Archive for the 'Retrogaming' Category

Nintendo is Playing Risky Games With Its Cultural Legacy

Friday, July 7th, 2017

Super NES Classic fits in your hand

By now, all of you have probably heard about Nintendo’s upcoming Super NES Classic Edition, which the firm announced on June 26. It’s a tiny HDMI-capable Super NES that plays 21 built-in games and will retail for $79.99 US. And it’s due for release on September 29, 2017.

It is also, quite possibly, intended to be a huge publicity stunt.

You guys may remember the absolute fiasco that was the NES Classic Edition — Nintendo’s miniature HDMI NES with built-in games. The NES Classic edition was announced on July 16, 2016 and launched on November 11th of that year for $59.99.

Of course, when November 11th, came around, shoppers snapped up the limited supply Nintendo produced within seconds on Amazon.com and at other retailers, leaving many thousands of NES fans frustrated and unable to ever buy the tiny wonder console for a reasonable price.

Yes, that included me. Scalpers on eBay turned around and immediately sold the NES Classic Edition for 200% the retail price, and today they go for around $200-$300 unopened on eBay. (I did eventually buy one on eBay for around $250.)

I’m tempted to ask: Will the Super NES Classic Edition suffer the same fate? But this isn’t the right question. The question should be: Is the launch and availability of this new product going to make a mockery of Nintendo’s cultural legacy?

[ Continue reading Nintendo is Playing Risky Games With Its Cultural Legacy » ]

[ Retro Scan ] The Hayden Sargon Hamburger

Thursday, July 6th, 2017

Hayden Book Company Computer Program Tapes Software Sargon Game Playing with BASIC How to Build a Computer-Controlled Robot The First Book of KIM General Math Complex and Matrix Math Introductory Engineering Math advertisement scan - 1979Starving for Software? Eat a tapeburger

For some reason, I find few things less appetizing than a black and white hamburger. (Maybe one with a computer tape on top of it.)

But we’re not here to eat this advertisement for Hayden Book Company’s 1979 computer tape offerings. We’re here to look at it.

I know very little about Hayden itself other than that it originated as a New Jersey-based book publisher and later transitioned into selling software on disk and tape as well (as “Hayden Software”). That stands in contrast to what I think was the firm’s first approach to publishing software — in paper books full of source code.

It’s worth noting that this might be the first-ever advertisement for what was originally called “Sargon: A Computer Chess Program“, a pioneering chess game and engine for personal computers that debuted at the 1978 West Coast Computer Faire. I recall my brother playing Sargon II for the Atari 800 and Sargon III on the IBM PC, and I had a copy of Sargon II for the Apple II. It was a stalwart, well-respected chess series for many years.

[ From BYTE Magazine, February 1979, p.143 ]

Discussion Topic: What’s the best computer chess game you’ve ever played?

[ Retro Scan ] Milton-Bradley MBX for TI-99/4A

Thursday, June 15th, 2017

Milton Bradley MBX Flyer TI-99 Voice activated games 1983 side 2Milton-Bradley MBX Flyer: Side 2

The Milton-Bradley MBX, launched around 1983 for the TI-99/4A home computer, is a strange product: it combines a pistol-grip joystick with a rotating knob and analog control, a 64-position touch pad with overlays, and voice-recognition headset into one package that is supposed to enhance gameplay on specially-designed TI-99/4A games.

This neat TI-99/4A site has a history page about it, so I think I’ll just snatch a portion that explains the MBX’s origins:

Now that you have an idea as to what the MBX System is, below is a little history provided by Mike Langieri (the creator of the device). According to Mike, the MBX actually started out as a stand-alone game console in 1982 and was to be Milton Bradley’s answer to the Atari 2600 and Intellivision. MB’s plan was to provide the game player with voice recognition, speech synthesis, and an action-input keypad which in turn would give them an advantage over the systems already on the market.

Now how come MB did not go ahead with their own system in 1982? Once the Colecovision came out, Jim Shea (then president of Milton Bradley) thought that the market was not big enough to support 4 game systems from Atari, Mattel, Coleco, and Milton Bradley and therefore killed the project. However, so much development went into creating MB’s own video game unit that Mike was then assigned to finding a use for all the technology they developed.

Eventually it was decided to transform Milton Bradley’s gaming system to an add-on for the TI-99/4A, most likely due to the fact that MB had earlier developed the Gamevision line of video games for the 99/4A and also created the graphics chip used inside of the TI system. Thus, “the MBX was the phoenix that rose from the ashes” as Mike wonderfully put it.

It’s amazing to think “What if” and wonder what a Milton-Bradley game console might have been like. I believe that Milton Bradley also originally tried to sell this idea to Atari, but they declined, and it ended up as a TI-99/4A peripheral. A non-rotating, non-analog variation on this joystick did end up as Atari’s Space Age joystick, though.

Milton Bradley MBX Flyer TI-99 Voice activated games 1983 side 1Milton-Bradley MBX Flyer: Side 1

I have a complete MBX system in the box (which may be where I got this flyer), but for some reason I have never used it. I think that’s because I don’t have any of the games that support it — or I didn’t 17 years ago when I first bought my MBX on eBay. Right now I don’t even know what box my MBX is stored in, so it would be hard to rectify that.

[ From Milton Bradley MBX Promotional Flyer, ca. 1983 ]

Discussion Topic: When was the first time you ever used voice commands with a computer?

An Epic-Looking Commodore VIC-20 RPG, Realms of Quest V, is Under Development

Friday, June 9th, 2017

VIC-20 Realms of Quest V Screenshot

Last month, veteran Commodore VIC-20 developer Ghislain de Blois emailed me about his latest project, a turn-based RPG called Realms of Quest V.

He asked me to spread the word, and since I recently upgraded the WordPress installation for this site, it’s actually easy for me to do so.

I have not tried it yet, but man — considering the limitations of the fairly anemic VIC-20, it looks pretty amazing. Here’s what Ghislain had to say about it:

It’s an RPG game that will span 4 disk sides.

Features:
-over 250 portrait graphics
-16 races and 16 classes
-music
-big world map four times greater than that featured in Realms III
-20 cities to explore with townspeople to talk to
-10 player characters allowed in party with an additional 10 spaces for non-player characters thus allowing a party size of 20 characters. This is an 8 bit RPG record.
-customizations: choose from 4 fonts and 2 graphical viewing modes.

I will hopefully be done in a few months. I’ve been working on this game every day since the beginning of February.

[ Continue reading An Epic-Looking Commodore VIC-20 RPG, Realms of Quest V, is Under Development » ]

Atari’s Forgotten Arcade Classics (1972-1975)

Thursday, June 8th, 2017

Atari's Forgotten Arcade Games

Rolling Stone recently launched a dedicated gaming site called Glixel, and just recently, EGM alum and Glixel’s General Manager, John Davison (of whom I am a big fan), asked me to write something for the site.

So I did. Atari turns 45 this month, and I thought it would be fun to look back at some of Atari’s early coin-op titles that very few people have heard of. The result is called “Atari’s Forgotten Arcade Classics,” and you can read it now over at Glixel.

If I weren’t so busy with other projects, I’d dive more in-depth into the origins of Atari — I certainly have a lot to say about it. But that will have to wait until another time. Until then, I hope you enjoy this piece.

The Origins of Chuck E. Cheese

Thursday, June 8th, 2017

Nolan Bushnell and Chuck E. Cheese

I mentioned this in my most recent Retro Scan, but I figured this was worth repeating in its own post.

Chuck E. Cheese’s Pizza Time Theatre launched 40 years ago last month — on May 16, 1977. To celebrate the anniversary, I wrote a long feature about the origins of the pizza chain for FastCompany that they published last week.

In the piece, you can learn about how Chuck E. Cheese was originally supposed to be a coyote, read about rat-related intrigue, and glean some of the visionary genius of Nolan Bushnell, who saw the chain as a way to bring arcade video games to the mainstream — as well as scratching a fundamental itch of human nature. It worked.

Hope you enjoy it.

[ Retro Scan ] Chuck E. Cheese Tokens and Tickets

Tuesday, June 6th, 2017

Front of Chuck E. Cheese Pizza Time Theatre Tokens Scan 1980 1982 1983Five early 1980s Pizza Time Tokens from Benj’s Collection

Chuck E. Cheese’s Pizza Time Theatre launched 40 years ago last month — on May 16, 1977. To celebrate the anniversary, I wrote a long feature about the origins of the pizza chain for FastCompany that they published last week.

While researching the article, I recalled my childhood token collection (pseudo numismatic, as they say) that likely had a few vintage Chuck E. Cheese specimens. After checking, sure enough, I found five authentic Pizza Time game tokens dated from the years 1980, 1982, and 1983.

[ Continue reading [ Retro Scan ] Chuck E. Cheese Tokens and Tickets » ]

Hear Benj on the Retronauts Podcast

Tuesday, May 16th, 2017

Retronauts Episode 98 Mac Games

Since February, I’ve been appearing on episodes of Retronauts, a long-running retro gaming podcast traditionally hosted by Jeremy Parish and Bob Mackey. Retronauts traces its origins to the now defunct 1UP.com, but it has moved along with Jeremy wherever he goes.

And that includes a move across the country: About five years ago, Jeremy relocated to sunny Raleigh, NC from San Francisco. After resigning from his editor-in-chief position at USGamer.net late last year, Jeremy decided to rely on Patreon to fund Retronauts as a full-time project.

Retronauts East Apple II Games ArtworkThere’s only one problem: Bob Mackey is still located on the west coast, and Jeremy can’t afford to fly out there every time he wants to record a show. So while Bob still creates episodes on the west coast, Jeremy started up a “Retronauts East” wing of the show featuring a local crew of regulars.

Fortunately, I am a Raleigh native, and I still live here. So the Retronauts East roster includes both myself and Ben Elgin, a Hillsborough, NC software engineer and a veteran of Jeremy’s Gamespite forums.

Since then I’ve been on five episodes (with another micro episode on the way), and it’s been a blast. Jeremy is a gin aficionado, and we typically drink a gin and tonic before or during the show, which is why you may hear high-resolution ice clinking in the background.

Here’s a run-down of the episodes I’ve appeared on so far:

Episode 87: Apple II Games
Episode 91: Early Sega Arcade Games
Episode 95: Early Batman Games
Micro 59: Atari Swordquest
Episode 98: Mac Gaming in the 1980s

There’s more to come. So stay tuned and enjoy.

[ VC&G Anthology ] Video Games Turn Forty (2007)

Monday, May 15th, 2017

Note: this article was originally published on 1UP.com on May 15, 2007 under the title “Videogames Turn Forty.” (Original URL: http://www.1up.com/do/feature?pager.offset=0&cId=3159462).

Since 1UP is no longer with us, I decided to republish the article here for historical reference. I have learned quite a bit about video game history in the decade since this was originally published, and naturally some of my conclusions have changed. But this is still a great overview of the work done by Baer, Harrison, and Rusch in the 1960s. I plan to republish my other 1UP articles on VC&G as well in the near future. — Benj

Video Games Turn Forty 1UP Screenshot

The nineteen-inch screen flashed in waves of blue and black as two normally reserved professionals threw themselves into a competition destined for the history books. Mashing furiously at hand wired buttons, each battled to be the first winner of a unique contest never before played by man: the contest of the video game.

VC&G Anthology BadgeIn 1967, a bold engineer with a vision led a small team to create the world’s first electronic games to use an ordinary television set as a medium. Wary of naysayers from within, the video mavericks sequestered themselves behind closed doors, and for good reason: they worked under the payroll of Sanders Associates, a giant Cold War defense contractor.

As hippies on the streets of San Francisco stuck flowers in the barrels of guns, three men in snowy New Hampshire crafted the future of electronic entertainment deep in the heart of a commercial war machine. In May of 1967, the world’s first video games — as we know them today — made their quiet, humble entrance into the world.

[ Continue reading [ VC&G Anthology ] Video Games Turn Forty (2007) » ]

Huge Gallery of Prodigy MadMaze Screenshots Now on Flickr

Friday, April 7th, 2017

MadMaze Screenshot

Just a few minutes ago, I released the first group of images from the Prodigy Preservation Project on Flickr. They’re screenshots from MadMaze, a vintage online game that ran on Prodigy Classic between 1989 and 1999.

Specifically, they’re all the graphics from the Place of Power instances in the game. I believe most, if not all, of the artwork was done by Al Sirois, a Prodigy staff artist. Al Sirois did some of the artwork, but Sirois says that most of it was created by other artists (see comments below). They originated as NAPLPS vector graphics (scalable to any size) and were captured into a raster format for display on the web.

MadMaze Screenshot

Of course, you can play a re-creation of MadMaze yourself on this very server right here. And you can read more about that re-creation (and report bugs you may encounter) here.

If you’d like to support the Prodigy Preservation Project and all of my history work, please consider submitting a pledge on Patreon. Any money I get from Patreon helps a ton toward giving me the extra time to work on history projects like the PPP.