Archive for the 'News & Current Events' Category

A Peek Inside the Classic Computer Magazine Archive

Sunday, June 25th, 2006

Atari Magazine ArchiveHere’s a site worth noting for all you historians out there. For the last ten years, Kevin Savetz has been hard at work transcribing the text of hundreds of vintage computer and video game magazines. Better yet, he’s received full permission from the original magazine publishers to provide the articles for free online. And they’re all available in the Classic Computer Magazine Archive. Kevin’s focus was originally on magazines about Atari consoles and computers, but it’s no surprise since the whole operation started out as the “Digital Antic Project,” whose aim was to put the entire text of the Atari-centric magazine “Antic” online. In September 2000 he met that goal and soon turned his attention to other magazines like the Atari ST-focused “STart” and multiplatform magazines like “Compute!” and “Creative Computing.” Now the site contains articles from nine different publications, either in whole or in part, available for online view.

Kevin loves sending me news of his latest additions (and I’m not complaining), which I’ve meant to tell you about before. Just this morning he wrote:

AtariMagazines.com has added the full text of 21 more issues of Compute! magazine: Fall 1979 (the first issue!), January 1981, February 1981, March 1981, April 1981, October 1981, December 1981, February 1982, June 1982, July 1982, October 1982, November 1982, January 1983, March 1983, June 1983, August 1983, September 1983, October 1983, September 1989, November 1990, and December 1990.

Published from 1979 through 1994, Compute! was a multiplatform computer magazine covering Atari, Apple, Commodore, Texas Instruments, Timex/Sinclair, and other early personal computers.

If you’re the kind of collector / historian who likes to delve deep into the news, thoughts, and reviews of the period, I definitely recommend checking the Archive out. I’d also like to thank Kevin Savetz for providing a valuable service and resource for the vintage computing and gaming enthusiast.

Think Commodore: A New Commodore Site for Mac Users

Monday, June 5th, 2006

Think Commodore WebsiteSøren Ladegaard recently sent me news of his new Commodore-related website. Sure, there are plenty of Commodore-dedicated sites out there, but this one has a twist — it’s geared exclusively towards Apple Macintosh users. He writes:

I have created a website called Think Commodore. It’s about everything Commodore 64 & Amiga such as emulation, games, demos, music etc. from a Macintosh perspective. While there are tons of sites about Commodore emulation for Windows users you’ll be surprised of the amount of sites along the lines of “last update 2002, Mac OS 8.5 required etc.” That’s why I decided to do a Commodore emulation site that’s 100% up-to-date.

I’ve created a real nice and active forum too. I was fed up with posting “Any Mac users out there?” on all the popular Commodore forums. Here’s your chance to join a Commodore forum where every user is a Mac user.

After poking around the site myself, I find it quite nicely designed and very informative. If you’re a Mac user and you love Commodore computers, be sure to check it out (www.thinkcommodore.com).

Moving a Mountain (One Computer at a Time)

Friday, April 28th, 2006

Moving the MountainOn an unusually personal note for VC&G, I thought I’d let you guys know why I’ve been so quiet recently. The answer is completely on-topic and has a lot to do with what is pictured on the right: computers. You see, I’m about to move. Moving is no simple operation for anyone, but it becomes exponentially more complicated when your house is filled with over one thousand cubic feet (wild estimate, maybe more) of bulky computers, their accessories, and video game systems. I’ve not even actually started moving yet, but I’ve spent the last few weeks packing things up and getting things ready for the big haul. Phew. Next Wednesday the actual move begins, and I’m planning on renting a big truck to move as much as I can in as few loads as possible. I’ll probably take some pictures to show you later.

To all our readers, and to all the people who have emailed me something that I haven’t replied to / published yet, I want to say thank you for your exceptional patience. Once I’m up and running in my new office, I’ll be pumping out new VC&G features like never before. That should be in a couple weeks at the most. I’ve got tons of cool stuff in the pipeline (including an account of my recent adventure to a local hamfest that resulted in some excellent finds), so stay tuned! Subscribe to VC&G articles via RSS and you’ll know automatically when we’re back in action.

Wish me luck on moving the mountain. If I get crushed under a PDP-11 in the process, don’t cry for me; at least I will have died moving something I loved. 😛

New “World’s Largest Video Game Collection” Article in this Month’s Probe Magazine

Wednesday, April 19th, 2006
Probe

Probe is an innovative Norwegian Flash-based web-only video game magazine. I recently wrote a new article for it about the “(Possible) World’s Largest Video Game Collection” based on the “Video Game Collector” interviews I published last month on VC&G. The new piece appears on pages 10-13 of the April 2006 issue (#20), which is online now. Check it out.

R&D Automation Taking Pre-orders for v2 Apple II Compact Flash / IDE Interface Card

Tuesday, April 18th, 2006

CFFAI’ve never been a huge fan of using emulators for any computer that I actually physically possess. The original hardware is almost always where it’s at — the unique look, the feel, and even the smell of a machine all add to the “authentic” user experience (kinda makes me sound like a wine snob, doesn’t it?). But original hardware breaks over time and sometimes becomes irreplaceable since it’s no longer in production. That’s where people like Rich Dreher step in with modern upgrades for vintage computers (for more on this phenomenon, check out my “New Tech for Old Computers & Game Systems” list).

Rich is now on the second revision of an impressive Apple II hardware add-on card he designed called the “CFFA” that enables any Apple II system to use a compact flash card, IBM MicroDrive, or IDE hard drive for storage. While definitely not the first Apple II IDE interface I’ve seen (or owned), this is a very slick piece of hardware. Here’s a brief rundown of its features, taken from the official site:

  • Standard Apple II form factor Card 3″ x 6″ (Usable in any slot, except slot 3 in IIe and later)
  • A Compact Flash/IDE Interface for Apple II family of computers (Type II Compact Flash socket — IBM MicroDrives work too)
  • Standard 40 pin IDE header connector
  • 3 terminal screw type power connection for IDE hard drives
  • Support for up to 128 MB (4 drives) or 256MB (8 drives) under ProDOS and GS/OS (without Dave’s GS/OS driver)
  • Support for up to 128MB, (four ProDOS 32MB drives) plus two 1GB drives under GS/OS (with Dave Lyons’ GS/OS driver)
  • On-board EEPROM for SmartPort firmware
  • User jumper to select 1 of 2 versions of the firmware
  • Allow booting ProDOS or GS/OS directly from the Interface card (for a floppy-less system)
  • Firmware available for 6502 machines (II, II+, IIe) and 65C02 machines (IIe enh, IIe platinum, IIgs ROM1 & ROM3)

Particularly attractive is, of course, the built-in CF socket. I recently read on Rich’s site that there’s even a new utility called “CiderPress” that will let you transfer files to / from the Apple II-formatted CF card when it’s plugged into a Windows machine!

Despite all its neat capabilities, what is actually most important about this card is that it’s actually for sale (currently US $105 plus shipping). Extremely unique short-run hardware doesn’t stay around for very long, so if you’re interested, don’t hesitate to jump on it while you still can. I’ve already got mine on order and am looking forward to running my Platinum IIe from a compact flash card soon.

RedWolf’s Classic Video Game Ads Column on GameSetWatch Premiers Today

Thursday, March 9th, 2006

Ad from GameSetWatchStarting today, I’ll be doing a weekly column called “Game Ads A-Go-Go” (the title was the GSW editor’s idea) over on the blog GameSetWatch that showcases good, bad, strange, funny, and interesting classic video game-related advertisements. My first column is on “Dumb Ads of the 90s” and is up now. Check it out!

Most of the ads featured in the column will be scanned from my massive early 1990s game magazine collection that I recently unearthed from deep-earth storage (my parents’ basement). The column itself is a partnership between GSW and VC&G, actually more of an extension of VC&G-style content exclusively on GSW. Why? I guess it’s because we love each other so much (read: “I’ve been bribed with a lifetime supply of chili hot dogs”). But never you mind, and don’t you worry — the fresh content from VC&G will continue to flow just as readily as before.

First Mario Adventure FAQ Posted on VC&G

Monday, February 27th, 2006

Mario AdventureYou may remember our popular feature on Mario Adventure a few weeks ago. Well, an intrepid fan named Greg Head has completed the first ever Mario Adventure FAQ and it’s now available for view on Vintage Computing and Gaming. The FAQ is mostly complete so far (except for some world walkthroughs) and Greg and I will be updating and improving it over time. You can send typo / editing / formatting errors to me, and content errors, improvements, or suggestions to Greg.

If you didn’t catch the link above, here’s where you can view the Mario Adventure FAQ.

We Need a Zelda MMORPG

Wednesday, February 22nd, 2006

You may have noticed on other gaming blogs that yesterday (Feb 21st, 2006) was the 20th anniversary of the first release of The Legend of Zelda on the Famicom. I’ve been playing The Legend of Zelda: The Minish Cap this week by coincidence (an excellent game, by the way), and all this confluence of Zelda activity has gotten me thinking. Wouldn’t it be awesome to play a massively multi-player online role-playing game (MMORPG) set in the Zelda universe? Perhaps Nintendo could make a spiffy, slick 3D one with nice graphics for their upcoming Revolution console. If not, I’d be happy if some fans simply made a homebrew 2D, top-down MMORPG using A Link to the Past as a graphical framework. Either way, there would be some serious questions to address in such a game.

The most obvious question about a Zelda MMORPG is: who would you play as? Would the world have 1,000 Links running around? Or could you choose your race during character creation, kinda like World of Warcraft? You might choose to be Hylian, Kokiri, Goron, Zora, Deku, Rito, Minish, Fairy or even other races that have appeared in Zelda games. Each race would start out in their own zone with their own quests, etc., although they could obviously travel all over Hyrule. Another major question is: where would Link and Zelda be in all this? Would people just get frustrated (ala Star Wars Galaxies) if they couldn’t play as the main characters? Another issue is gameplay: I think since the Zelda games are action-adventure games, that the gameplay of a Zelda MMORPG should be action-role-playing. That is, you swing your sword and do actions in real time, but you could build up experience and raise your stats over time. Also you could learn new skills and techniques (unique to each race) that could let you access new areas, or just simply let you have new abilities. And like other MMORPGs, there would be an in-world economy (but based on rupees, of course). You’ll gain rupees based on killing monsters, and spend them by visiting shops and buying from other players. There are many possibilities in the universe of Zelda. I just wanted to write this article as a quick brainstorm to get started, but please feel free to continue and improve my train of thought on a new Zelda MMORPG. Good idea? Bad idea? Please discuss!

EGM Advertisement: Sell Famiclones, Go to Prison

Friday, February 17th, 2006
EGM Piracy Ad

I found this interesting ad in the March 2006 issue of Electronic Gaming Monthly today. It says that as part of Yonathan Cohen’s restitution for selling “the POWER PLAYER” Famicom clone, he had to publish this advertisement warning others about “the dangers and penalties associated with violating the copyrights laws.” According to the ad, the Power Player console contains “over 40 copyrighted games belonging to Nintendo of America.” Sweet! Ahem. I mean…Let that be a lesson to ya, Yonathan, and let this be a dire warning to any other scallywag who be sellin’ the POWER PLAYERS on the open market! Heed ye not the old pirate’s warning and Nintendo will relentlessly hunt you down until all of your pathetic, filthy kind are eradicated from the face of the earth. Of course, I’m being sarcastic. But Nintendo’s not. They will kill you.

An Interview with DahrkDaiz, Creator of Mario Adventure

Monday, February 13th, 2006

Mario AdventureJust yesterday I had the opportunity to conduct an email interview DahrkDaiz, creator of the impressive hack Mario Adventure. Mario Adventure is a completely new Mario game made from modifications to the Super Mario Bros. 3 game engine for the NES. The game was the subject of a recent piece on VC&G and has proven to be quite popular now that it has been given wider attention on our site.

Vintage Computing and Gaming: Thank you for agreeing to this interview. First off, where are you from?
DahrkDaiz: Knoxville, Tennessee

VC&G: What do you do for a living?
DD: I’m currently a student at ITT-Tech and working full time at a fast food restaurant.

VC&G: Do you aspire to be a professional game designer?
DD: I hope so one day but in reality I know game design is a tough field to crack, so I’ll continue to pursue the dream in my spare time while focusing on a realistic programming career, working for businesses to make a living.

VC&G: What’s your favorite video game? Favorite Mario game?
DD: A tie between Sonic 3 & Knuckles and SMB3. [Favorite Mario Game:] SMB3, no surprise there.

VC&G: What inspired you to make Mario Adventure?
DD: The total lack of a proper Mario sequel. I was disappointed with the Mario Advance series and I saw other people’s attempt at creating a new SMB3 experience and decided to take the matter into my own hands.

VC&G: Mario Adventure has been very popular on VC&G. It been downloaded over 11,000 times from our site in the last few days. Is there anything you’d like the players of Mario Adventure to know or keep in mind while playing?
DD: This hack was made with the hardcore SMB3 player in mind. I could practically beat the original with my eyes closed and figured it was time to up the difficulty. However, I tried to include ways to pass hard obstacles easily. Use your power-ups to their fullest abilities and you should do fine getting through the game.

Mario AdventureVC&G: What’s your favorite new feature of Mario Adventure? Also, what’s your favorite world in the game?
DD: Definitely the key collecting idea. I always liked having to back track through levels or world to get something out of the way to continue in a game. Point A to point B grows old quickly. [Favorite World:] Colossal Classics. The giant nostalgic look just has something about it that pleases me. Though I thought I could have a slightly better job with it.

VC&G: What development tools did you use to create Mario Adventure?
DD: FCEUd (emulator with an excellent debugger), YY-Chr (graphics editing), Mario 3 Improvement (archaic SMB3 level editor), Hex Workshop (hex editor).

VC&G: How long did it take you to complete Mario Adventuree?
DD: Approximately 16 months.

VC&G: Was reverse engineering the Super Mario Bros. 3 Game engine and implementing new rules, power-ups, etc. difficult? Tell us more about how you made changes to the Super Mario Bros. 3 game itself.
DD: At first it was very difficult. I slowly began to see a certain logic used behind the game. However, when reprogramming the code, I had to find unused space in the ROM, so that was pretty much hit and miss. Admittedly I did a poor job at coding it, hence all the bugs and glitches, but I did what I could with what knowledge I knew. A lot of time stepping through code and even writing code out on paper while at work during my break was required.

VC&G: Did you do all the level design in Mario Adventure yourself?
DD: Absolutely everything was done by me in this.

VC&G: Do you think Mario Adventure would work properly if somehow put on an actual hardware cartridge and played on a real NES/Famicom? Have you ever attempted this?
DD: Unfortunately, it will not. I reprogrammed the game to take advantage of a bug most emulators have, however, I did not realize at the time that it was a bug. The hack would work on a real NES, but not properly all time. The main bug being the status bar moving up over the screen at certain times.

VC&G: Have you ever heard from Nintendo about your Mario hacking exploits?
DD: Surprisingly, no.

Mario SeasonsVC&G: Have you done any previous game hacking projects? If so, tell us about them.
DD: Before Mario Adventure? No, but there were a few things I did while working on Mario Adventure and afterwards. Most of it is unknown unfinished test projects. I created a cool parallax (SNES style) background scroll in Mega Man 3 for Snake Man’s stage. I hacked Castlevania 3 to start and stay as Alucard. I completely hacked Ms. Pac-Man to have 32 unique levels, a mode to play levels at random and a pellet counter. This hack is known as Pac-Man 3 and will be available on my site once it relaunches.

VC&G: What can you tell us about your next hacking project? When will it be ready?
DD: I can tell you now the next big project is another SMB3 hack. Most people may sigh at this, but I took a different approach with this hack and differs from Mario Adventure. The scale is that, if not more than Mario Adventure. It makes Luigi and Mario be separate characters with each having special powers of their own for different gameplay, including Luigi’s floaty jump and slippery control and a new item box for Mario found in Mario Adventure. Each character has their own separate 8 worlds to play through, so this is literally two hacks in one. It’s like nothing you’ve ever seen.

VC&G: Is there anything else that you’d like our readers to know?
DD: Mario Adventure is a real gem, but I’ve listened to a lot of good and bad feedback on it and this new project I’m working on addresses those issues. But I like to thank everyone who’s played this hack and given so much praise for it. It’s really inspired me to take game development as a serious career.