Tag Archives: retro games

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

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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.

Thunder Spirits Review

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Technosoft. Widely known as a tour de force on the Sega Genesis, they built a long running series of shoot ’em ups with Thunder Force. The original Thunder Force was exclusive to the Japanese market on several computers like the Sharp X1, and NEC PC 8801. But fast forward to the launch of Sega’s 16-bit powerhouse, and you’ll find its sequel present in the line up of titles. Thunder Force II combined the original game’s top down shooting, with horizontal side scrolling stages. It did well enough to spawn several sequels. Thunder Force III was one of the most popular of these. A game that did well enough to see an arcade version called Thunder Force AC. Thunder Force AC played almost like a director’s cut of sorts. It retained most of TF III’s best features, while replacing some of  the levels. It was later released on Sega’s Saturn console.

PROS: It’s Thunder Force III/AC. On the Super NES! With improved visuals!

CONS: Sound effects are weak. A couple of moments of slow down.

STRANGE: Naming conventions with some of the series’ titles.

But many don’t realize it was also released on the Super NES. And this version was retitled Thunder Spirits. Functionally it’s pretty much the same game as Thunder Force AC. Though it will undoubtedly be compared against the original Sega Genesis version. Much like Super R-Type though, Thunder Force AC/Spirits is again, a lot like a director’s cut. Like the original Sega Genesis version, you’ll be going through seven stages of hardcore shooting action. The first three stages are identical to three of the stages found in Thunder Force III. Most of the other stages are either altered, or completely new.

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One feature Thunder Spirits has lost in the translation from third game to arcade game, and back to console game is the stage select. In Thunder Force III, you can tackle the stages in the order of your choosing before heading off to the final leg of your journey. In Thunder Spirits, you’ll just quickly go from stage to stage in predetermined order. Another change is the number of continues, and how they work. In the original version you’ll be given several continues. When you’re out of lives, you’ll have a few more chances to redo the stage at hand. In Thunder Spirits you’re only given a mere three continues. However you’ll continue where you died, replicating the feel of the arcade cab it’s been ported from.

No matter which version you play however, you’re in for the kind of challenge that will make your palms sweat. Thunder Force games are of course shmups. So you’ll be assaulted from all sides at a constant pace. It isn’t a bullet hell shooter but it still has plenty of things for you to avoid crashing into while trying to blow away a multitude of enemy ships. In many ways it will remind you of R-Type. It moves along at a similar pace, save for a few moments where things intentionally go into warp speed.

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The warp speed moments often lead to maze sections where you quickly have to guess which path to take. Choosing the wrong one means you’re crashing in many instances which leads to a bit of trial, and error. But this sort of thing was also typical in the genre at the time, as you could find moments like this in the Gradius series for instance. Aside from these moments however, the game generally gives you enough advance a warning to avoid incoming projectiles. Still, you likely will have to memorize stages as you play through them in order to eventually beat them. It’s the sort of game where knowing when, and where enemies are about to strike is key.

Of course no shmup worth its salt is going to be fun unless it has cool power ups, and the Thunder Force series delivers them in spades. Thunder Spirits gives you a wide variety of them. You collect them by destroying certain enemies on any given level, then picking them up. You have stock lasers, but then there are a few different laser types from there. There are crescent-shaped lasers that do high damage at short-range. There are long-range laser beams that do medium damage at longer ranges. Another power up will send heat seekers above, and below you where they’ll follow along the floor or ceiling, destroying enemies. There are also the laser orbs. These will lock on to enemies, and go after them automatically. They’re not the most powerful of your beam attacks, but they do make many parts of the game easier to navigate.

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Rounding out the weapons are the satellites you can pick up, that surround your ship firing copies of your current weapon. You can also find temporary force fields, that allow you to take a couple of extra hits before you’re destroyed. Make no mistake, in any version of this one you’ll be destroyed. The Thunder Force games are all pretty tough. But once you begin to remember which obstacles come up at which time things ease. Also making things manageable is the ability to change which laser weapons you’re using on the fly. Over time you’ll learn what weapons work best on different enemies. Kind of like if your ship were Mega Man.

Thunder Spirits looks really cool too. The color palette is different from the one in Thunder Force III, and the HUD position is different. But by, and large it’s almost identical to what you would find on the Genesis. The new stages look awesome, and have a lot of really cool flair all their own. Unfortunately, some of this flair costs some performance. So expect to run into some slowdown against some mini bosses, and bosses. For whatever reason, the Super NES just takes a hit in these sections, resulting in a noticeable drop in frame rate. It doesn’t get to an unplayable level by any means. But things do slow way down.

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Beyond that however, the game seems to run fine in most other instances. Still, this will disappoint some players who have been used to playing Thunder Force III on the Genesis, and might be looking into this one. On the audio front the soundtrack here is outstanding, and can hang with the Genesis games. The fast paced songs are all here in that orchestral synth the Super NES is known for. The sound effects however, leave a lot to be desired. Explosions particularly are an issue. They have no real depth to them, and the boss deaths seem to go to a very fuzzy, low bit rate popping sound. The Super NES has always done much better in this regard in other games. So it is a bit disappointing.  Nevertheless, it doesn’t take away from the fun of the game.

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Overall, I’d still highly recommend Thunder Spirits though. While long time fans of the series might scoff at the idea of a TF III on the Super NES, it is in fact a terrific game. Even for those who may prefer the original cut on the Genesis, it is worth playing for the different stages, and updated ending. Likewise, if you have a Super NES, and a Genesis, playing TF III on the Genesis means experiencing a masterful shmup, and the parts of the game that Thunder Spirits replaced. Really, anybody who owns both 16-bit behemoths ought to check out both versions. For those who only have a Super NES in their collection, Thunder Spirits is still one of the best shmups on the console. It has everything you could want in a shmup. Great mechanics. Great visual design. A rocking soundtrack. Really the only things holding it back from perfection, are a handful of sub par sound effects, and some unfortunate slowdown. Still, it just goes to show how good Thunder Force games are. Even when they’re not at their best, they’re still some of the best shoot ’em up games you’ll ever play.

Final Score: 8 out of 10

WeaponLord Review

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Back in the ’90’s fighting games were in full swing. Easily the most popular genre in arcades, there were countless titles ported to the Super NES, Sega Genesis, as well as other platforms. On top of this, many publishers pumped out fighters hoping to be the next Street Fighter grade success story. As such, a number of games came out for home platforms in lieu of arcade machines. One such game was WeaponLord.

PROS: Beautiful graphics. Deep fighting system. Fun.

CONS: Figuring out the game on your own isn’t intuitive.

NAMCO: Is rumored to have loosely based its Soul Edge & Soul Calibur games off of this.

WeaponLord is both one of the most difficult, and yet rewarding fighting games I’ve ever stumbled upon. I found my copy at this year’s ConnectiCon, and knew basically nothing about it going in. As we did in the 1970’s, 80’s, and 90’s I went into this based on the label/box art. I suppose I could have used my primitive phone’s web browser, but that wouldn’t have been much fun.

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Anyway, WeaponLord focuses on fighting with swords, axes, hammers, and other melee combat weapons rather than martial arts moves. The brainchild of James Goddard, and Dave Winstead, this game is a lot like Barbarian. Except with a better roster, and interesting, complex mechanics. This makes sense when you learn that the Conan mythos, and other fantasy properties were an influence in its creation. Goddard, and Winstead had come from Capcom during the heights of the Street Fighter II phenomenon. Goddard also created the character Dee Jay who first appeared in Super Street Fighter II: The New Challengers.

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Around this time the short-lived Xband modem was being hyped up for the Super NES, and the Sega Genesis. These two developers wanted to make a fighter that could take advantage of it, and try to get the lowest lag possible. This was a time when mainly computer games could be played one-on-one over a phone line. The concept, while not new, was very rare on consoles. The one high-profile example of the Xband was the 1v1 Deathmatch mode in the Super NES port of DOOM. Strangely the feature wasn’t even advertised in that game’s manual.

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Anyway, to make their game, Goddard, and Winstead would leave Capcom, and join Visual Concepts to make WeaponLord ar reality. Were they a success? Yes, although not nearly the success of the games their former employer made were. WeaponLord is an ambitious game, and it shows. The graphics, and animation are top-notch. Remember when I said Conan was an influence? The characters, and backgrounds on display will remind you of a Boris Vallejo painting. The pixel art, and sprite work details are nothing short of spectacular. Characters are fairly large, and everything looks breathtaking.

This comes at a high price however. This stuff takes up a lot of storage capacity, and memory. So the game has a small roster. This also means that matches are considerably longer than in other games, because things move along much slower. If you’re used to playing flashy modern fighters at 60 frames per second, you’re not going to get that here. You’re not going to get the standard pace of a 16-bit era Street Fighter or Mortal Kombat port either. However, if you come into WeaponLord with an open mind, and a willingness to learn, you’ll find a deep, and entertaining experience.

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As the game focuses on swords, clubs, and blades it doesn’t share a weak, medium, fierce attack setup, like many other games of the era did. Instead you have backward, and forward swings. There are three of each, and go from fast, but weak to slow, but strong. The basic moves also integrate your movement. So a crouching forward swing works completely different from a standing one, or while in the air. This may seem obvious to veterans of the genre, but it’s going to be a lot more noticeable to newcomers in this game, than some of the more popular fighting games out there.

Special moves don’t generally follow the circular, and charge motions of a lot of popular games. A number of them do, but you’ll find a lot of them if not most of them are similar to Primal Rage. You have to hold an attack button, do a motion while holding the attack button, and then release it. It takes a bit of getting used to, but once you wrap your head around it, you’ll start learning how to link normal, and special moves together a bit better.

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But the game also has a very good parry feature. Holding a weak swing button, and moving forward, up, and down can perform a deflection if you time it properly. This puts the opponent into a short stun, and allows you to capitalize on it with a combo. But this feature is also risk vs. reward. Because if you do it too early you’re going to get stomped, and if you do it too late you’re already getting stomped. Unfortunately because of the era this game came out in, there isn’t any real tutorial to speak of in the game. You only have whatever information the manual lists, and nothing else. But that shouldn’t stop you from picking up, and enjoying vintage fighting games like this one. Especially when you stumble upon one that is this good.

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The depth continues when you discover that some moves will break weapons if you manage to land them, at just the right time, during the right frame of animation! If you manage to do this, your opponent’s attacks will actually do noticeably less damage! One thing that isn’t as deep, but is a cool Easter Egg is finding that similar conditions can actually damage your opponent’s outfit. Pieces of armor crack, hair gets cut off, textiles get torn. Seeing this stuff is pretty cool even today.

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It also wouldn’t be a 90’s fighter without a finishing move, and WeaponLord has its own take on the idea. Again, this is a part of the game that reminded me a lot of Barbarian, an old Commodore 64 fighting game, that while simple, featured gory dismemberment. WeaponLord doesn’t have the over-the-top fantastical fatalities associated with Mortal Kombat or Killer Instinct. Instead, it has long combo strings, that if you can pull off, results in decapitation, missing limbs, and disembowelment. These executions also play a part in the game’s story mode.

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The game has three main modes. First, there’s a story mode, where you take your character through an arcade ladder, and get some lore throughout the process. It plays as you might expect, going along, getting victories, and then fighting a boss character. Beating the boss character gets you an ending, and there you go. Except that WeaponLord’s story campaign changes based on the difficulty level you’re playing on, and whether or not you kill off your opponents. If you don’t kill these characters in your initial two out of three match ups, you have to fight them again later. These conditions also change the ending you’ll get, so it gives you incentive to play it a few times. Apparently the Sega Genesis port doesn’t eschew the rematch upon killing opponents. But the storyline is still a similar experience. If you pay attention to the storyline, you’ll find that the game has two stories. The story in the story mode takes place after the tournament, while the arcade mode tells the story beforehand. Beating the story with each character gives you part of a password you can use to play the story from the boss character’s perspective.

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The second mode is the bog standard arcade mode. Here it’s just a matter of clearing the arcade ladder, but without the additions of the story mode. But, if you want to get into the lore, you’ll want to play it for the prequel content. Finally, you have the Versus mode, which is the meat, and potatoes of any fighting game. If you can get some people over, you’ll have quite the fighting game night for many of the reasons outlined above. In all honesty this is one of the best fighting games on the Super NES in spite of the sluggish movement. On its face it may seem like yet another clunky, mediocre game. There were a lot of them back in the day. But stick with it, and you’ll find WeaponLord is a winner.

 

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WeaponLord was published by Namco, and so the innovations in this game appearing in its later series like Soul Edge, and Soul Calibur won’t go unnoticed. It’s rumored that the developers of those games were inspired by Visual Concepts’ barbarian fighter, and it’s easy to see why. Many of the things these games brought to the forefront of the genre were introduced in this obscure title. Had this game not come out the same year Killer Instinct was ported to the Super NES it might have gotten more attention. As it stands, this is one of those games you should really check out if given the opportunity. It has a steep learning curve, but once you pick up some of the basics you’ll find a very entertaining fighter filled with personality. It isn’t perfect by any means. The game could stand to perform a bit faster, and it should have spelled some of the combat out better. But this should not have its identity mistaken for mediocre stuff like Street Combat.

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It may be rough around the edges, but WeaponLord is awesome.

Final Score: 8 out of 10

Time Pilot Review

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

PROS: Tight controls. Nice visual details.

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Score: 8 out of 10.

Super Monkey Ball 2 Review

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Again I apologize for the delays. The frequent trips to the doctor’s, and the ten-hour work shifts took up a lot of time this month. But I had one day in May free to spend with family, and that surprisingly leads to a game review. When you’re spending time with people who aren’t the rabid video game fans you are you want to make sure there’s something approachable. But something challenging at the same time. It would be easy to choose some Atari 2600 games. Many of them fit the bill. But it’s an hour’s work getting pre-composite systems up, and running on a modern TV. Then you must have a good scaler in the set, if you don’t you need to get your upscaler to bridge the VCR to the set. Your folks don’t have all day. And while there are some great experiences on current consoles, some of the older relatives may find the multiple functions required rather daunting. You need something older in a pinch, but you don’t have to go back to the 1970’s for your indoor picnic. You can break out a Nintendo Gamecube for this one.

PROS: Campaign. Mini games. Visuals. Pretty much everything.

CONS: Some mini games aren’t as memorable as others.

CROSSOVER POTENTIAL: Nintendo, and Sega collaborate a lot. Where’s Super DK Ball?

Following on the heels of Super Monkey Ball, Super Monkey Ball 2 is easily one of the best games on the Gamecube. (Admittedly, one can also get Super Monkey Ball Deluxe if one does not own a Gamecube, but does own a PS2 or an Xbox. It’s basically both games in one.) Released in 2002, Super Monkey Ball 2 is a bigger, and better version of the already excellent Super Monkey Ball. It has even better stages, and even more party games than the original, making it the preferred version to play at gatherings. Though the original is still a tremendously wonderful game everyone should check out if given the chance.

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So what do you do in Super Monkey Ball 2? Where does one begin? There are so many cool modes to play here. The obvious meat, and potatoes are the game’s challenge stages. What makes this fun, are not only the well crafted levels. But the fact you can play with three other people. The object of the game is to get your monkey through a goal ribbon. That’s it. Now that may sound easy, but as the old adage goes it’s “Easier said, than done.” When you first begin any of the modes, you’ll choose a monkey. Each of whom has some minor differences in how they control. Aiai is the main character. He’s the most well-rounded of the primates. Then there is MeeMee who is similar in stats to her co-star. Baby is the lightest of the monkeys while Gon Gon is the heaviest.

The challenge stages are broken up into three sets. A ten stage beginner set, a twenty stage intermediate set, and a fifty stage expert set. Everyone alternates turns, and turns end when someone succeeds or fails at a stage. Everyone also gets two lives, and several continues to try their hand at clearing the stage. If you can manage to get through an entire set of stages without using any continues the game will then enter you into a gauntlet of bonus stages, which increase the challenge ten fold. Some of the main stages can get to be quite the challenge. Some of the bonus stages can get almost sadistic as they require pinpoint accuracy, and impeccable timing.

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But through it all, none of it is really all of that infuriating. It’s just something really addictive. When you fail at a stage, you just want to attempt it again, and again until you’re victorious. The mechanics in the game work something like Marble Madness, where you’re pushing your monkey ball or pulling it back as you’re trying to navigate paths. Except it is then combined with mechanics out of a rolling ball sculpture. Some stages feel like you’re moving the stage around, while others feel like you’re in control of the ball. The only thing you’re ever-moving in these stages is the thumb stick. Again, many of the courses on display get pretty elaborate. Combined with the short amount of time you’re given to complete them, you can easily find yourself frantically trying to keep your monkey from falling into an abyss.

Super Monkey Ball 2 also has a story mode in it for those who want a solitary experience. Here, you have to go through 100 stages in a row to stop a mad scientist from taking all of the world’s bananas. Immediately you’ll wonder why Sega, and Nintendo haven’t done a Donkey Kong, and Super Monkey Ball crossover together. Be that as it may, these stages are very much an extension of the challenge stages. Just more of them, and more intricate in the second half.

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But if a massive story mode, and huge number of multiplayer stages isn’t enough for you, there are a plethora of mini games on hand as well. Some of them have to be unlocked by earning points in other modes. But you’ll have the best of them opened up almost immediately. There’s Monkey Race, which tries to combine the main game with elements of Mario Kart. This one is decent, but nowhere near as good as a proper Mario Kart game. There’s a fun brawl mode, as well as a boat racing mode. Then there’s Monkey Golf which is an interesting take on Golf, as well as a really fun Monkey Bowling mode. This one makes our monkeys into the bowling ball, and does all kinds of wacky things with the lanes. So you really have to nail timing to get a good angle, and approach each lane as a puzzle.

There are mini games based on Baseball, Tennis, and Soccer too. These play about as well as the Golf mode does. Monkey Dogfight is a pretty fun mode as well.  It’s basically a combination of one of the other mini games, and the Vs. mode from Star Fox 64. Monkey Shot is an on-rails light gun shooter. It’s a fun concept, but it would have been better if it had a compatible light gun to play it with. Still, you can move the cursor about at a fairly quick pace, so it’s still an entertaining diversion.  Monkey Billiards is a pool mini game where all of the balls are replaced with monkey balls. It’s cutely crafted to say the least.

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Arguably the best of these mini games is Monkey Target. I must admit it takes some getting used to. But once you understand how it works, it’s a phenomenal party game. Each player rolls down a ramp, and after launching off of the half-pipe at the bottom can open their ball. This converts the halves of the ball into a hang glider. From here, each person has to hang glide over an ocean, and try to land on a floating target for huge points. Depending on where you land, you’ll get a different number of them. To make things more interesting you can collect bananas in the sky for points, find stars to double your points, and even items to help you stop on a dime. For your landing to count you have to close the ball before landing. Falling on that 1,000 point spot gets you zero points if you land on your stomach.

But the best part about Monkey Target is just how deep it is, in spite of how simple it is. You have to account for altitude, and wind which are represented in your corner of the screen. If the wind is blowing west, and you try to move east, you’ll get some resistance. Also if you lose momentum your monkey starts to beep that they’re falling. This is where panic mode sets in when first starting out, and people pull back. But you can’t. It is here you want to push into a nosedive, pull back at the last second, and get a nice lift back into the sky.

Of course, in spite of how good you become at the gliding, some of these targets have shapes that make landing on them quite the task at hand. Often if you don’t line up your landing just right, you’ll roll off into the ocean, and sink. And, because this is a party game, your Uncle can employ dirty tricks like crash landing into you, stopping on your coveted point value, and knocking you back to that ten point border. Still, it’s a great time, and one of the reasons you’ll want to fire up the game beyond its primary puzzle stages.

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And it does all of this while looking, and sounding amazing. Character models have some nice little details on them. The bright colors, and lighting effects feel right out of Sega’s 00’s arcade era. It looks like the natural extension of a First-Party Dreamcast game. The soft Electronica soundtrack complements the game nicely. Even today, 16 years after its release Super Monkey Ball 2 holds up well. It’s a beautiful game indeed. It also supports the Gamecube’s Progressive Scan mode. So if you have the costly Gamecube component cable or you’re playing it through a Wii on component cables you can make it look considerably sharper than on the stock composite cables. There are some Third-Party HDMI solutions coming out now as well. Like this one reviewed by RAXTheGreat1. So that’s something you may consider looking into.

Overall, Super Monkey Ball 2 is a must own if you have a Gamecube. Especially if you have company over for events, or holidays. It’s a lot of fun. The original is also a blast, so you may just want to pick up both of them. For those who don’t have a GCN, but do have an old Xbox or PlayStation 2 Super Monkey Ball Deluxe basically contains both games. So be sure to pick it up. The series would continue on newer consoles, and even a phone app. But honestly SMB2 is the apex of the series. Hopefully Sega will revisit the franchise someday. Whether or not that happens however, Super Monkey Ball 2 is still highly recommended.

Final Score: 9 out of 10

River Raid Review

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Released in 1982, River Raid was one of Activision’s earliest hits. Long before being known for controversial business practices, and publishing another Call Of Duty annually they were a fledgling upstart. One that took the unbridled creativity of ex Atari programmers, and gave them credit for producing games. Many of the early Activision names went on to have big successes on the Atari 2600. David Crane, Garry Kitchen, were two of the big names. But River Raid was made by Carol Shaw.

PROS: Tight controls. Game play innovations. One of the 2600’s marvels.

CONS: The complete lack of a soundtrack.

RED ALERT: The panic ensues at higher stages.

She had done other games while working for Atari, like 3D Tic-Tac-Toe which added an awful lot of depth to a simple game. But River Raid was, and still is one of the technical marvels in the Atari 2600 library. It was also one of the earliest games that would publicly acknowledge a woman for creating it. Not only does the River Raid manual include a short bio about her (the way all of the early Activision game manuals credited their games’ respective designers), future ports made her name the marquee.

As for the game itself, it may seem like any other simple arcade style shoot ’em up of the era. But River Raid, does a lot of things that were revolutionary at the time. For starters, when you fire up the game for the first time, you’ll see visual details that many other 2600 games simply did not have at that time. Most of the 2600 shmups up to that point took place on a black background, on a static screen. River Raid also bucked that trend, by being one of the earliest shooting games on the 2600 to scroll vertically. Many other titles would also show up around that time to do vertical scrolling like Data Age’s Journey Escape, or Parker Bros.’ Spider-Man. Players who weren’t around for those early years of console games, may not realize just how big a deal this was.

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That one feature would set it apart from many other games released on the market from 1977 to 1982. But a lot of vertically scrolling games made for the VCS in 1982 onward would now have to meet or beat this standard. Graphically, River Raid is also one of the most visually impressive games on the Atari 2600. The game makes excellent use of color to determine where there is water, where there is land, and even has some pretty cool enemy vehicle designs.

The object of the game of course, is to try to score as many points as possible without touching any land. Or crashing into vehicles or bridges for that matter. You’re flying along a river of no return. As such, you’re basically flying just above the choppy waters trying to shoot down targets. You’ll be blowing up tanker ships, helicopters, and higher altitude fighter planes. The river is broken up into sections. At the end of each of these sections is a bridge that needs to be destroyed in order to advance to the next section.

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All of this might sound pretty easy until you also notice there’s a fuel gauge on the screen. River Raid also utilizes a fuel system. If your plane runs out of gas, at any time you’ll fall into the river, and explode. How do you keep your aircraft fuelled, and airborne? By flying over fuel tanks. But the little touches that add complexity aren’t over yet. You see, you can also accelerate, and decelerate your plane. pushing up on the joystick will speed up your plane, while pulling back will slow it down. What complicates matters is the fact that the faster you fly, the faster you run out of gas, and it becomes harder to maneuver small areas.

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Moreover, the sections of river become more, and more complex the further you go. The game speeds up, and you’ll see branching paths in the river at the last possible second. Then you’ll have to start making split second choices. Do you take the path with more enemies, and try to go for points? Or do you take the path with a lot of twists, and turns? The latter might not have enemies, but it does have a lot of fuel. On the other hand, the paths are narrow. So getting through without crashing into a riverfront house is going to prove difficult. And of course the game’s scoring system gives you some respectable points for blowing up fuel containers. But if you do that, you won’t be able to get all of the fuel out of them. Unless you become a top-tier player who knows exactly when to blow up the container while refueling. One thing that is nice, is that the game sets off a warning when you’re almost out of fuel. You also get extra lives for doing well. Every 10,000 points will give you an extra plane, though you will max out at nine of them.

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Of course, River Raid did so well on the Atari 2600 Activision would port it to most of the popular platforms of the era. There were versions for the Atari 8-bit family of home computers, as well as the Atari 5200. There were also ports for IBM PC compatibles, the MSX, ZX Spectrum, and Commodore 64 computers too. Activision even put out versions for the Intellivision, and ColecoVision.  Nearly all of these versions look much better than the 2600 original, but the 2600 version is arguably a little bit more responsive than some of the others. A few of the ports do add a few arrows to the quiver like tanks that shoot at you from the bridges, and faster attack helicopters. Still, no matter which version of the game you pick up, you’re going to have a great time. River Raid stands the test of time because of the core game design. Every aspect of the game offers you some element of risk versus reward. It also does this with some airtight controls. If you’re collecting for a platform it appeared on, you really ought to pick it up. Especially if that platform is the Atari 2600. The 2600 original is a pioneer on many fronts, and it’s still a blast today. Classic game enthusiasts are still trying to speed run their way to the kill screen of exclamation. Whether you grew up playing shmups in the era of Space Invaders or the era of Ikaruga, chances are you’ll be able to appreciate River Raid, and what it did for the decades of shmups that followed.

Final Score: 9 out of 10