RetroGoggles

22 June, 2009 | No comments

Monday Morning MAME Club: The Real Ghostbusters

mameclub

Yup, a little known arcade title from DataEast, release in 1987 and based off of the hit cartoon series. Check it out in 2 or 3 player varitey.

Rom 2Player and Rom 3Player.

Talk it out on the Digital Press.

ghostbusters

15 June, 2009 | No comments

Monday Morning MAME Club: Moon Shuttle

mameclub

This Scramble style side scroller was released 1981 by Nichibutsu. You move to the right while dodging or shooting anything in your path, not original, but likely a title you have not played before.  Enjoy the ROM HERE and chat it up on the Digital Press.

moonshuttle

msmar

8 June, 2009 | No comments

Monday Morning MAME Club: Metro-Cross

mameclub

So this is the game about a man coming to terms with his love of style and fashion…No? Then maybe something with a car or maybe a motorcycle? Of course not, everyone knows that Metro-Cross is about a man jumping over barrels and cans in a mall. Yeah check this 1985 Namco classic out! Get the ROM here, and talk about it on the Digital Press.

metro-cross

1 June, 2009 | 1 comment

History of Controllers: Part I

Electronic gaming has one thing that makes it what it is in the world of entertainment, and that is interactivity. Without being able to influence the outcome of the sports game, or the battle movements of a ninja master, we are just watching a movie. To achieve the interactivity of gaming, engineers had to design a control scheme for instant response. In some cases, these controllers have become icons of the gaming past-time while others have wallowed in obscurity only brought out to be laughed at.

1 Dimensional controllers:

pong

Yes, believe it or not, the first controllers were only one dimensional. What could you do with that one dimension, though? You had a world of Tennis, Hockey, Football and any other sport you could convince people Pong represented. Giving credit where credit is due though, everyone was used to knobs. Knobs exist on stereos and TVs the same skills you used to get a certain station to come in transferred nicely to electronic table tennis. Using the same principals of any other knob (a potentiometer) nothing was really considered for ergonomics or general comfort of the user. Most Pong machines did not even use wired controllers, instead the knobs were usually only on the console itself.

pong_hanimex_model_7771_b

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Early Consoles:

fairchild-channel-f

The Fairchild Channel F, the first home console to offer interchangeable consoles, debuted in 1976. The Fairchild produced by Fairchild Semiconductor offered a controller that is closer to the Wii nunchaku than any full controller that one can imagine. It has a shaft that is held in the players hand that has no buttons and is only topped with a short joystick. In addition to the movement normally alloted to a joystick, the Fairchild’s controller allowed users to both press and pull on the stick to get the “effect” of buttons. Not only was this an unusual option, making any button mashing difficult, this controller is further hampered by being hardwired with flimsy wiring at that.

atari2600joystick

A year later, Atari released the VCS (Video Computer System AKA Atari 2600) and it came with a controller that really needs no introduction. While still having paddle controllers that were synonyms with Pong, the Atari 2600 Joystick with its rubber grip and bright orange button is a permanent gaming icon. This controller was quite sturdy in design and was not hardwired to the console, however it did only offer 4 directions of control. While the square shape of the base is not exactly built for the human hand, the Atari 2600 Joystick is easily manageable even for marathon gaming sessions. About the only thing that was certainly changed was the idea of the “action” button being positioned on the left.

mattel_intellivision

Next, in 1980 Mattel delivered the Intellivision with a seriously large shift in controller design. In place of any kind of joystick, we have a sort of golden disc that will move your avatar, and for buttons you have an entire number pad and in case you still needed more buttons, four action buttons adorn the upper sides. The golden disk did offer an amazing sixteen directions of movement, however it could not be read at the same time as the number pad that many games used to fire weapons (this meant stopping movement whenever you wanted to fire). This controller definitely was not made with players in mind. Not only with the awkward layout, but with buttons that simply wear the fingers out with the force required to press them. I cannot help but think that simply turning this controller long ways with the disk on the left would have been a move in a better direction, but this move would have to originate elsewhere.

colecovision1

1982 brought two more players to the market, the Colecovision and the Vectrex. The Colecovision had a controller that quickly reminds one of the Intellivision. It too has an entire number pad and side action buttons, but this time we have a real joystick toward the top of the controller. Holding and using one of these controllers again seems as though no human used it before it was manufactured. I know that this was a new market, but aside from the pointless number pads that so many felt their controllers needed, there is no effective and more importantly, comfortable way to use this thing. These number pads were used normally by each game coming with a plastic sheet that fit over them to show the functions (this is also true of the Intellivision number pad).

vectrex

The Vectrex brought a surprising amount of simple thought to control method. Smith Engineering, the creators of Vectrex, simply tried to bring home the arcade experience by creating a smaller version of the controls everyone loved. While the joystick was rather small, it could be used while easily getting to the four action buttons the controller offered. Not only a sideways rectangle that would become standard, but also action buttons that were clearly labeled

All of this brings us to the home gaming collapse of 1983, I have not touched on every console released, instead just pointed out trends and innovations. Join me next time for the great D-pad invasion and the true begins of what we know as a game controller today.

1 June, 2009 | No comments

Monday Morning MAME Club: Snacks’n Jaxson

mameclub

No, that title is not a typo. Instead of deleving into the maddness of this game myself, allow me to present an exerpt from Flack’s (of the Digital Press) review

“In Snacks ‘n Jaxson, you control Jaxson de Box’s head, attached to his body by only a thin string. Jaxson the ever-hungry clown appears sitting at the far end of his dinner table, facing you. The object of the game is to keep Jaxson’s nose bouncing while eating the floating morsels of food that appear before him between bounces. The way the game is drawn, Jaxson’s nose is continually bouncing toward you in 3D – fortunately, its shadow makes it easy to tell where exactly the nose is at all times. After the first bounce, one item breakfast food will appear. The next bounce, two appear. After each bounce you must run Jaxson’s head over all the food items before you hit the ball with your face. Miss your nose and it’ll smash the glass window behind you. Fail to eat all the food items and a small troll dressed in a chef’s outfit will enter the screen and hit you in the face with a pie. I swear I’m not making this up!”

From Manufacturer Bally Sente check it out. Get the ROM HERE and comment on the Digital Press.

snack

27 May, 2009 | 1 comment

Commercial Break: Advanced Dungeons and Dragons

Just finished DMing my weekly D&D game, and yup now I am updating a Retrogaming website. My coolness aside, I figured I would find a videogame ad for a favorite pasttime of mine. This commercial seems really confused. Not only in that the children seems almost bored playing the game, but also that it is being pitched to a little girl. Was this a reach for wider gaming audiences, much like the free Cabbage Patch Kids with the purchase of various game systems. I guess however they could get a console in the house. I’m sorry dragon…

26 May, 2009 | No comments

Monday Morning MAME Club: SENGOKU

mameclub

Sorry for missing the Monday, Holiday and all. Anyway we got us a beat’em up this week in the name of Sengoku.

According to Wiki ” Although each of the games in the series do not seem to follow a connected plot, the games all involve the undead forces of feudal Japanese warriors attacking the protagonists.

In the first two games, the player could play as a ninja or a Western cowboy. In the games, the player can gain powerups so that the player can change into more powerful forms, such as a samurai-like being, an armor-clad wolf, or a more traditionally-themed ninja to attack the opposing forces of the undead. Power ups in the form of different colored orbs included being able to wield one katana (red orb), a pair of katanas (blue orb), a broadsword (purple orb), or to launch an energy-based attack (yellow orb). (Note: Power up effects differed depending on which form the player used. Those listed are for the standard form.)

The third game did not have a similar premise to the previous two games, instead, it was about a ninja clan who had to stop a worldwide outbreak of the Japanese demons before the world would be engulfed in chaos.”

Check it out and see for yourself get the ROM HERE, and talk it up on the Digital Press.

sengoku

18 May, 2009 | No comments

Monday Morning MAME Club: Gunbarich

mameclub

This is a game I can find no real details about, Gunbarich is from 2001 according to the game developer Psikyo’s wiki page. Gunbarich is a unique twist on the classic Arknoid formula, by adding flippers and a heavy coating of magical drop, you end up with a fun candy-like game. Easy to play, but I imagine a lot to master. Enjoy Gunbarich, get the ROM HERE and talk about it on the Digital Press.

1046_1

13 May, 2009 | No comments

Commercial Break: Star Trek

Yes, it is unanimous, the movie is GREAT! You will love yourself long time after seeing it. However you may want to stab your eyes after this atrocious piece of marketing. This Atari game looks rather interesting, but be careful because it needs that Advanced overlay.

11 May, 2009 | No comments

Monday Morning MAME Club: Metamoqester

mameclub2

This week is a oft missed 1995 unique take on 2d fighters, in Metamoqester you use a character with an assortment of moves not unlike Street Fighter to dispatch various boss monsters. Even better is the fact that you can do this with a friend making for some really interesting combos and serious fun.

“Developed by Pandorabox. This game is known in Japan as “Oni - The Ninja Master” and is an off shoot of the, then popular, Oni series of RPGs by Pandorabox, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation.” - from Arcade History

Grab the ROM Here, and be sure to talk about it on the Digital Press.

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