Tag Archives: Retro Gaming

RetroWorldExpo 2023 Recap

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

RetroWorldExpo 2022 Recap

Man, has it been a year already? Well no, not quite, but close. I look forward to this show every year. There’s not much like it here in Connecticut. There are smaller pop-up swap meets or shows. There are other conventions that happen like ConnectiCon (which I sadly had to miss this year) but those focus more on the general pop culture whereas this show is more about old-school games and such first, over the contemporary stuff.

This year, I didn’t get quite as much done in terms of photos due to an aging phone battery. But I still managed to snag a few. Some of the big names from last year weren’t able to return. But there were still a lot of personalities who made their way out. Including a couple of super-secret big names That I’ll mention a little bit later.

Saturday, I somehow managed to get up early enough to make the trek to Hartford. As I’ve gotten older I’ve found it harder and harder to roll out of bed before 9am. But it had to be done. Thankfully, Interstate 84 was mostly clear as I made my way into the State Capitol. Once I got to the Hartford Convention Center one change was immediately apparent, and that was the center had changed the way it was dealing with parking. There was still a greatly appreciated low rate for convention goers. But rather than paying upon departure, I had to pay upfront, and the tender had to be one’s credit card.

That said, once my card was scanned, getting into the garage was seamless, and the check-in line was done in the same efficient manner that it was last year. So here’s hoping that other shows booked at the center will adopt RetroWorldExpo’s approach. Before long, I was upstairs and entering the sales floor.

This year there were a fair number of new guests as well as returning ones. But I didn’t make it into as many panels. Nevertheless, they were present throughout the show and there were plenty of other things to do. As usual, there’s always something to do and even with a panel reduction, it was impossible to see everything and everyone.

I did get to witness the return of Big Bucks Entertainment who have done game show recreations for the last few years. This year though they did a panelist edition of Press Your Luck in which Pam from Cannot Be Tamed, “Pixel” Dan Eardley, and the duo of Carlos and Daniel Pesina (of Mortal Kombat fame) competed for the crown. Pam was far and away the favorite with a massive lead up until the end of the game. She passed the last spin to Raiden and Johnny Cage who earned a free spin and passed it back to her. Sadly, her next turn resulted in a Whammy taking away all of her points and giving the win to the Pesina brothers. There’s always next year.

After walking the floor a bit, I ran into several people I haven’t been able to see in a while. My pals Peter and Kat of Imaginary Monsters were there with the latest build of Grindblood, a Robotron 2084-esque twin-stick arena shooter. This build added a multitude of new selectable characters, including the Pumpkinheaded hero of Halloween Forever. It came along a lot further though there is clearly work to be done. The gameplay feels solid and responsive but there are understandably some glitches they’re in the process of ironing out. But what is there is pretty promising.

TheRenesance returned this year with his beautiful landscape paintings of iconic retro game scenes. He streams over on Twitch and you can get his prints and original paintings at The Gamescape Artist. He also does commissions. So if you need some classy art to spruce up your home or office or game room give him a look.

Tom Ryan’s Studio was also back. Another fantastic artist you should check out. He specializes in more pop culture-related art, but it’s amazing, professional work. He also has a bunch of enamel pins, screen-printed t-shirts, and other products you can get his artwork on. So definitely give him a visit.

Some of the other returning guests I got to talk to again were Dan Eardley and Norman Caruso aka The Gaming Historian. They’ve always been very friendly, down-to-earth fellows. If you get the chance to see them at a show don’t be afraid to go say hello. They had back-to-back panels on the second day that I’ll get to.

The aforementioned Pesinas were there as well as Tim Kitzrow who you may know as the color commentator in Midway’s classic arcade sports games like NBA Jam, NFL Blitz, NHL Hitz, MLB Slugfest or the recent Mutant Football League by Digital Dreams. Later on in the day the three of them would do a Monsters Of Midway panel where they talked about their time working together at Midway and the way the environment changed over the years after Mortal Kombat and NBA Jam had become household names. They were asked about the days of controversy over MK’s blood and fatalities and while they weren’t entirely insulated from it, it didn’t really deter them. And they didn’t really have contact with developers at other companies with games under fire for similar reasons. As a company Midway mostly would ignore that. They also talked about their departures from Midway. While Dan Pesina left over a lack of full compensation for his work, Tim Kitzrow would be with the company until the dissolution of Midway and would go to Electronic Arts for their take on NBA JAM reprising his role as the announcer. He had mentioned the wide difference between the tone between his time at Midway over Electronic Arts with the former feeling like a garage band operation where there was more creative freedom.

Carlos Pesina would stay beyond Midway’s end. When Warner Bros. bought the company he would join Netherrealm doing motion capture work (He was even Mokap in Mortal Kombat Deadly Alliance) and more for every Mortal Kombat game and Injustice game. He retired from Netherrealm this year. They also talked about the importance of anyone working in a creative industry having a lawyer for legal counsel as some of the financial hardships they went through could have been potentially avoided had they known a legal professional who could have better explained their options. Dan Pesina spoke about how all of the original Mortal Kombat character actors and choreographers are still friends today.

While this panel was going on things really picked up when WWE Superstars Kofi Kingston and Xavier Woods of The New Day crashed the show. While I missed seeing them it was pretty cool to have big surprise guests at the show. A friend of mine even got a chance to play the old WWF Raw Deal card game with them. Would have loved to have seen it. But as I’ve said, there’s always something you’re going to miss as there is plenty going on.

Some of the stuff I missed this year included the Blitzkrieg Pro Wrestling show, and some of the panels with names like Jeremy Parish (formerly of 1up.com) Game Dave, Lon TV, My Live In Gaming, and RetoRGB. I missed my pal Mike Levy of XVGM Radio and DYHPTG. I also missed Dan Larson (Toy Galaxy)’s panel.

But I did get some more time in with the arcade cabinets, pinball machines, and console games that were all set up on free play over the course of the weekend. FRAG returned this year and set up their high-score challenges. I didn’t sign up to compete for any scores this year but I did find myself going back a few times to play some games. Centipede returned So I did go back to that machine a few times on Saturday as it’s just a timeless arcade cabinet.

There were also some tournaments set up for Street Fighter V and Super Smash Bros. Ultimate along with a few other games, which drew some respectable crowds. There were also New England qualifiers for a Tetris high-score challenge as well. I didn’t participate in any of the contests this year. Mostly because I haven’t put in nearly the hours it would require to play at a competitive level in them. That said, there seemed to be a pretty good turnout for both of the major fighting games. With Street Fighter 6 due out next year a lot of people are likely going back to Street Fighter 5 in anticipation.

I spent a fair time going around the vendor areas as well. I say areas because this year they had placed a few vendors near the tournaments and arcade setup. I also found that across from my pals at Imaginary Monsters, Premium Edition Games was there showing off and selling some of the games they were publishing for the Nintendo Switch. The representative was explaining to me that their business model differs from some of the other companies out there like Special Reserve Games or Limited Run a little bit. Namely, because they don’t generally stop at an initial print run with a small window. There’s a four-week ordering period and they tend to make more than the minimum number of copies if the interest seems to be there. Titles usually have standard and deluxe versions with extra feelies or collectibles inside of the latter. And there’s an insistence on including manuals with each title. They also adopted something the original Activision did in the 1980s. If you manage a set of achievements such as a high score, you can contact the company to get a patch. Ultimately it is similar to what publishers in the same space, but with a fairer ordering window for those who might not have the funds to order something the second it might go live. I did end up picking up a copy of Cathedral upon a recommendation from a friend. The Deluxe edition came in a beautiful package I haven’t had the chance to open yet. But I am looking forward to streaming it in the not-too-distant future.

There were also auctions again this year. I didn’t participate this year though, I was excited to see there were a few boxed Commodore platforms and accessories up for auction. There were a couple of Commodore 64 bundles and I even spied a 1541-II Floppy Diskette Drive. This was a revised update of the original Floppy Drive which was much smaller, and with slight improvements to the read/write times. Though you’d still want a fast load cartridge it was a cool thing to see as you don’t see them as often. A couple of friends were there trying to go for some of the items. One attendee won an auction on a working Sony Playstation store display sign in great shape for $600.

After the first day came to a close, some friends and I headed over to City Steam for our annual post-con beer and dinner run. They recently put out a new Blueberry Sour Ale, called Twist, a new Pilsner called Steam, and a new IPA called Cosmic Impressions. All of which were quite good as was the Kielbassa and Sauerkraut I had for dinner. If you’re in Hartford, it’s a great place to go as it just has an inviting atmosphere. And they also do comedy shows there from time to time as a lot of times stand-up comedians come through the state on their way to Boston or New York City.

My Sunday started a bit later, but I still made it in time for two panels. This year I got into The Gaming Historian panel. For 2022, Norman Caruso gave us all a sneak peek at his current project that I won’t spoil here. After the presentation and a Q & A session about it, it was time for Jeopardy. This year he was able to find a patch for the Jeopardy program he uses that now allowed the contestants to buzz in using their phones. As usual, there were a lot of questions you could know by having watched many Gaming Historian episodes. Although there was an entire category of answers to questions not yet covered on the show.

Immediately following that was the Pixel Dan panel. Like last year Dan Eardley talked a lot about the creation of his book The Toys Of He-Man And The Masters Of The Universe which if you haven’t seen is a phenomenal guide to Mattel’s many action figure lines based around He-Man. The book itself has pretty much every action figure, vehicle, playset, and accessory available in all of the various Masters Of The Universe toylines from 1982 through 2019. With a bio for each character and photos of every toy both in the original packaging as well as loose with its accessories. It even has photos of the toys’ gimmicks and features in action. It’s a great guide for both passing fans who may want to reminisce about their childhood toys as well as hardcore MOTU fans who want an in-depth checklist of what to look for when searching for toys to add to their collections.

It took him approximately three years to make as it involved flying around the country to photograph toys in various collectors’ homes. Photo shoots of the rarest toys could be filled with a lot of anxiety as accidentally damaging those pieces could prove to be a very costly mistake. He also talked a bit about the next project in the works without mentioning what the IP might possibly be as there are some final steps that have to be confirmed before it can move forward in an official capacity. There was a nice open question and answer forum after that with the fans in attendance and as always he was very cordial to everybody at the convention.

After the panels, I found myself reconnecting with some friends on the floor I don’t get to see as often in person as I’d like due to distance and time. I ran into fellow streamer DNick55 who had been ecstatic to find some of the Splatoon amiibo figures he’d been missing. My pal Russ Lyman was around the floor throughout the show, and I got to catch up with him a bit. My buddy Aldo who streams on his twitch channel occasionally was there as well. I played some Ultimate Mortal Kombat 3 against him and was thoroughly destroyed. A couple of my other buddies were at the auctions, and my pals BestSpudsPlay were volunteers this year so I ran into all of them a number of times. RFGeneration was back, and I got to chat with Bil McGee a bit about some limited vinyl records he had out for sale as well as some bad fighting games. Sadly nobody at the show had a copy of Criticom for me to show him. But I did get to show him a clip of Maximillian Dood famously suffering through some of it. Which got a lot of laughs.

But alas, the show came to a close. This year the time just flew right by for me. I wish there was time to see everything but unfortunately at any show that is impossible. Still, it’s one show I always try to make it out to. Not only for the events and panels. But for the camaraderie. As we get older there’s just not the same amount of time to get away from work or life commitments to see your friends in person or meet other people into the same stuff you are. Particularly if they live several hours or days away from you. So that aspect is one of the best things about this show in particular. It’s big, but not so big it’s solely about the games. It’s akin to a smaller theme park. You can spend the day and go on more than three rides. But you’re still not going to have time to ride all 75 of them. In spite of that, it’s a fun time for any fan of video games old or new.

After the show, I walked across the convention center with my pals Kat and Pete before they took their 6-hour trek back home. We stopped at Bears for dinner. If you haven’t been to one they have three locations here in Connecticut and recently expanded into North Carolina. It’s a great barbecue restaurant. I had some insanely good pulled pork and Mac & Cheese. But after a good meal and some conversation, it was time to head home. I didn’t get much of a haul this year but what I did get was pretty cool. I ended with the Premium Edition Deluxe Edition of Cathedral for the Switch, a Jakks Pacific Namco plug & play I picked up for a coworker who was looking for one, and of course an excellent Gamescape Artist print of Wily Castle 2.

I already can’t wait to go to next year’s show. It’s a fun weekend I look forward to every year.

Super Mario Multiverse: Mario Bros.

 

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

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

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

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

 

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

 

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

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

 

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

 

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

 

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

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

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

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

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

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

Sydney Hunter & The Curse Of The Mayan Review

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Over the last decade, there has been a slew of independent studios bringing us amazing platformers. Many of them taking elements of the mega-hits of yesteryear and working them into their projects. Sometimes in new ways, other times in a sendup. Today’s game is actually a sequel of sorts. Not only is Collectorvision an independent developer, but they’re also well known in the world of homebrew.

PROS: Spot on controls. Fantastic visuals. Reference humor.

CONS: No volume options to speak of. Backtracking elements kneecapped.

SMURF YEAH: *Not* Gargamel has a surprise for you.

Sydney Hunter has been known for a while in the homebrew community. For those who don’t already know, a sizable number of developers continue to produce and sell games for long-defunct platforms. From the Atari 2600 to the Intellivision. From the Vectrex to the Dreamcast. New games come out for game systems that haven’t been on a store shelf for purchase for decades.

Collectorvision made Sydney Hunter games for the Colecovision, Intellivision, Commodore 64, Sega Master System, Super Nintendo, and others. For years now he’s been an underground mascot star. Like a hardcore band that finally gets some mainstream attention, Sydney Hunter has finally gotten his MTV moment with this game.

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That’s partly due to the work John Lester of Gamester 81 fame has done for this title. Not only did he pen the storyline elements and collaborate with the team on character design he tirelessly promoted the game at conventions. Especially shows that focused on the Retro games’ scene as the earlier games were made for retro platforms.

The final game we have here is going to appeal to far more than the core fanbase that has been playing the previous games on their old Colecovision and Super NES consoles. Because it does a lot of things right and excels at all of the most important elements. There are a couple of problems too. But even the best games have some of those right? That said, the pros here are well worth the price of admission. There are some of the best elements of games of yesteryear here peppered in with some honestly funny dialogue.

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The setup here is that Sydney Hunter finds himself looking for treasure in old Mayan ruins where he sees a mysterious arcade cabinet which disappears shortly thereafter. He ends up having to figure out what exactly is going on. After finding some tablets in the game you’re able to understand what the inhabitants are saying and from here things become far more understandable. There is a rogue diety that as broken up a giant stone calendar into several pieces and recruited key people to guard them as they set their plans into motion.

The structure of the game puts you into a hub world where there are a number of different entrances. Each of these leads to a different stage. It’s pretty much akin to the portraits and paintings in Super Mario 64 doubling as doorways. In any event, each stage requires a certain number of crystal skulls to enter. Every stage in the game is a labyrinth of sorts. Some are a little bit more linear than others and none of them are as convoluted or as involved as something like Metroid. Be that as it may some of the aforementioned crystal skulls you need to pick up are hidden off of the beaten path. So you can expect to spend a lot of time searching around for them.

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Often times there are hidden paths you need to uncover in order to search for these skulls and other secrets or items throughout the game. There are also several locks of varying colors in most of the stages. These require keys to the corresponding color. Some of these are in plain sight while others are hidden like the crystal skulls. In order to find some of these hidden paths and hidden items, you’ll need new weapons or items. When you first start the game, Sydney is armed with only a whip. But over time you’ll find boomerangs, spears, and a myriad of items to help you progress.

On top of that, you’ll find beverages to restore your health and a lot of jewels that can be used in the hub world’s shops as currency. The exploration isn’t as involved as something like Metroid, but that doesn’t mean that there isn’t any depth to it. it feels a lot closer to something like Pitfall! but with a dash of Montezuma’s Revenge thrown in. The platforming has a floatier feeling than most other bump n’ jump style games of yesteryear. That said, there are elements of NES stalwarts from Capcom and Konami’s time on that console. The combat in the stages clearly feels inspired by Castlevania, while Boss encounters combine that feeling with elements of Mega Man and Disney’s DuckTales.

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At one point in the game, there’s also a nod to a licensed title that appeared on the Colecovision and Atari 2600. Smurf: Rescue In Gargamel’s Castle. At one point the folks at Collectorvision had hinted at an aftermarket port of that game to the Intellivision, and with this nod having a similar visual style to the games on that console this could be an inside reference. Still, even if you’re uninitiated with the Sydney Hunter series, the similarity to a certain licensed game from 1982 is undeniable and is quite welcome.

Reference humor aside, the game does have some pretty funny dialogue as you talk to NPCs, and whenever Sydney is about to confront a boss. These sections move the story along, but also make some observational comedy. It’s the sort of humor you find in a lot of the more popular newspaper comic strips of old. But about modern things and retro games. On your initial playthrough pay attention to it. It does pretty well most of the time.

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I did have a couple of problems while playing the game though. The first one is that there are absolutely no sound or audio options. Live streaming my playthrough was hindered by this as I had to really tinker with my streaming software to find a balance between game audio, and my microphone audio. I also had to tinker with my settings in Windows to fine-tune it. Simply having sliders for Game music and Game sound effects would have made this far simpler to avoid. Even if you aren’t a streamer it will annoy you when you have to scramble to find your TV remote or Alt+Tab to your desktop to get to the volume options in the event you don’t have speaker volume at your fingertips.

The other major issue I had was finding there were a couple of times in two of the stages where I realized I was going to have to backtrack to find a key to move forward. The trouble was in these instances there was no way to do so. So instead I had to walk into a chasm and die to force a restart at the last checkpoint so I could redo what I did properly, then go in a different direction to hunt for the key first. Nothing that made the game bad by any means. But it was an annoyance. So it is something you may want to keep in the back of your mind.

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That said, this game pretty much gives you unlimited lives and you can go along at your own pace. Be that as it may, the game isn’t a cakewalk either. There are definitely a few moments throughout the campaign that will give you a challenge you’ll feel good about overcoming. Some of the bosses will confound you the first several times you die fighting them. But over time and repeated attempts that light will go off. “Oh, THAT’S what I need to be doing.” You’ll tell yourself then go onto win the day.

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Ultimately, Sydney Hunter and the Curse of the Mayan is a really cool game. It has some very fun and nostalgic gameplay notes. It nails the NES aesthetic it’s going for as well as the Intellivision aesthetic when it comes up. The Famitraker soundtrack by Ben Allen is also really awesome. It blends the tribal element you would expect a game in this setting to have but then melds it with that classic NES sound few games not published by Capcom, Konami, or Nintendo themselves could match. And while I can’t say the tracks are as memorable as some of the ones in this game’s peers (Shovel Knight or The Messenger for instance) It is still an excellent OST that is worth experiencing. In fact, you can buy this OST from Ben Allen himself!

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In a competitive crowd of games that use the NES aesthetic, Sydney Hunter really stands out. Like an Indiana Jones film, there’s a fair amount of variety. Adventure, exploration, some combat and even a few somber moments. If you’re looking for a new platformer to get into, check this one out. It has a couple of bumps in its road, but it’s still a road I can recommend traveling down.

Final Score: 8 out of 10.

SNK 40th Anniversary Collection Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Score: 8 out of 10

OLD SKOOL AV to HDMI Converter Review

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Well, a few weeks back I talked about the Elgato HD60 PRO PCI Express card I picked up and the fairly nice experience I’ve had with it. But as terrific as it is, it doesn’t feature legacy ports. If you’re like me, you’re not going to be content with only capturing footage, and screens from current consoles. You likely have a lot of older devices, and games knocking around that you want to hook up. You might want to stream these games. Or, maybe none of this describes you, and you simply want to hook up your old PlayStation to your new TV. But alas, that TV has nothing on it other than an HDMI input or two.

This is where you’re going to need an upscaling device. There is a slew of different upscalers to choose from. The most famous one being the Framemeister. Of course between the massive amount of features and the fact that it is no longer produced, it’s pretty expensive. It also isn’t something a lot of people necessarily need. Unless you have a lot of SCART compatible computers, consoles, and just have to go the extra expensive mile for clarity you can spend less.

PROS: It’s inexpensive! It does what it advertises!

CONS: There aren’t many advanced features.

BAH: Another device that doesn’t include an AC Adapter.

The Old Skool AV to HDMI converter can be had very cheaply. I only paid around $20 at a local small business for mine, and I went in completely skeptically. In my case, I needed something to temporarily use until I could get something a step up. Was I right to feel a bit cynical? A little bit of “Yes”, and a little bit of “No.”.

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For the money, the device does what it advertises for the most part. On the plus side, it’s compact. This makes it easy to store and keeps it out of the way at your desk. Or helps you reduce the size of your nest of wires behind the TV. When you open the package you’ll find the converter itself, a USB cable, and some documentation on how to connect it to your devices. On the converter, there is a switch to change the output between 720p or 1080p. Sadly, there’s no AC adapter to go on the end of the USB cable. If you’re using this with your TV, you’ll have to repurpose one you already own, or you’ll have to buy one.

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I tested the unit out with my Elgato HD60 PRO, and I had some mixed results. Generally, it worked as advertised. I was easily able to fire up my NES and play Rolling Thunder with ease. I noticed little to no difference between setting the device on either 720p or 1080p. Most of the other games I tried after worked fine as well, although some of the tricks programmers used with the tech of the time don’t display as they did on a modern TV.  For instance, when playing Batman: Return Of The Joker, Batman’s wave blaster projectiles would sometimes cut out of the image.

Nothing that makes the game unplayable, but something to be aware of. Some old games may have quirks that a low-end solution like this won’t solve. Another thing to be aware of is input lag. Some games like Mike Tyson’s Punch-Out!! are harder to beat on a modern TV because HDTVs have to convert the signal from analog to their digital displays with a built-in scaler. This process takes some time, and so games that require split-second timing will have a noticeable pause between the time you press a button, and seeing the results on the screen.

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Depending on the scaler in the TV this process can be any number of milliseconds. External upscalers can reduce this significantly by converting the signal before it even gets to the television. But it won’t eliminate the lag entirely. Even the best devices won’t eliminate all lag. How does the Old Skool do in this regard? Well depending on what you’re using there can be different results. On my capture card, I did notice a tiny amount on Mike Tyson’s Punch-Out!!. Not enough to make the game unbeatable, but definitely harder than when playing on an old CRT. On my 720P set, which has composite inputs, it did a little bit better than the set’s built-in scaler. At least in terms of lag. It fared better on the newer 4k set in the living room, but it was still noticeable.

That said, the majority of my old stuff worked just fine for the most part on everything I threw at it, on all three setups. However, one thing that is a little disappointing, is it cannot push a 4:3 aspect ratio. So everything will be stretched out to fill the screen. On my capture card, even selecting a “Do not stretch” option in the software wouldn’t put the aspect ratio in a standard 4:3, although I could go down to a 480p resolution. That made the image look a little bit muted, but didn’t perform much better than taking a 720p or 1080p option.

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On the TVs, I had to force a 4:3 option through their respective menus. Otherwise, the default was to simply let the box stretch everything to full screen. Going with the 1080p option did look the cleanest, and so that’s probably what you’ll want to use unless performance issues crop up on your specific set. In my case, I didn’t notice much in the way of artifacts, or bands in spite of the stretched image.  Putting it to a 4:3 aspect ratio through the TV menus did make it look a bit better.

In spite of the issues I’ve mentioned here, I can’t really say this is a bad product. For the low price, it does allow you to get most of your vintage consoles, DVD players, and VHS decks hooked up to a new TV or capture card. It has a respectable picture quality, and performance is pretty good for the most part. If you’re really just looking to play your Sega Genesis games, and you only have an HDTV with HDMI inputs this will fit the bill. You can also use this for entry-level streaming, or capturing game footage for a video project. It’s going to be a fine enough solution for the average person who wants to play their old games, or dip their toes into streaming said old games.

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But, if you’re somebody who is into speed running old games you may want something nicer, that reduces input lag further than this will. If you’re a competitive gamer the same may also hold true for you. Those who are deep into the hobby of old games might want something that can support more input options like S-Video, SCART, or even VGA. So that they can have the best possible image quality when playing their Sega Dreamcast on a modern TV. SCART is also ideal for anyone importing platforms from PAL territories, as it was a standard there, and some of those platforms never really made it to North America in a major way. If you’re interested in importing something like a ZX Spectrum or BBS Micro you’ll probably want a higher ended scaler that supports the standard.

Be that as it may, for a mere $20, even some of those better served by a higher ended solution may want to pick up the Old Skool as a stopgap measure. At the very least one can competently play their old games, or stream their old games with it until they can afford to buy a better solution. Some of the converters out there can become cost prohibitive.

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While it has its faults, and you can’t expect miracles in the tier it occupies, the Old Skool AV to HDMI converter gets the job done competently. You get what is advertised. Nothing more. Nothing less. if you’re an absolute perfectionist or someone who has to have better than average performance you’ll want to invest in something a bit better. For a lot of other folks out there, as long as you’re okay with a no-frills experience you’ll be happy with this device.

Final Score: 7 out of 10

River City Ransom Underground Review

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Back in 1989 those of us with an NES likely had a copy of River City Ransom. It was a landmark game in that it was one of the earliest games to meld the Beat ’em Up genre with RPG elements. It was made by Technos Japan, who were mainly known for the Double Dragon games by that point Stateside. But RCR was a port of the third game in their Kunio-Kun series. In Japan the main character appeared in several games. Many of which would appear in the USA but with many alterations.

River City Ransom was pretty popular in its heyday. While it was never as beloved as Technos’ Double Dragon games, it was a game that had a Nintendo Power feature back in the day. It was a game many people fondly remember playing, and its one you should have in your collection if you don’t already. For those with a Switch, it’s included in the NES game bundle you get when you buy the online service.

PROS: Everything great about the NES original, and then some!

CONS: Confusing quest routes. Cheap segment.

ABOBO: Bridges the worlds of Double Dragon, and River City Ransom.

A while ago, Arc System Works acquired the Technos Japan assets, and began making games in these classic series. They made Double Dragon IV, and here we have a new entry in the River City Ransom series. Created by Conatus Creative, and published by Arc System Works, River City Ransom Underground continues the saga. All with the same blend of Beat ’em Up, and RPG conventions the original was known for, and lauded for.

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It’s also a direct sequel. Taking place nearly 40 years after the NES game, River City Ransom Underground begins with a prologue mission where Alex, and Ryan have to once again defeat Slick. The leader of the most ruthless gang in River City. Shortly after this epic battle Slick goes to prison, and River City High School explodes. After this mission ends the game fast forwards to present day, and we are introduced to some new characters in the process.

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It seems that while life might have improved for the characters at the end of the original game, it didn’t stay that way. With a new River City High School, came a plethora of new gangs, and the resurrection of the original games’ gangs. And with that, River City Ransom Underground truly begins. This is a modern continuation of a game, that really understands what made the original so great, while also building upon it.

As I mentioned before, what really set the original RCR apart from other games of its ilk, was the inclusion of RPG elements. Not only did you have to beat the snot out of people to survive an area, you had to do it to level up. It wasn’t enough to level up either. You had to find dojos where you could buy new moves, or shops where you could buy food. This game continues that tradition. You can fully expect to spend hundreds or even thousands of dollars you steal from fallen enemies on this stuff. And spend it you should, because learning advanced techniques, and stocking up on cheeseburgers is the key to victory. When you first start out of course you’ll be relatively weak, and you can expect to die quickly. But over time, as you put muggers, bullies, and nearly every High School student stereotype in the hospital, you’ll grow stronger.

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And you’ll be backtracking to earlier areas for new items, or new paths that open up later. Again, an element that feels very much out of a Role Playing Game. This entry also adds a number of things to the formula. For starters, there are a large selection of playable characters. Many of these are new to the series, as this story introduces the next generation of descendants to us. So you’ll find many new teenagers out to rid the city of evildoers. But throughout the story you’ll also meet characters from the original game like Alex, and Ryan. There are also other characters old, and new who will join the roster if you defeat them in glorious battle. This adds a bunch of replay value to the game too, because of how differently each of these characters plays. Some of them are slower characters that rely on grapples, and holds. Some of them are ranged attackers. Others are brawlers that retain that old-school play style you expect from a Beat ’em Up genre title.

 

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On top of this, the game allows for up to four players to go through the campaign together. So now you can add an even bigger sense of frustration if one of you in your circle of friends is worse than everyone else. Or a sense of camaraderie if you’re all fine with each other’s level of ability. But to be honest even when playing with less skilled friends, this game is still a lot of fun. Between the action packed brawling, there are stretches of time where you’ll be exploring for new story missions, or events.

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The game also has a day, and night cycle in it. So some of these only happen at specific times. If a certain boss you need to kill only shows up at night, you can’t really head to fight them during the daylight. You’ll have to spend the daylight hours doing something else entirely. But this works to your advantage, as it gives you time to check out shops, restaurants, and dojos. Keep in mind however that even these are built around the game’s clock. Stores have their own hours. So if it’s 10pm in the game time, you’ll have to skip that trip to the game store. Hit up the burger joint instead.

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Of course as alluded to, you get money by fighting bad guys. When you knock their teeth in, they drop cash you can then pick up, and hoard. You can also get money by punching parking meters, or certain vending machines. Be careful though. Because another new feature in this one is borrowed from a place you wouldn’t expect: Grand Theft Auto. If you should accidentally injure an innocent bystander in your pursuit of street justice, they will call the cops on you. If this happens you’ll see a badge show up with a timer, and you’ll be facing the cops until it gets down to zero. Not only that, but if you resist arrest instead of running away, and lying low they send tougher officers after you. Beating up the police also gets you news coverage, which also beefs up the calls for backup.

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Over the course of your adventure you’ll also find hideouts. In these secret (and not so secret) areas you can manage inventory, change between characters, look at achievements, and save your game. It’s also useful for getting a more detailed description of your current objective, as you can read the last bit of dialogue without it going by too quickly to be able to finish it. The game also ties the worlds of Technos Japan’s big two franchises River City Ransom, and Double Dragon together. How? By featuring copious amounts of Abobo. Double Dragon’s epic villain shows up a number of times throughout the campaign, and even plays a role in the story arc I won’t delve into here.

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Another aspect of the game that you’ll love is just how funny it is. Whether it’s a well-placed reference joke, or genuinely funny dialogue the game will make you laugh. And it isn’t really self-parody most of the time. Although there are a number of times where the storyline in the game involves gags that are over the top, they still fit the world. They’re still in line with the humor found in the original NES game. The aesthetics of the game also play into this too. the pixel art is an obvious homage to its 8-bit era origins. But it’s also retained the humor. Characters have exaggerated expressions. They have animations that follow along with the theme. They look like they belong on the NES. But the advanced number of frames, and level of detail in the background animations obviously couldn’t be done on the little toaster that could. There are also a bounty of Easter Eggs, and appearances from characters in indie games.

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The soundtrack is very good. While not every song can live up to the lofty bar of the original game, there are plenty of them that do. Expect to hear some great up tempo chip tunes, with many catchy hooks. There are also slower, ambient songs in areas that call for it. There’s enough variety here for everyone though you’re going to be so busy you may not have time to truly appreciate it.

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There are a couple of minor issues with this game to be aware of. The PC game has one technical issue in that initially only the Xbox 360 controller is seen by the game. If you set the controller options in Steam to whichever controller you want to use however, then the Steam client will override the game allowing it to be played with whichever controller you’ve selected. The only other issue is that near the end of the game you’ll have to go through a massive gauntlet with no major save point in between. The game isn’t impossible by any means mind you. But this artificially increases the difficulty in the last act as a result. Be sure to stock up on items before tackling it.  The saving grace is that some previously locked doors stay open if you fail. There’s a couple of annoyances during missions where the map doesn’t always make what you’re supposed to do clear. There’s the fact that you lose half your money when you die. But in all fairness the old game did this to you too. And if a quest ends with a boss fight grin, and bear it. Because if you go back to a hideout to save you’ll have to do it all over again anyway.

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Beyond that, though this is a very entertaining, and interesting sequel of sorts. At first things may seem insurmountable, but after a few deaths, you’ll eventually begin to level up your characters. Then sections that were once almost impossible will suddenly be fairly easy. Allowing for four players makes the game even more fun than it already is, and the solid game play solidifies it. The wide variety of playable characters also adds a lot of replay value as you’ll have to approach each wave of enemies very differently. In short River City Ransom Underground is a wonderful game even if it can be a little rough around the edges. Surprisingly it’s the only River City game not on consoles as of now. But there are ports for Apple, and Linux available for those with computers that aren’t running Windows. The game can also be found on GoG. as well as Steam.

Final Score: 8 out of 10

Crazy Climber Review

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

PROS: Addictive gameplay.

CONS: Cheap enemies.

FALL: To your doom.

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

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

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

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

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

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

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

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

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

Final Score: 8 out of 10

Demon Attack Review

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

PROS: Enemy variety. Tight controls.

CONS: Not every version features the boss stage.

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

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

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

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

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

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

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

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

Final Score: 9 out of 10

C64 Mini Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

BTC64MiniJumpman

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.

 

BTC64MiniForbiddenForest

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.

BTC64MiniGiana

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