screen keyboard you can pull up using the joystick, although I have to say, a USB keyboard is preferred. Especially when playing classic RPGs, coding in BASIC, or playing text adventures. The included joystick is a really well made one. It’s tactile, re-centers itself nicely, and the fire buttons have a nice mechanical spring design. The joystick also has a hotkey on it for pulling up menus, and the on-screen keyboard, as well as the Space bar button, and Return button. This makes navigating action games much easier, as you don’t have to frantically look for a key on your keyboard. However the drawback to this is that if for any reason you break the joystick, navigating things may become a bit iffy. So treat the joystick like fine china. Fortunately you can acquire spare joysticks separately. However, not all of the big box stores who carry the mini, carry the standalone joysticks. I also forgot to mention the C64 mini also supports save states. So you’ll be able to save scum your way through some of the more difficult sections of games, or just simply create a save point in general. Not every Commodore 64 game had a save feature, so being able to create a save file for some of the longer games available for the computer is very convenient.

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Emulation on the C64 mini is very good. Visually everything looks the way it is supposed to. The color palette is on par with the original computer’s. Graphics look crisp, and the sprites all look as good as they would on the original hardware. The different filters, and aspect ratios all work very well too. So if you don’t like the computer monitor look of the different settings you can put on one of the CRT filters I briefly mentioned earlier. Personally I recommend the pixel perfect or 4:3 aspect ratio, as they look cleaner. But if you prefer the look of scan lines, the filters do a pretty good job here.

Sound emulation is also spot on. Of course depending on the model of the original computer there were two major sound chip versions, with revisions of each throughout the production run. The mini appears to sound more like the earlier versions of the chip, which makes sense since the casing is modeled after the earlier version of the computer, and not the C64c re-release. The C64c had the later chip versions, and so there are some slight sound differences between the earlier C64’s, and the C64c (A C64 in a new casing). In any case, the sound veers toward the original model here.

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As far as the performance goes, it too is very good. Things run at a great pace, and I have yet to experience slowdown the original computer wouldn’t. I also haven’t noticed any considerable amount of input lag when playing games on it. I’ve tried it on three TV sets, a 720p 32″ Element LCD, an Insignia (Best Buy) 720p 19″ LCD, and a Samsung 4K 42″ LCD. I only ever noticed it on the Samsung, and even then, just barely. For the overwhelming majority of people who pick this up, it’s going to be a great experience.

 

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In closing, the C64 mini is one of the best of these miniature emulation devices to see release in recent years. While Nintendo’s releases have more recognizable games in their line ups, this device has better functionality. The ability to use virtually any USB controllers or keyboards paired with some of the best emulation around makes for an almost 1:1 experience. Plus, the inclusion of the classic BASIC prompt means you can make your own programs. This even adds an educational level to the package. Not only do you get a piece of video game history, but you can learn about, and learn how to code in a programming language.  True it isn’t as robust as a modern language, but it still gives you the building blocks, and helps you better understand where modern technology came from. I wouldn’t be surprised to find school teachers or other instructors picking this up for that purpose.

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Really, the only drawback is that it could have used a few more higher profile games in the line up. I would recommend getting a spare joystick for it at some point as well, just on the off-chance you somehow break the included one. The odds aren’t very high (again, the build quality is actually quite good.) but it’s just one of those just in case things you should have. Still, while it isn’t as cool as an actual Commodore 64 (though short of a FPGA powered clone compatible with the original’s drives, and software, what can be?) but it’s close. Real close. Its shortcomings are more than made up for by its features. This is simply the best mini platform not made by Nintendo. If you’re a long time Commodore 64 fan or collector, you’ll love that it makes C64 HDTV gaming a snap. If you’ve never experienced a C64, and want to without having to invest a few hundred dollars into obtaining one, its peripherals, and games this is a great option. It’s also a great device for anyone who wants to learn about early computers, and the use of BASIC programming as an Operating System. Even if none of those things apply to you, the wealth of indie homebrew games being made for the original C64 may just pique your interest. Again, the digital images for many of them can be run via flash drive.

Final Score: 9 out of 10

Beamrider Review

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In the interim between the North American console market crash of 1983, and its eventual return to greatness in 1985 something had happened. While many software houses disappeared, others survived. One such case was Activision. Activision began to see a proverbial life boat in home computers. They continued to support the Atari 2600, 5200, Intellivision, and Colecovision. But while many other companies struggled with what to do next, they were one company who began making computer versions of their games. At one point, they even changed their name to Mediagenic for a short time, and tried branching out into other kinds of software. This didn’t work. But the migration to computer gaming did.

PROS: Great presentation. Great game play.

CONS: Accidentally wasting missiles.

DON’T: Accidentally destroy the 1-Ups.

One such pre NES era Activision game is Beamrider. Released in 1983, and coded by David Rolfe, it’s a space ship shoot ’em up with a third person view. What makes this game stand out however are the Tron inspired lines your ship, the enemies, and objects move along. Every one of the 99 waves sees your ships flying along a giant grid. you can move left or right, and you can fire with the fire button.

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Interestingly, you only stop moving upon each vertical line. This is where a lot of the high play comes in later. Like you, the enemies can move along horizontal lines. Unlike you, they aren’t limited to those lines. They’ll flow, in, and out of the background. Often going up, and down the lines in their attack patterns. Early on, you’ll face some pretty simplistic enemy fighters. Your lasso shaped lasers will take them out in a single hit, and the only real obstacles are the indestructible green shields that float around on the lines.

But after a few waves you’ll find yourself avoiding meteors, shields, enemy ships, and more. Each wave the enemy attack patterns become more, and more complicated. On top of this, you’ll have to avoid the aforementioned enemy shields, meteors, and other obstacles. You should also know you can only fire one laser at a time. There are no rapid fire features or power ups to save you. If you can get far into Beamrider you’ll find it gets faster, and throws in more, and more. But despite this fact, once you really begin to learn to analyze patterns you’ll find things become easier to deal with. By no means does the game become a breeze. But you’ll go further, and further before things seem insurmountable. Even when they do, remember every wave only consists of 15 standard enemies. It’s avoiding all of the extra stuff while trying to destroy them that presents that addictive high score challenge.

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At the end of each wave (Which the game calls Sectors) is a massive boss that scrolls off in the distance. If you can destroy it using your torpedoes, you’ll get a massive point bonus. You can shoot these by pushing up on the controller. But note you’ll only have three torpedoes per life. So use them wisely. Something that will no doubt keep you around is the way the game deals out 1-Ups. Instead of calling them 1-Ups or Extra Lives the game refers to them as Rejuvenators. These appear on the play field, and have an interesting mechanic. If you crash into them, you’ll gain another life. If you shoot them, they become space debris, and crashing into them will kill you. It’s something so small, yet changes up the game because it’s another thing you have to keep watch for.  It also ties into the game’s storyline.

Yes. Beamrider has a storyline. In the distant future, a massive device known as the Restrictor Shield isolates the Earth. As the Beamrider, you have to clear the shield which is composed of 99 sectors. Each of which is guarded by a Sector Sentinel. As you get further, and further the deluge deepens. David Rolfe’s Beamrider initially released on the Intellivision, and the Atari 2600 (with some minor concessions I’ll get to). Activision contracted Action Graphics to convert the game to the Atari 5200, Atari 400/800/XE computer line, Colecovision, Commodore 64, and MSX computer platforms. Activision contracted Software Creations to port the game to the ZX Spectrum.

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Graphically, Beamrider is a game that was visually impressive back when it was new, and it still doesn’t look too shabby today. Most of the versions are able to render an auto scrolling grid effect, and the Intellivision, Colecovision, Atari 5200, Atari 8-bit computers, MSX, and Commodore 64 versions all have a really cool blast door effect. When you begin a new wave, you’ll see a top, and bottom door, with a gap in the middle. That gap actually displays the animated grid you’ll be playing on! The doors open, and you’re off. It blew everyone away in 1983, and it’s still impressive today. Some have compared the look to Nintendo’s Radar Scope, or Konami’s Juno First. While these games do have grids, (Juno First being made up of dots rather than lines) they don’t auto scroll the way David Rolfe’s shooter does. The game play is also quite different here, making things feel rather unique.

Another really cool feature with these versions happens when you lose a ship. Upon your death, you will see the grid fade off into the distance, leaving behind a starry background while your flaming scrap heap of a ship floats through the depths of space. Then it’s back to the blast doors unless you’re out of lives. Then you’re stuck with a Game Over.  The Atari 2600 version makes a couple of cutbacks, likely due to the memory limitations of the console. Two of the enemy ship types have been omitted from the game, and the blast door effect is also missing. The animated grid effect is here, although the vertical lines are composed of dots rather than lines.  You also won’t be getting the grid elimination effect upon your demise. Again, this is likely due to either limitations of memory, or the 2600’s TIA chip. Despite these edits however, it is one of the most responsive versions of Beamrider. It manages to keep performance up to pace with the more visually appealing ports, and retains nearly everything else.

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The ZX Spectrum port retains the blast door effect, but the grid effect is made entirely of dots rather than lines. It also doesn’t have the grid fade effect when you die. Although when you’re out of lives it does change to a deep space background. It doesn’t look as nice as the other versions, but it retains the general game play.  If you can somehow make it through all of the sectors in any of the versions it won’t matter as the score will max out at 999,999 points. Be that as it may, there are but a proverbial handful of people who can or have done this. So if you can do it, congratulations. And even if you can’t, find solace in the fact that if you can crack 40,000 points or more by Sector 14 you could have won a coveted Activision patch back in the day. (Throughout their early days, the publisher rewarded skilled play with iron on patches based on their games.) Still, this is a shmup I would say just about anybody can enjoy. About the only issue you’ll run into is how easy it is to accidentally fire a torpedo you’ve been saving for the Boss.

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If you don’t happen to own one of the retro platforms Beamrider first appeared on, but you find yourself interested in playing it, it did appear in a couple of compilations.  Activision Anthology (PS2, GBA), Activision Anthology Remix (PSP, PC) featured the 2600 version of the game, while the Activision Commodore 64 15 Pack (Windows 95) features the Commodore 64 version. If you can manage to find Intellivision Rocks, (PC) you’ll find the original Intellivision version is included.

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So often in the world of retro games, early titles get overlooked for a variety of reasons. Beamrider should not be one of those games. If you collect for one of the consoles or computers it originally appeared on, keep an eye out for it. It isn’t one of the cheaper titles for those platforms, but it is certainly worth having in your collection. For those who aren’t ready to dive into investing into one of those platforms, but are interested in checking it out, one of the aforementioned compilations is worth looking into. Beamrider is one of the highlights of home gaming in the first half of the 1980’s. Whether you’re an enthusiast of the genre who owns everything from Aleste to Giga Wing, or a fan looking to play something different, Beamrider is one shmup that stands the test of time.

Final Score: 9 out of 10

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.