Tag Archives: Sega

Retro World Expo 2017 Recap

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Now in its third year, RetroWorld Expo has slowly built up momentum over its humble beginnings. While it still isn’t the size of something like one of the PAX shows, it has made quite the impressive successes over the first two iterations. The biggest change this year was the move from the Oakdale center in Wallingford, CT to the Hartford Convention Center in Hartford, CT. Due to this, the show was able to increase the floor space, and use conference rooms for panels.

Getting into the show was very smooth, and easy. I didn’t have to go through two or three different lines to get in. I simply showed my ticket receipt to the volunteer at the booth, got my wristband, and got in. Of course, I would hinder myself a little bit by not gassing up the car before making the drive. (More on that later.)

 

Upon walking onto the floor, I saw a few familiar faces as I took a quick gander at some of the vendors’ booths.  One of whom was Tom Ryan. I’ve talked about him in the past, as he does phenomenal artwork. A couple of years ago I got an awesome Thundercats print from him. This year he had an amazing Masters Of The Universe print! It features a very detailed Castle Grayskull, while a Darth Vader-esque Skeletor appears in the background. In the foreground there’s a really great silhouette of He-Man with the Power Sword. It’s awesome. It looks even better in person.

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After catching up with a few people I headed upstairs, as “Pixel” Dan Eardley was back again, and I wanted to get into his panel, as they’ve always been entertaining. This year didn’t disappoint, as he talked a bit about some upcoming crossovers. I can’t really go into too much detail about them as I don’t want to spoil anything for anybody. Suffice it to say, you’ll be pretty impressed with the first of these. After showcasing it early to those of us in the panel, he was also kind enough to show off a small home video clip that was quite heartwarming.

After this, he showed off some teaser footage with The Gaming Historian, and Eric Lappe of Let’s Get. There will be a few new episodes of From Plastic To Pixels coming down the pike. This is a series that focuses on showing off video games based on toy lines. It’s a fun show because it goes beyond a typical Let’s Play show by bringing in some of toy, and game knowledge. If you haven’t seen it yet, check it out. The panel closed out with a short Q & A segment with attendees. Some of the questions revolved around the upcoming episodes, that I don’t want to spoil. But a few questions were asked about some vintage toys, and games.

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I was a guest on Big Bucks Entertainment’s Super Millionaire. This is a company that does covers of the Game Shows you likely grew up watching. They did two of them throughout the course of the show. One being the update of Who Wants To Be A Millionaire, and the other being Press Your Luck.  To get on the show, the company put up question challenges on its Facebook group. Leading up to the show, I had taken a shot in the dark, and answered a question. Well, it turns out I was right, and was put into the pool of potential guests.

So I showed up with my buddy Jordan as my lifeline. We were given a rundown of the game rules, and stage procedures. There were three of us who made it on. One of whom turned out to be a member of Super Retro Throwback Reviews. They had their own booth nearby. One of the judges turned out to be one of my good friends Russ Lyman, who was also in a panel later on in the show. He has a swell YouTube show where he combines VLOGs, DIY repair, gaming into one entertaining channel. He’s the one who got this snapshot of me on stage! He also brought his custom car to the show for everyone to see. None of us got very far into the game. Of the three I actually did the worst. I got all of the questions up to the first tier nicely. But upon reaching that first checkpoint I got the question wrong. I didn’t want to waste my lifelines. In hindsight I probably should have. But it was still a very fun experience.

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But it didn’t end there because they kept the show going with audience members. Most of them didn’t fare much better than those of us who played initially. My lifeline got to go on, and had to use all of the lifelines on the first three questions. None of which covered game knowledge. (Thankfully when he called me up, I guessed the question right.) But after he lost, there was an attendee that came within inches of winning the entire game. Unfortunately the Judges were wrong about the voice actor who played Sinistar (It was John Doremus), and he went with their guess. Nevertheless, as I said before it was a lot of fun, and the quality of the set props was pretty good. It made for a great facsimile, and even the Press Your Luck set was pretty awesome.

I got in a little bit of shopping with a couple of friends after that. We found one husband & wife run vendor booth with a ton of vintage Atari games in addition to the NES, Master System, Genesis, and Super NES games on display. Many of them were boxed, and complete! I found a complete copy of Fatal Run which is one of the late life 2600 releases. There was also a complete copy of Kung Fu Master my friend Jordan picked up. There was also a rarely seen complete copy of Red Label Space Invaders. These were just some of the 2600 highlights. There were a ton of great games for all of the platforms, but the 2600 selection was unreal.

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I found an old 7800 Alien Brigade Ad from an outfit called Glossed Over. They find vintage ads in great quality, and preserve them in laminate. They had a ton of memorable Nintendo, and Sega print ads. But there’s something special about the old Atari game ads. A few tables from where I found Fatal Run, I finally procured a copy of Tapper for the 2600! Up until the convention I had only ever seen it once before, so I picked it up on the spot.

But there wasn’t a ton of time left to keep shopping, the RetroWorld Expo brought back the auction from last year. Hosted by TV’s Travis Landry, the auction went on for three hours. I saw some of the items before they went up, and most of those seemed to be in decent shape. There was a really nice Commodore 64 set up among the items that included a Bread bin NTSC Commodore 64 model, a First-party joystick, a 1541 Disk Drive, and it had the box, and manuals. The box looked beat up, but everything else looked pristine.

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So I sat through the auction with a few friends, and of course I didn’t win the C64 set up. After it got beyond the aftermarket value, I had to give up. But it kept climbing. In fact many items got spectacularly high. Not as crazy as last year’s auction. But still pretty high. There was a Nintendo World Championships cartridge that nobody bid on because the opening bid was astronomical. It was nice to see one in person though! Some of the highlights for me were the bidding war that broke out over a Little Samson cartridge, which ended around $800. (Which is oddly enough a steal considering it goes for over $1,000 in many cases.) As well as the fervor over a really nice Sega Sonic store display sign, and the fact there were TWO copies of Mega Turrican up for grabs. Those were the other two items I took a shot on, but lost both.

Some other items that went up included a few lots. One was a box of NES common games. Another one was a bunch of Master System games. Beyond that, a pretty nice Atari 5200 bundle, and a copy of Power Strike on the Master System. I’m sure there are a bunch of other items I’m forgetting. It was still pretty exciting though. It’s a shame not many toy collectors were on hand, because there were a bunch of figures, and busts that went for well below what you’d typically expect to pay.  A couple of NES Classic Minis went for auction too, and went for a bunch of money. With the announcement that they’re going to be re-released again at retail, this kind of surprised me. Still, it was nice seeing some of this stuff. Like the Nintendo branded retail case I still remember seeing in Bradlees back in the day.

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I spent some more time on the floor, I got in a few rounds of Missile Command, and Street Fighter II in the arcade. I also found my buddy Bijhan had a booth where he let me have a complete boxed copy of Gunship for MS-DOS. My friend Jordan also hooked me up with a Shadow Warrior 2 scroll, and bag. As the sales floor started to close up for the night, I managed to find a copy of Pac-Attack for the Super NES. There was another after party this year, but I had to skip it due to the low amount of gas in the car. Since I commuted to the show, I wanted to make sure I got fuel before the stations might have closed. A few people were kind enough to point me to a couple of options. I managed to get to one, gas up, and get back to town.

Day two I went back to Hartford, for the rest of the show. I got there a little bit early, and I bumped into Pat “The NES Punk” Contri walking the floor. Just as last year, he was very kind, and cordial. I politely asked him if he had another copy of his NES Guide book. He took me to his booth to get one, and on the way over I told him where I’d found my deals the day before. He thanked me for buying a copy, I thanked him for his time, and let him get back to his game hunting. After that, I ran into my friends Chris, and Brian who had a small vendor booth for the weekend. Somehow I’d missed it the first day. They had a few coveted items, but I ended up getting some deals on some slightly less common games. I found RoboWarrior for the NES, and Desert Strike for the Super NES for a pittance. And it wasn’t just because I’m friends with them, they gave anyone who came by, bundle pricing if they bought multiple items. It’s part of why they do pretty well for themselves at events, and meets. I also got to catch up with Noah, and Paul from Retro Gaming Arts, and Rax The Great.

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There was another booth I can’t remember the name of, but the business was another really nice group of people. They had noticed all of the stuff I was carrying along with my camera, and offered a bag before I even started shopping. And when I did peruse their racks not only did I find a Joe & Mac cartridge for the Super NES, at a really good price (The first one, not the obscure sequel), it came in a protective plastic box. In fact every loose cartridge they sold did, and they were in excellent condition.

After this though, I went back up for several panels. The first one was the RFGeneration Collectorcast Reunion show. Bil McGee, Duke, and Rich Franklin did a live podcast where they talked about collecting tips. Budgeting for items at conventions. Networking, and making friends. Helping those friends find things they need. As well as reminiscing about road stories, and times where they had to go into some strange, or even scary places to find those coveted titles. All of which resulted in a lot of funny moments. Bil McGee does a lot of behind the scenes planning of RetroWorld every year so there was some time spent on what is involved in the process. It was a really entertaining, and informative panel overall. Plus their site is a pretty good source of information for collecting games.

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Especially their databases. At the end of the panel there was a short Q&A session. Some people asked about some of the topics discussed. I asked them to pair a beer with their favorite classic game. Duke didn’t drink so his answer was soda, as in many old games there were billboards in levels advertising fictional ones. Rich, paired stout with Tempest (which is an excellent choice.) Bil loved the question, and gave several examples that I can’t remember. But one that did stand out was drinking Lord Hobo Boom Sauce, or Consolation prize for any game that had shotguns. Because this would reference the cult movie Hobo with a shotgun. One can’t argue with that logic, although the audience erupted into laughter when Duke said he wouldn’t drink from anything called Lord Hobo.

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The next panel was The Gaming Historian panel. This year, Norman Caruso went with a similar format to the panel as he did last year. But this year he went with a topic that wasn’t child friendly. To which he warned the parents in the audience who promptly took their kids out. He went over a major Rock star scandal from several years ago, and cleared up a lot of the misconceptions about it. He also told us about an upcoming episode of The Gaming Historian, which like the Pixel Dan panel, I can’t really talk about here, as I don’t want to spoil episodes. All I can say about it, is that it’s going to be longer than most of his usual episodes are. He rounded out the show with a quick Q&A where most of the questions centered around the subject matter of the panel. But he was also asked about what happened to his episode about Nintendo’s purchase of the Mariners.

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Major League Baseball was immediately livid about it, and actually sent him a cease, and desist letter. So he tried to get into contact with them to iron things out. One representative liked the episode, and considered buying the episode. But only if things were cleared with Nintendo. Nintendo was fine with the episode. But when he went back to Major League Baseball, they ultimately decided they weren’t going to make any deals, and demanded the episode stay pulled. MLB is notorious for going after people, and fining them for seemingly innocuous things. In the 80’s they often sued people for taping games to a VHS tape to be viewed when they got home from work. All because they were that afraid, someone would try to sell the taped game. So as the potential debts piled up, Norman had to pull the episode.

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The panel ended with another Gaming Historian Jeopardy match. This year’s contestants did battle for a free Gaming Historian T-Shirt. Most of the questions were new, though there were a few repeats from last year. At first one of the contestants was running away with it, but before long all three were in the running. When Final Jeopardy hit though, two contestants gave Celebrity Jeopardy SNL Skit-esque answers, allowing the victor to claim the prize.

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After the panel ended The Game Chasers panel started, and they invited Norman to stick around for it. It was a really fun panel because it felt like a really good podcast. The banter was really good, and it led to a lot of hilarious road stories. One of the stories was about a debate over what really constitutes slippin’. Another was an argument Jay had with a cast member about what the official credentials for guacamole are. One moment that stuck out was when Norm told Jay about how great The Golden Girls is, and Jay thought he was being set up. But the audience reassured him it’s a timeless show. There were of course a few gross out stories that wouldn’t make the show. But overall it was a lot of laughter, and a lot of fun.

After that panel came the Connecticut Local YouTubers panel. This one featured my buddy Russ Lyman, Culture Dog, Miketendo, and Retroware TV’s own John Delia. After giving an overview of what each of them covers, they opened things up for questions. There was a lot of good advice in the panel, trying to know your audience.  How to discern constructive criticism from noise. Showing appreciation for those who appreciate you. I got to ask John about his experience with getting The Video Game Years on Amazon. He told us that the way the payments from Amazon work, is much better than the way it worked on YouTube. In a couple of months the show made more than it did on YouTube. This also led into the topic of finding new audiences. Because he found a lot of people on Amazon like to binge watch more than they do on YouTube. So a whole new group of people discovered it, and watched it.

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Some of the challenges he ran into had a lot to do with closed captioning. Amazon requires every show creators put up include the feature. So getting the show on the service took hundreds of hours of added work. Once they got the captioning done, the show got rejected again because of the static images. So they had to edit out some of the static logos to get it ready. When it finally did get submitted in the right state, they still had to call Amazon, and explain everything they just went through. The company then looked, said “You’re right”, and launched it, where it has been a success.

Some of the other attendees then asked the panel if they would just move to Amazon, and the answers were no, because of the different groups who watch or listen. Culture Dog, and Miketendo brought up the importance of one’s authentic self. People can tell when you stray from it. Russ mentioned that even if you do a bunch of different content, there should be something that ties them together. As an example he noted how much of his Do It Yourself content references gaming. That means a few of the viewers who come to the channel for game stuff might check out some of the DIY episodes. Everyone on the panel talked about doing YouTube shows out of the love of the hobby over coming out of the gate looking to be an overnight success. For a variety of reasons.

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After that wrapped up,  Joe Granato returned from last year’s convention with a major update on his NES Maker, and Mystic Searches, projects. He briefly showed off a trailer for his New 8-Bit Heroes documentary, and then jumped into the updates. He started out that process by explaining how the project started out. He, and his team found his old childhood ideas for an NES game, and decided to make that dream a reality. What they found in the process was just how complicated MOS 6502 assembly coding truly was, and after a short time found the project was going to take a very long time. So in the process they ended up coding their own editor to deal with mapping, objects, characters, and other assets.

So while using the tool to get the game made, they found potential in selling the editor as a standalone product when it’s completed. This will let people make their own NES games, and flash them to an actual NES Game Pak. Joe did concede there are some limits in it, as it was made to cater to RPG, and Adventure genres. But that people have demonstrated other genres can be done with it, though you may need to take up coding for some of that.

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He also showed off some more of Mystic Searches, and the progress on it. The over world appears to be finished, and everything looks pretty tight. They’re shooting to get it out by early next year, and the three versions of the Game Pak were shown again this year. He also noted they’re also looking for a Steam release, and they’re in the process of getting a Nintendo Switch license. There aren’t any planned ports for other vintage platforms like The Commodore 64, Super Nintendo, or Atari platforms. Hopefully the final game, and utility turn out well. It is pretty apparent a lot of love has gone into making it thus far. There were even some real world locations referenced in the game’s over world. But keep an eye on this one. Mystic Searches, and NES Maker could be quite the homebrew titles when they come out.

I finished out the day by heading back down to do  some more hunting for the last hour or so. I stopped by Bijhan’s booth again, and he let me have a MOC Smash Mario Amiibo. Which was super cool of him. I was also a million times grateful to Norman Caruso. I stopped by his booth to pick up his Gaming Historian Blu Ray, and thank him for coming to the convention again. Unbeknownst to me at the time, I left my phone there like an idiot. I bumped into some of my pals in The Best Spuds, and played some WWF No Mercy before leaving the show. I couldn’t find my phone, but of course the convention center was closing up. So all I could do was quickly check the Lost, and Found before leaving. Of course the phone wasn’t there. Well when I got home, I found a message from my friend Antoinette in our trade group. Norman had found my phone, and asked around to see if anybody knew who owned it. She recognized it as mine, and tagged me. I’m super thankful to the both of them, as I’m not quite ready to go get a new one just yet.

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That’s one of the best things this convention showcased to me this year. The wonderful sense of community here. People from all backgrounds coming together over a love of classic gaming. Every year I get to meet new people, and go to events. Even if you don’t see anything to buy, and you aren’t interested in the panels, there are tons of arcade games to play. There are a lot of  console, and computer games to play. There were even a host of tournaments hosted by my buddy Aldo this year. Including a big Overwatch tournament, Super Street Fighter II, Super Smash Bros. Wii U, and Mario Kart 64 among others.

They even had a couple of high-profile Cosplayers Midge Scully, and Maya Gagne there. I didn’t get a chance to see them, but they were there. Some other guests I didn’t get to see were Wood Hawker, and RGT85. Also Daniel Pesina came back with John Parrish this time. I also unfortunately didn’t get a chance to see them. If you’re not familiar with them, they were two of the motion capture actors in the earliest Mortal Kombat games. If you get the chance to see them you should.  Hopefully everyone returns next year, and I can rectify missing some of them.

Honestly as small as RetroWorld Expo is compared to larger conventions, it still has so much going on it’s impossible to see it all. Really, the only nitpick I really had this year, was the gap of time between the first night’s shutdown, and the after party I missed due to my own incompetence. Mainly because it breaks up the flow. There’s an hour-long window of nothing to do. I feel like if they could have either started the after party right away, or had a small panel to fill that gap problem

That said some of the stuff in the after party would have been fun. There was a drink, and draw event, one room had Culture Dog playing movies on LaserDisc, and then there was another spot for club music, and mingling. Again, in the grand scheme of things a very minor nitpick, and due to my own ineptitude didn’t matter anyway. The good vastly outweighed the bad this year. A part of me already can’t wait to see what they do next year.

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Fantasy Zone II Review

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Not too long ago I finally managed to snatch up a gem. It’s probably no surprise that this is a gem. In fact, if you have a means to play this one, you should probably stop reading, and go buy this right now. It really is all of the good things you’ve heard. It will please Golden Age fans. It will please shmup fans. It will please hardcore SEGA fans. If you dig video games at all, period. You’ll probably dig this game.

PROS: Colorful graphics. Great characters. Wonderful music. Pure joy.

CONS: Very difficult. But don’t let that stop you.

CONTROL STICK: You’ll want to use this (Or a Genesis Arcade Stick) over the stock pad.

Fantasy Zone II is the sequel to Fantasy Zone, a game I have yet to acquire on the mighty Sega Master System. It’s regarded as one of the earliest examples of a cute ’em up. A shoot ’em up where everything is bright, cheery, colorful, and cartoonish in aesthetics. You’ll notice this the second you see the title screen. Your ship, the Opa-Opa is a cute little pod with bird wings on it. Enemies are everything from flowers to flying turtles.

The game is a mixture of both Golden Age arcade shooter conventions, and the side scrolling shooter arcade games that followed. Every level sees you going along a backdrop that continually circles around itself. Basically, you’ll spend a ton of time blasting enemies with your lasers, and bombs. One button shoots the laser guns, the other drops the bombs. So you’ll cycle along the play field killing enemies, and then collecting the money they drop upon their deaths. Before long, you’ll discover some of the larger stationary enemies will open warp doors. These doors will take you to new sub-levels that basically work the same way. Every level has a store hidden within it too. Here you can upgrade your ship with new weapons, and abilities with the money you’ve collected.

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Once you’ve defeated every stationary enemy in the level, the door to the boss room opens up to you. Ideally, you’ll want to enter these encounters fully beefed up with extra power ups, and weapons. Because the boss encounters are where the game gets very challenging, very quickly. That isn’t to say the levels themselves don’t get difficult. They do. In a lot of ways they feel like an even harder version of Defender. Defender is a notoriously difficult arcade game. As every board just throws more, and more at you as you play. Fantasy Zone II, also does this. But on top of that, every enemy has its own attack pattern, and often times you’ll find yourself going after three or four enemy types at the exact same time.

The other major element of difficulty is in the power up system. Many of the upgraded lasers, and other items are timed, or give you a limited number of shots. So if you don’t hurry up, or you waste them on low-level grunts, you won’t have the extra might for the boss encounter. Moreover, if you lose a life, you’ll also lose any powers you purchased from the shop. Which means you’d better spend another ten minutes grinding money out of grunts so you can re-buy those power ups before fighting the boss.

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Here’s the crazy thing though. While all of this sounds like the kind of thing that would make you rip your hair out, and smash your Master System, it won’t. This game is quite honestly one of the hardest games you’ll ever play. Well unless you happen to eat, sleep, and breathe shmups. Then it may not crack your top ten. But for the rest of us, this game can be downright brutal. But it’s also downright compelling. Just like Defender did for so many of us growing up, Fantasy Zone II can be very addicting. Quite frankly, it is one of the most fun games ever. True, you’ll die, over, and over again. But you’ll probably play it fifteen times before giving up, and playing something else. Considering you’ll get better the more you play, that can add up to a couple of hours a session.

And as you improve, you’ll get to see more of the aforementioned boss encounters. Which just seem to add more craziness to the stew with every reveal. You’ll fight a killer space log in the first stage. Later in the game you’ll see the dragon boss from Space Harrier. There’s also a Mega Man styled boss rush for you to contend with at the end.

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As tough as this all sounds, things can be mitigated if you have the right tools for the job. Namely, a better option than the Master System’s stock game pad. I recommend using either a Genesis game pad, the Sega Control stick, or one of the arcade stick controllers that came out for the Genesis. It makes things much easier to play, as the stock pad’s D-pad just doesn’t have the precision required. Beyond control issues with the stock controller, I really don’t have much to complain about. Again, there is a high difficulty on display, but it’s also fair. When you die, you’ll know it was a lack of talent on your part nine times out of ten. It’s very rare, I’ve felt a death was cheap, or a fluke. I don’t think I ever ran into severe slowdown the way I have in some other games on the console either.

One of the other really great things about Fantasy Zone II is the soundtrack. These are some of the addictive chip tunes ever played back on the Sega Master System. If you have a modified console with the FM Sound Unit, or the Japanese Mark III with the FM Sound Unit accessory the soundtrack is even better.

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Fantasy Zone II isn’t the cheapest game you can find for your Master System these days, but it’s worth tracking down a copy. It isn’t anywhere near the cost of something like Power Strike (Aleste). But it’s going to cost you more than something common like Out Run, or After Burner will. If you don’t own a Master System, or a Mark III, or a Power Base Converter for your Genesis, there are alternatives. The game was ported to the Famicom, MSX Computer, and was also re-released on the Wii Virtual Console. If you have a PlayStation 2, there was a remake as part of the Sega Ages line. Sega also updated the game, and released it to the Arcades. Subsequently there is a version based loosely on that version for the 3DS. Fantasy Zone II comes highly recommended.  If you’re building a vintage Sega collection, or you just love old school arcade games this should be on your radar.

Final Score: 9 out of 10.

Time Soldiers Review

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While the world was getting hyped about E3 last week (and yeah, there are some cool looking games coming down the pike. I’ve been peeking in on conferences when I can.) I was hunting for some additions to my collection. I stumbled upon a Master System cartridge I’ve rarely seen outside of conventions, and it was pretty cheap so I thought “Why not?” The box art alone was worth the price of admission. But I got a fairly compelling action title in the process.

PROS: A really cool take on the classic top down run n’ gun.

CONS: Difficulty spikes, occasional collision issues.

WOAH: Giant dinosaurs with laser guns. What’s not to love?

Originally a twin-stick arcade shooter by ADK (The folks who gave us World Heroes), Time soldiers was ported by Sega to the Master System.  Before you even open the box to put the game in you’ll marvel at the artwork. It has everything a child of the 80’s was into. Dinosaurs, rocket launchers, and tanks. Once you start playing, you’ll see it lives up to the lofty promises the box advertises.

The setup is that in the distant future, a despotic, intergalactic Warlord decides to conquer the Earth. To do this, he traps many of the world’s best soldiers in different time periods throughout history. The guy basically looks like the Anti-Monitor from The Crisis On Infinite Earths, and probably has a lot of the same powers. So “Why couldn’t he just destroy the world with antimatter?” seems like a good question to ask.

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Anyway, you have to go on a quest to rescue each of these warriors from their cells throughout history. On paper, this seems pretty straightforward. Go kill bad guys, and blow up stuff in a sequential order, and roll the end credits. Time Soldiers takes inspiration from earlier run n’ guns like Ikari Warriors, and Commando. You play from a top down perspective, and do just that. Kill hundreds of enemies who come charging at you guns blazing.

But what makes this game stand out from almost every other game of its ilk, is the fact that it is never the same game twice. Time Soldiers, places each of these hostages in a different place every time, and you have to kill a boss in order to proceed. Often times, the game will not place you in the proper time period from the get go. So you’ll play the first stage, and then be sent to a new era.

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Each of the eras has a few different versions, and these will vary depending on when you’re sent to that era. So if you get sent to the Prehistoric era on stage two, it will have one version. But get sent there again a few stages later, and it will be a variant. The game will also make you fight a mini boss if you’re in the wrong era for the current hostage you’re tracking down. Defeating the mini boss will then either open another time machine (which look suspiciously like the portals from Stargate) where you’ll have to go to another time period or it will summon the actual boss.

The bosses are pretty cool. They’re not nearly as difficult as the stages are. But they’re large, and interesting sprites. They remind me a lot of the encounters of Alien Syndrome, though the patterns are much easier to learn than in that classic. But don’t be fooled by a lower difficulty. Time Soldiers only affords you two continues  on the Master System. Since you die if ANYTHING touches you, this game still isn’t an easy one. Especially since the game may send you on longer paths during certain rescues. The saving grace are some boss warps that can skip you ahead to a boss fight. On the other hand, if you aren’t powered up, taking them down with a pea shooter makes things more intimidating.

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Time Soldiers does offer a wide variety of weapons. In that respect it can feel like Contra. The thing is, these armaments aren’t permanent. After so many shots, or so many seconds they run out of ammo. So often times you’ll want to conserve them for taking down bosses, or mini bosses. You get these, power ups, and boss warps by shooting specific enemies in any given level. Basically, you’ll want to shoot as many targets as possible, because as the game goes on things will only get tougher.

Time Soldiers has a really nice look to it, and embraces the absurdity of everything. Dinosaurs shoot lasers. Ancient Romans have shields that can take a ton of bullets before going down. The mini bosses continue the weirdness, with cutesy, pink helicopters just being the tip of the iceberg. Everything is colorful, and some of the backgrounds are interactive in a sense. Going over tall grass or mud will slow you down. There are a few catchy chip tunes to thump along with the action, and the sound effects stand out against some of the other titles in the genre.

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Overall, it’s a really good action game for the Master System, and easy to recommend you add to your collection. It’s also one of the more affordable obscure games out there. It was also available on some computer formats, but as I don’t have any of those versions, I can’t really comment on them. Still, if you have a chance to check one of them out, you just may want to. If I had any major issues with this Master System version, it would be the occasionally weird collision detection. Most of the time things go the way they’re supposed to, but I did notice a few occasions where I passed through enemies I shouldn’t have, or got stuck on a piece of scenery in one game, but not on a repeat attempt. It isn’t enough to ruin the game, but it is something holding it back a little bit. Otherwise, it’s a solid addition to any collector’s library.

Final Score: 8 out of 10.

Black Belt Review

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Throughout the history of video games, we’ve seen many cases where the same game can look markedly different between regions of the world. Probotector is one of the most memorable of these, as censorship in Germany saw Konami replace the soldiers in Contra with robots. Other than that, same game. Probotector was released in its robot, and non robot state throughout Europe on many computers as Gryzor.  But there are countless other examples. Today’s game was originally an anime tie-in.

PROS: Cool sprite effects. Solid controls.

CONS: Strange changes.  Poorer artwork than the alternate game.

LAZY: The box art. At least draw an entire character!

Hokuto No Ken, (more famously known as Fist Of The North Star) is one of the most recognized anime franchises of all time. But it wasn’t always so. Centering around a warrior in a post-apocalyptic future, it was widely known in Japan. It started life as a manga, and was later adapted into an anime. When anime became huge in the US in the 90’s it was one of the most popular shows newcomers gravitated to.  But in the early 1980’s it never officially came stateside. Only the most die-hard American anime fans knew about importing shows. Beyond that, the handful of shows we did get, were heavily cut, edited, or combined with other shows to make new shows.

Anyway, in Japan Fist Of The North Star would see a few releases across multiple platforms. It wasn’t until 1989 when we would see an official game by Taxan on the NES. But, believe it or not, we did see one before 1989. We would see Sega bring us a Fist Of The North Star game in 1986 on the Sega Master System. Albeit without the license intact.  In Japan it would retain all of the likenesses to the show it was based on. But since we wouldn’t get the show until 1989, Sega reasoned we wouldn’t know what was going on. Which is weird considering we got Zillion in all of its anime glory a year later.

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Be that as it may, they gave us the game under the alternate title Black Belt. Black Belt is the exact same game, except that nearly every piece of artwork has been altered, or replaced. Enemies. Background art. Our main character. The bosses. Everything. But this is still something you may want to check out. Whether you’re a fan of Hokuto No Ken or not.

Black Belt is a lot like early beat ’em ups like Irem’s Kung Fu Master. You’ll move in one direction killing, or avoiding enemies until you get to the end. What makes the game a bit different is the addition of mini bosses, bosses, and some violent imagery to boot. Granted, the original version is darker. But Black Belt’s grunts still explode when punched in the face, or kicked in the stomach.

So you’ll continue along blowing people up, and occasionally super jumping into the air to catch sushi, and kanji symbols for health. Every so often you’ll come across a mini boss. These guys are 1 on 1 match ups, that rely on memorizing patterns to win. Start going at them all fists blazing, and you’ll probably lose a life. But taking some time to learn when to strike will make these fights more manageable. A couple of stages have several mini boss fights in them. After defeating them, you will continue fighting waves of  grunts until you reach the boss.

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Boss fights change the game play a bit. The perspective in these matches is zoomed in, so the action resembles a tournament fighting game rather than a brawler. Just like the mini boss fights, each of these has a bit of a pattern to figure out. Boss fights are a bit harder though, because they won’t always use the same attacks in the same sequence. So there is a bigger importance on patience. Some runs through the game, you may take down a boss quickly, but other times you’ll be doing a lot of hit, and run tactics. Keep in mind that you’re also on a time limit too, so you’ll have to work smart.

Visually Black Belt isn’t half bad most of the time. Backgrounds are bright, colorful, and detailed. Most of the standard enemy characters have really cool designs too. The mini bosses are pretty awesome most of the time, with only a couple of them getting rather silly. The Bosses are a different matter. All of them pale in comparison to their Japanese counterparts. Garish, and corny these guys are some of the silliest bad guys you’ll ever see in a game. Things fare better on the musical front with some honestly catchy chip tune melodies in the soundtrack. Not all of it is great, some of it is banal background noise. But when the music is good, it’s good.

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It’s a short 5 stage run, but it controls well through it all. I still recommend using a Genesis pad or the Sega Control Stick over the stock Control Pad. Everything feels pretty solid, and responsive. The stock controller will sometimes have you going in the wrong direction or crouching when you don’t want to due to the mushy directional pad. But not often enough to ruin the experience either.

Even though the shift to generic characters, and backgrounds makes for a less exciting environment, Black Belt is still one of the better early brawlers. It manages to be interesting even though it looks uninspired. There isn’t much of a story outside of rescuing your girlfriend from a street gang. The usual B movie plot device of most brawlers. Be that as it may, if you’re collecting for the Master System, pick it up. It’s inexpensive, and has an interesting history behind it. Especially if you’re a fan of the anime that inspired its original Japanese release.

Final Score: 7 out of 10

Sega Control Stick Review

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So you’ve got your Sega Master System, or Power Base Converter for your Genesis. You’re all set to play some Alien Syndrome or Penguin Land using your Genesis game pad. Because that mushy directional square on the Master System controller just doesn’t work as nicely. But wait! For some weird mapping reason, these games just don’t respond to your Genesis pad. You look online to see that you can clip one wire inside to make it work, but this will relegate your Genesis pad to Master System status forever! Fear not! There are other ways!

PROS: Pretty sturdy construction. More responsive in many games.

CONS: Left handed layout may take getting used to. Not as responsive in some games.

ADVANTAGE: Hard to say. But not going to look as nice as the NES Advantage.

If you’re upset with the performance level of the stock Master System controller you’re not alone. It’s serviceable, but in some games, the mushy pad makes you go down when you meant to go right. Or on a northern arc, when you thought you were pressing left. Sometimes a direct line of movement simply doesn’t happen when it should. Many collectors use a Sega Genesis pad. This works in most games, but there are a handful that don’t work with a never modified Genesis controller. Modifying one also kills the compatibility with the Genesis in the process. To avoid that, some have even gone as far as paying for custom controllers. While this is a wonderful option one can take advantage of, it’s usually pretty expensive. Not everyone collecting 8-bit Sega stuff can invest in one.

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Enter Sega’s Control Stick! It’s an arcade style joystick for the Master System, originally released in 1987. Right away, you’ll notice it has a sturdy build. It doesn’t feel flimsy in any regard at all. The base is nice, and hefty. The 1, and 2 buttons feel pretty good, and responsive.  The stick itself is also pretty solid. Everything goes the way it is supposed to, and it has a knob molded  like the shift stick on the Outrun arcade cabinet.

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In terms of build, this is pretty good, and may be something you’ll want to track down. I put it through the paces with a bunch of games. Alien Syndrome benefited greatly from the Control Stick. It was much easier to get going on direct paths, with far less accidental diagonal runs into enemies. The Control Stick also worked very well with Space Harrier, and After Burner. Moving around was very simple, and shooting things down went very well. It doesn’t replicate the arcade experience, but it is a bit better than playing with the stock pad. I also had a pretty good experience playing R-Type with it.

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Unfortunately not every game is well suited to the Control Stick. Double Dragon was still much easier to play with the Control Pad, as getting the two buttons down to jump kick was more accessible. Shinobi wasn’t any worse, but it also wasn’t what I would call better. Golden Axe was better in some regards, like pulling off the shoulder block. But in others it was worse, like trying to control the beast mounts. So really you don’t need to go beyond the Control Pad for either of those games. Platformers like Alex Kidd in Miracle World, and Psycho Fox also felt easier to play on the Control Pad, rather than the Control Stick.

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One point of contention some may have with the Control Stick is that it’s set in a left-handed orientation. I personally didn’t have any trouble adjusting to it, but that doesn’t mean you necessarily won’t. That being said, I don’t think it will be a major issue for most players. The Control Stick is also shaped in a way that you really can’t sit on the floor with one. You’ll either have to lie on the floor, or sit at the coffee table to use it. As solid as the base is, it can be easy to knock over due to the small size. It is also no frills, offering no extras, like turbo buttons, or other functions.

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Despite its faults I’d still recommend getting a Control Stick. Especially if you’re someone who loves playing Sega’s arcade shooter ports, or any of the Master System’s shmups. You can play other games with it for the most part, but it’ll be a mixed bag. Some games fare better, a few worse, and many not all that different. It’s also worth picking up for the handful of cartridges that won’t work with an unmodified Sega Genesis controller. This way you don’t have to break compatibility with your Genesis by modifying the controller. It’s also a curious piece to add to your SMS collection.

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The fact it also uses a stock DB9 connector means that it is also a great joystick for the Atari 2600, or Commodore 64. If you’re a retro games collector, you may have either of these in your collection. The Sega Control Stick has some versatility for you in this situation. It may not be the absolute best controller around, but it is a very good one worth owning. Particularly if you love Sega Master System shooters, or own multiple platforms from gaming’s early days.

Final Score: 8 out of 10

Alien Syndrome Review

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Throughout the 1980’s Sega was making its mark in arcades. It pushed what was possible in racing games, and rail shooters with Outrun, Space Harrier, and After Burner. It gave us the awesome Golden Axe, and the visually impressive Altered Beast. Unsurprisingly many of these games were ported to its own consoles, the Master System, and the Genesis. But there is one of their IPs that came, and went in this period. Something so familiar, and so different. Something so difficult, and yet addictive. I’m talking about Alien Syndrome.

PROS: Great visuals, atmosphere, music, and control (most versions).

CONS: Obscenely difficult. Dark Souls difficult. In deep space.

ALIENS: One of many blockbuster influences that can be seen here.

At its core, Alien Syndrome seems like a typical overhead shooter. You move either Ricky or Mary, depending on which player you are. As you go along, you kill various creatures for big points. But it isn’t so simple. Where previous overhead run n’ guns like Commando, or Ikari Warriors had you kill enemies, and charge to the end of a linear level, this doesn’t. Alien Syndrome is unrelenting about its premise. Your mission isn’t a simple matter of killing things, and getting to the end. Each stage is a ship, and on each of these ships are a number of survivors you have to rescue. Not only do you have to rescue these survivors, (who are stuck in cocoons the way the ones in Aliens were portrayed) you’re timed. Because each ship has initiated a self-destruct sequence a la Captain Kirk.

 

This is to ensure that the menacing invaders cannot make it to Earth in the event you fail your mission. Also because each stage is a ship, there are no straight runs to the north. Instead, each of the stages is a maze, with its own distinct layout. So you have to explore every last nook, and cranny looking for survivors. The survivors are represented by a row of heads. As you rescue them, they’re depleted from the bar. If things get tough, or confusing (which they will) each of the ships have a few maps. Finding these on the wall will pull up a map on  the screen. On the map are flashing pixels, that represent the survivors.

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Once you find all of the hostages, the game will prompt you to get to the exit so you can escape. But in each of the airlocks is a boss alien. These are large, and diverse. Each of them is imposing. Each of them has a powerful attack, and the later bosses employ some very tricky patterns. The bosses all look really cool too. For a title that has fallen into obscurity, it has some of the most memorable bosses in arcade game history. Even the very first boss, is the sort of thing you’ll wish were made into an action figure or statue. These designs are that good.

But, run n’ gun games are often only as exciting as their weaponry, and enemies. Alien Syndrome has a great many of each. Again, taking influence from the Alien movies, there are flame throwers, fire-ball guns, and grenade launchers. But there are others, like the blaster that shoots laser beams like the Imperial blasters in Star Wars. There are also temporary shields, and chess pieces you can find for points.

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How do you get these things? There are cubby holes on walls, marked with the appropriate letter for the weapon. For example L is the laser. The enemies are also varied throughout the game. In earlier stages you’ll fight brain slug creatures, but you’ll see everything from aliens to creatures that shoot their eyes as projectiles. Quite honestly, everything on display is really cool. Every ship has its own decor. So you won’t see a lot of the same tiles in subsequent levels. Some of the ships are what you would expect to see in a space-themed game. Steel floors, technical circuitry patterns for walls, and other touches. But other stages are completely alien (no pun intended.). Some ships seem like they’re made of flesh, others are like stone. Many of the stages have some really cool parallax scrolling effects on floors to represent pits or other pitfalls. And fall you will if you walk over them.

Alien Syndrome is quite the challenge too, because there isn’t a single moment where you aren’t attacked by a horde of aliens. You have to be quick on the draw, as well as quick to react. Dodging projectiles, enemy creatures, while trying to rescue people at the same time. The difficulty especially ramps up after the first stage, and the bosses will often hand you your own behind on a silver platter. There are also no continues, making your performance all the more important. It really does give you the visceral action of the genre, while providing other challenges.

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There are many ways to play Alien Syndrome as it was ported to a lot of platforms. Interestingly enough, the ports to Sega’s own Master System, and Game Gear resulted to almost entirely new games. The scrolling is gone. Instead things work on an almost flip-screen mechanic, only scrolling when reaching the end of the screen in a Castlevania door style transition. The other major changes are almost entirely different maps, and new bosses. The core concept is the same, and it retains the songs from the arcade machine. But these changes make for arguably the worst version of the game. That isn’t to say you shouldn’t play Alien Syndrome on the Master System. It is still a pretty good iteration. It’s brisk. It gives you the same style of gameplay in a new, and unexpected way. Rather, it isn’t the best option for those looking for a replicated experience on a retro console. If you do pick this one up though, you’ll want something other than the Master System Control Pad, because the sometimes mushy d-pad will have you accidentally walking into an alien, or projectile. I recommend the Sega Control Stick. It just seems more responsive in this game. For whatever reason, this game won’t see a Genesis controller properly, so the Sega Control Stick is the next best thing.

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The other two major versions I happen to own ate the Unlicensed Tengen NES port, and the Commodore 64 port. Both of these are pretty good, getting the stage layouts, enemy types, and overall feel pretty nicely. The Commodore 64 version fares especially well though, as it’s the most responsive version I own. Everything is fast, and smooth most of the time. While there can be a bit of slowdown when an awful lot is going on, it still performs better than the NES version overall. The C64 doesn’t have as large a color palette as the NES, but it somehow gets closer to the arcade experience in terms of visuals. The C64 also has the arcade cabinet’s animated attract mode, and a really good original soundtrack. It’s another example of the staying power of the computer’s SID sound chip.

But Tengen’s NES port is no slouch either. It still looks pretty good most of the time, and even manages to add some pretty cool cinema screens to amp up the experience. I should also note that while the C64 has the better soundtrack, the NES version also tries to replicate the arcade’s songs rather than experiment with them, or add new ones. While it isn’t as responsive or quite as fluid as the C64 version, it is the only one of the three to offer continues. On the C64, and SMS you’ll need to clear the game on a handful of lives. For those out there who don’t own a vintage computer, but you have an NES, and a SMS it’s a pretty close race. For authenticity the NES port wins, but the SMS version looks a bit nicer.

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Of course, all of this is moot if you have Sonic’s Ultimate Genesis Collection for the Xbox 360 or PS3 though. Because the arcade ROM was included in the compilation. You’ll have a nearly 1:1 experience at that point. Be that as it may, most of the home ports all offer a pretty great send up of the original. Alien Syndrome also appeared on the Atari ST, Commodore Amiga, ZX Spectrum, Sharp X68000, MSX computers as well as MS-DOS.

It’s a shame this IP has lied so dormant over the years, aside from a brief, largely ignored game on the PSP, and Wii that played nothing like the original. Alien Syndrome is a fun, if difficult run n’ gun. If you have any of the platforms it appeared on, you owe it to yourself to track down a copy. If you’re blessed to live near an arcade that has a working cabinet, do yourself a service, and put in a few quarters. With its challenge, memorable characters, and insane bosses, Alien Syndrome is one arcade classic you’ll never want to forget.

Final Score: 8 out of 10

Psycho Fox Review

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Platformers have always had a presence in gaming. From Donkey Kong, to Super Mario Bros., to the Giana Sisters to Sonic, there has been no shortage of bump, and jump fun. In the 80’s, and 90’s platformers were one of the most popular genres. Nearly every publisher at the time tried their hand at making platformers. Vic Tokai was one of them.

PROS: Great graphics. Wonderful music. Nice use of physics.

CONS: Controls take a bit of getting used to.

CONNECTIONS: There are two seemingly unrelated games connected to Psycho Fox.

Vic Tokai had one cult hit on the NES. Kid Kool was loosely based on a celebrity, and it starred a kid who ran, and jumped his way to victory. But it did do one thing that made it stand out from other platformers of the time, and that is physics. You had to get a running start to get anywhere in the game. While even Super Mario Bros. had elements of getting places with masterfully running, Kid Kool made it the sole focus. But in doing so, Kid Kool became one of the most despised games of its time. It had many blind jumps that resulted in a lot of restarts, it didn’t have the best collision detection, and many cheap deaths.

Enter the Sega Master System. Vic Tokai would bring about a new game to Sega’s 8-bit offering, using the lessons learned from the poor reception of Kid Kool. In Psycho Fox you play as a fox who is trying to save the world from an evil fox named Madfox Daimyojin. At a first glance, you might think this game looks, a bit more Alex Kidd, than Kid Kool. But stick with it, and you’ll find it is quite a fun, and brutally hard game at the same time.

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As we’ve established, Fox has to run, and jump his way to victory. But the game feels a bit more refined. You’re still going to need to get running starts, and time jumps. But stages don’t feel quite as much like a guessing game. That’s because in this game, there are a couple of paths you can take. You can take a high route, or a low route. Taking the higher paths will usually lead you to secrets, and more opportunities to speed. The lower routes are usually a little bit easier, and don’t require quite as many jumps of faith. But there are also more enemy encounters in some stages when taking the lower path.

The biggest secrets are warp zones. Many platformers over the years have had secret ways to skip ahead. But in Psycho Fox you have to not only discover the area it resides, but you have to literally punch a hole in the level. Once done, you can climb into the hole to cut ahead. Beyond trying to find the secret warp zones, another improvement on the formula set up in Kid Kool, are the bonus characters.  Like Kid Kool, you can find an animal helper who acts as an extra hit point, and a boomerang. Defeating enemies, and finding eggs will often give you items. Usually you’ll find money. But sometimes you’ll find sticks, and of course the aforementioned helper.

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Here’s the thing. You’ll want to hang onto the sticks you pick up. Because you can control different characters with them. Pressing pause on the Master System will bring up an inventory screen, where you can use your sticks to turn into one of three other characters. A monkey, a tiger, or a hippopotamus. Each of these has added abilities over using the fox. The monkey can jump higher. The tiger can run faster. The hippo can break through certain objects.

At the end of every stage you get put into a lottery depending on your financial collection. You’ll bet, and guess a path. Guess correctly, and you’ll win items. Guess wrong, and you won’t have a bonus going into the following stage. Stages are broken up into seven worlds. Each of these has three stages in it, the end of which culminates in a boss battle.  Most bosses break down into a routine of luring the boss into a position, and then using a background item to damage them. Others play a little more traditionally with you having to throw yourself on top of them a number of times to defeat them.

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Psycho Fox has a very similar art style to Kid Kool, sharing some of the same character sprites, as well as some of the items in the stages. But Psycho Fox also looks significantly better. The colors pop more, and things look crisp. Some of this is likely due to the graphical quality the SMS has over the NES. But there are other NES games that still look better than this one. The point is it is a big improvement over Kid Kool’s visuals.

Psycho Fox also has a very catchy, hook ridden soundtrack. The tunes may not be quite as memorable as a Mario or Sonic soundtrack, but it’s very good. It’s bouncy, optimistic, and you’ll be humming along with it in no time. The rest of the sound is nothing to write about home though. Just the standard boops, and beeps many games of the era had. But again, the songs are so good, you won’t really pay any mind to it.

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All of this said, Psycho Fox still has one area that may drive some folks crazy, and that is the high level of difficulty. As I’ve said before, this game is hard. Most of the challenge is fair, but there are still moments where you’ll have to take a blind jump, landing you on an indestructible enemy, or in a bottomless pit. It is by far, not an impossible game, and you’ll be able to clear it if you can resolve to approach it with patience. But sometimes the trial, and error feeling can creep in, and sap some of the fun. It is still a big improvement over Kid Kool though, and is something that is manages to be pretty decent.

As a platformer Psycho Fox isn’t a great game, but it is better than average. It doesn’t hit the lofty levels of Nintendo’s Super Mario Bros. or Sega’s own Sonic The Hedgehog. But it also doesn’t  crash, and burn the way many nefarious examples have. It isn’t Bubsy 3D bad. It isn’t Awesome Possum bad. Being slightly above average isn’t a bad thing. It just means there are better titles to get first. But Psycho Fox is also a Master System game, a console where the best platformers starred Alex Kidd, and Sonic. There wasn’t much else. Especially not in the USA. So if you collect for the Sega Master System you’ll probably want to check out Psycho Fox anyway. Just keep in mind that it isn’t a common game, and that it isn’t cheap. But if you already have all of the Alex Kidd games, or you find a bargain, Psycho Fox is still worth checking out.

Final Score: 6 out of 10

Tac-Scan Review

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Arcades were always experimenting in the early days of gaming. A number of games not only tried new things with game play, but with graphics technology. Atari made a number of games utilizing vector graphics instead of the more common place sprites. Asteroids, Lunar Lander were classics in their own right, but Tempest became a huge hit thanks to using the vectors to create a 3D visual effect. Of course the Star Wars Arcade game, and Battlezone took things even further. But Atari wasn’t the only company experimenting with vector graphics.

PROS: Fluid controls. Sharp graphics. Unique mechanics.

CONS: Short. Visuals haven’t held up as well as other vintage classics have.

CUT: The console port doesn’t have the transitions. Presumably due to technical limits.

Sega put out several vector based games. Among them was Tac-Scan. At first glance Tac-Scan may seem like a typical Golden Age shmup. As in other early shmups like Space Invaders, Galaxian, and Galaga the ultimate goal of the game is a high score. But Tac-Scan does a number of things that set it apart from the rest of the pack.

Tac-Scan gives you lives, but in a very different way. Instead of you having a set number of attempts, it puts them all on the line right away. You start with all of your lives flying through space in a Tac formation. Hence the name of the game. But it doesn’t end there. Each of your ships can be individually destroyed by enemy forces. Run out of ships, and you’ll see a Game Over screen. You shoot down enemy ships like in other games, however there are also mother ships you can destroy. Not only do these give you bigger point bonuses, but extra lives for every one you blow up.

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These lives are given to you in between waves. You’ll go through a sequence where you have to almost catch your reserved ship. As it falls down, you move your formation into position, and try to let the ship land into one of your open slots. This leads into the next wave. The interesting thing here, is that every second wave changes the perspective of the game! While Tac-Scan starts out as an overhead shooter, it changes to a third-person perspective during these waves. It feels like going from something like Galaxian into something like Gyruss seamlessly. After blowing away the following waves, you go through a wormhole, and back to the top down perspective. As this cycle repeats, the game gets faster, and it throws more enemies, and obstacles your way.

This continues until you can no longer replenish any ships in your formation. At which point you record your score, and either walk away or resolve to do better. But beyond the innovative transitions, the game also uses a paddle controller! This is interesting because so often the paddle was relegated to Breakout, and the games that built upon its core game play. Arkanoid, Circus Atari, Warlords are but a few such games.

But Tac-Scan is one of the only arcade cabinets that used one in a completely different genre. Not only did it use a paddle controller in a shmup setting, it did so with flying colors. Tac-Scan controls like a champ. Your ships steer around at high speeds, without a hiccup or a hitch. Everything feels smooth as you glide your ships along. When you finally lose, you never feel like you lost due to bad controls. You will very much put all of the blame on yourself.

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Sega didn’t end with an arcade cabinet however. They also ported the game to the Atari 2600. The VCS version doesn’t have the stylized line graphics of the arcade original. And to get any semblance of the game working on the console they omitted the third-person transition. But even though it takes a hit in the realm of visual fidelity it absolutely nails the game play.

The 2600 port uses the Atari paddle controllers, and the transition feels nearly flawless. Again, your formation flies smoothly, with little to no slowdown. Surviving wave after wave of enemy ships with any of your ships intact is still quite the challenge. The difficulty curve is well crafted as well. Early stages let you get a handle on the controls because the pace of the game is slow, and ships take long pauses in between firing. Surviving the first two or three waves will seem pretty feasible. The following stages increase the travel speed, and enemy accuracy a couple of notches. Eventually, everything becomes insanely fast, and requires every ounce of your hand, and eye coordination.

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Being that it is a high score game, it might not hold your interest the way some later shmups  may. Things like R-Type or Gradius where there are a set number of stages to complete, and an ending to experience may sate some players more. But there is something to be said for the days when getting the high score was king. It brings out a level of competition among players, and it’s something that can still be compelling today. It’s one of many reasons why a lot of Golden age games have stood the test of time.

Tac-Scan has the honor of both standing the test of time, and yet also becoming one of the more esoteric games of its heyday. Which is a shame, because it is such a good game. If you’re fortunate enough to have access to the arcade version you should really check it out. It uses vector graphics in a unique way while still being a very fun challenge. Alternatively if you have a PlayStation 2 you can track down the Sega Genesis Collection. Tac-Scan is an unlockable game in that collection. The only downside is you will have to play the game with a thumb stick, which isn’t quite the same as using a paddle.

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The Atari 2600 version, again, is pretty terrific. Despite the fact that it is missing a chunk of content, and doesn’t look as nice, it manages to be a pretty faithful port. But whichever way you decide to add the experience to your game collection, you’re in for a great time. It’s too bad that Sega let a lot of their earliest games fade into obscurity. This is one of them, and it is also one of the best games they ever put out. I would put it up there with things like After Burner, Out Run, Alien Syndrome, and Space Harrier. It is that memorable.

Final Score: 8 out of 10

Retro World Expo 2016 Recap

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pitfall II: Lost Caverns Review

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Last week we looked at one of the most important games in history. It was one of the first platformers. One of the best early console, and home computer games. It was also one of the best games to debut on the seminal Atari 2600.  So a sequel was only natural. Unfortunately, the great video game industry crash meant that a lot of people never got to play it when it came out. Which is a shame because once again, David Crane’s Pitfall Harry, performed a few more major firsts.

PROS: Improved visuals, added music, effects, and more!

CONS: In some ways, this is an easier game.

SCORPIONS: Even deadlier now thanks to a glitch.

Pitfall II: Lost Caverns is not only one of the best games on the Atari 2600, it is one of the most memorable experiences to come out of the golden age of video games. This is partly due to it being one of the earliest games to have features we take for granted today. The object of Pitfall II is also a little bit different here. In the first game, you’re trying to figure out a path through a jungle that will lead you to all of its treasures. All under a time limit, on two lives. All while doing it in the shortest time possible, with the least amount of mistakes.

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In Pitfall II, Pitfall Harry has to find a very specific diamond ring, as well as rescue his niece Rhonda, and pet mountain lion Quickclaw who have gotten themselves trapped in a cavern. These characters were first introduced in the Pitfall cartoon. So their appearance in this game could make the show canon. At least in the eyes of some. Gameplay is built off of the core of the first Pitfall. You still have a flip-screen mechanic when going left to right. But when going vertically the game adds scrolling into the mix.

It isn’t even something you question. It just feels like a natural extension of the game play. While you won’t be swinging over ponds, tar pits, and jumping on crocodile or alligator heads you still look for treasure. Sure, saving your relative, pet, and getting that diamond are the main goal. But if you want any hope of a perfect score you need to find every last gold bar too. Pitfall II also introduces a checkpoint system.

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These days, many games have checkpoints. But back in the days of names like Atari, Coleco, and Commodore the concept was rare. On home computer platforms you could save your progress in some RPGs. or your high score in some arcade ports. But checkpoints were especially rare on computers. They were non-existent on consoles. The fact you don’t have to start the entire game over if you make a mistake in this game was sorcery at the time. It also doesn’t have a count down, which may make you calmer.

Still, the one drawback to checkpoints in Pitfall II is that it makes the game much easier. There are also unlimited lives. So really it is impossible to lose. As long as you can get to the three main targets you can beat the game. To alleviate this sticking point, the game still has a monetary punishment for mistakes. You see, like its predecessor you lose a lot of money if you have to go back to a checkpoint. In fact, the further ahead of the last checkpoint you touched (a small cross on the ground you walk over), the more money you’ll lose. You also lose money if you fall, and land on your feet. So if you miss a jump, and land two or three levels lower (you can change your trajectory a few pixels by trying to move as you fall) your score gets lighter. You gain money for finding gold bars. You gain money for hitting each of your three metrics.

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Though there may not be a clock winding down to a Game Over for you should it get to zero, there is a clock. The game times you for your overall performance in hitting your three metrics. Which makes Pitfall II a speed runner’s challenge. Whereas before, the challenge was getting it all done in less than a half-hour making no mistakes. Now it’s about finding every last bar of gold, your ring, pet, and niece in the quickest time possible. Also without making any mistakes. Because you want to be the one with a perfect score in the shortest amount of time.

So while beating Pitfall II is easier than beating Pitfall, Pitfall II is actually harder when you put the restrictions of a speed runner on yourself. Because the dangers are not very easy to avoid. The very first enemy you run into will dash your hopes. If you fall into a hole early on you’ve missed the first bar of gold, and a perfect score. Playing the game with the mindset of a classic gaming champion can potentially keep you playing this game for years.

Visually the game sees a respectable jump over the first game. Little graphical details like the indents, and grooves on a boulder pop up immediately. The wider variety in enemies is also noticeable quickly. There are killer birds that I’m convinced were analyzed deeply by Konami’s designers. Because Castlevania’s Medusa heads fly in an eerily similar pattern. You also have bats to deal with, electric eels, and of course the classic mutant scorpions that are just as big as Pitfall Harry.

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And little glitches don’t break the game but add new challenges. If you climb a ladder to find there are scorpions above, and below you sometimes being in just the right place on the ladder will make them pace right where you need to climb off of the ladder. Sometimes the wave in the pattern of the flying birds may change, meaning you have to quickly realize where the arcs in it have moved to.

Of course, Pitfall II let’s you explore at your own pace. So when you’re first starting out, you may miss the diamond ring, or Rhonda on your first pass. Congratulations. The game doesn’t end, a little creature forces you out of Quickclaw’s cowering space. Now you have to go explore again. If you do beat the game, Harry jumps about with excitement as the theme song speeds up again.

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Speaking of music, Pitfall II was such a massive game at the time, that David Crane engineered a sound chip that is embedded in every copy of Pitfall II. The game squeezes every last bit of processing power out of the Atari 2600, and to even play music during it, would have been impossible otherwise. So Pitfall II is one of the earliest video games featuring some sort of tech being piggybacked onto its ROM cartridge. Something we wouldn’t see much again for a while. This can almost be seen as a precursor to Nintendo’s MMC chips used in some NES Game Paks.

Pitfall II: Lost Caverns was also ported to a wide variety of platforms. The Commodore 64 version is one of the better known versions being redone from the ground up by Tim Shotter. The end result is a nearly 1:1 experience compared with the 2600 version. The Atari 800 version, and Atari 5200 version were given an additional subtitle called Adventurer’s Edition because the coder Mike Lorenzen added an entire bonus cavern as well as a second ending for those who beat the game, and then beat the bonus cavern.

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These versions look a little bit closer to the 2600 version than the C64 version does, though the C64 version gets a slight edge in the audio thanks to the superior sound processing power of its SID chip. Pitfall II also saw versions on the Colecovision, Apple II, TRS-80, and the IBM PCjr. One of the most interesting ports of Pitfall II is Sega’s. Sega got the rights from Activision to make their own version of the game for arcades, and for the SG-1000 console in Japan. This version is less a Pitfall II port, and more of a blend of Pitfall, and Pitfall II: Lost Caverns.

Of course every one of these ports has its own charm but the Atari 2600 original stands out due to its historical significance. That said, if you collect games for any of the platforms it appeared on, Pitfall II is a game you should pick up, and play.

Final Score: 9 out of 10