[ Retro Scan of the Week ] Sega IR 7000

Tuesday, March 18th, 2014

Sega IR 7000 Haldheld Portable PDA Infrared Advertisement 1994“Whispering is for gutless weasels.”

In the early-mid 1990s, Sega experimented with a few electronics items that veered away from mainstream console gaming. Case in point, the IR 7000 PDA, seen here (and don’t forget the Sega Pico).

I’ve never owned an IR 7000, but I have to admit that I wanted one badly back in the day. The thought of sending secret wireless messages to other kids in class (I was 13 at the time this came out) excited me.

[ From Flux, Issue #2, 1994, p.7]

Discussion Topic of the Week: In your opinion, what was Sega’s weirdest product?

[ Retro Scan of the Week ] Super Mario Mac & Cheese

Monday, February 10th, 2014

Kraft Super Mario Bros. Macaroni and Cheese flier flyer Advertisement 1994The princess has lost her floatation powers…and Yoshi loves bongs.

My mom saves everything. Case in point, I ran across a mountain of mid-1990s coupon flyers — the kind that arrive stacked in an envelope through the mail — at her house this afternoon while I was looking for some old papers. This particular 30-cents-off coupon for Kraft’s Super Mario Bros. Macaroni and Cheese from 1994 caught my eye. It measures 4.5″ x 7.5″ (for those of you at home keeping notes).

I’ve never eaten Super Mario Bros. mac and cheese, but I bet it was every bit as delicious as the regular noodle variety. And besides — there was an adventure in every bowl.

[ From a coupon flyer mailing pack, ca. 1994]

Discussion Topic of the Week: Have you ever eaten any food products based on licensed video game characters?

[ Retro Scan of the Week ] Low-End Virtual Reality

Tuesday, January 7th, 2014

PCVR Magazine Cover Jan-Feb 1994Every new idea is an old idea with more transistors.

A few years ago, a relative gave me a couple issues of PCVR Magazine, a low-circulation 1990s periodical dedicated to virtual reality. Here’s the cover of the Jan/Feb 1994 issue, which features an illustration of the magazine’s build-it-yourself head tracker project.

In the early 1990s, the “virtual reality” concept hit a peak in the popular media that coincided with dozens of companies pursuing motion-tracking head-mounted displays — both with honest attempts and blatant gimmicks.

If I had to guess why VR exploded in the popular tech consciousness at that particular time, I would trace it it to the emergence of small, relatively low-cost color LCDs — the kind that made portable consoles like the Atari Lynx and Sega Game Gear possible. Compared to bulky, power-hungry CRT displays, the (relatively) thin, low-power LCDs could be worn on the head with mobility and without too much discomfort. That prompted a minor Cambrian explosion of VR headset hardware.

But the display technology just wasn’t there yet. Affordable LCDs were very low resolution (think 320×200 or less), and higher-resolution LCDs cost thousands of dollars a piece.

In addition, the hardware and software required to generate convincing virtual reality experiences were neither affordable nor generally available. So genuinely immersive VR found itself stuck in corporate and university research labs; meanwhile, the public got trickle-down fad headsets like the Stuntmaster.

Today, we find ourselves in the middle of a VR renaissance thanks to Oculus Rift. But this time, we may actually be at the edge of mainstream virtual reality headsets because the technology has come quite a long way since 1994. I look forward to meeting your 3D virtual avatar in cyberspace soon.

[ From PCVR Magazine, Jan/Feb 1994, cover]

Discussion Topic of the Week: Have you ever used a virtual reality headset of any kind? Tell us about it.

See Also: Retro Scan of the Week Special Edition: “At Last! Reality For the Masses!” (VC&G, 2007)
See Also: The History of Stereoscopic 3D Gaming (PC World, 2011)

[ Retro Scan of the Week ] Doom is 20

Monday, December 9th, 2013

id Software Doom for Atari Jaguar Ad Advertisement - 1994One of the best reasons to own a Jaguar circa 1994

Twenty years ago this week, id Software launched one of the most important and influential PC games of all time: Doom. It started as a modest shareware download but grew to change the entire video game industry. To explain how, here’s 2009 Benj writing about the title for a PC World slideshow:

Id’s archetypical first-person shooter triggered a sea change in the PC game industry, which had formerly been dominated by slow, plodding strategy turn fests, brainy simulations, and stilted PC action titles of yore.

In contrast, Doom was the first of a new generation of fast-paced, smooth action titles that utilized new visual techniques to push PC hardware to its limits. With Doom, PC gamers could experience fluid gameplay, graphics, and sound that easily topped what was found on home game consoles of the day — an uncommon achievement at that point.

Moreover, it introduced exciting new network multiplayer options that are widely imitated to this day, coining the term “deathmatch” in the process.

From its lowly roots as a MS-DOS shareware title, Doom spread like a weed to other platforms, including game consoles, which now count first-person shooters as one of their best-selling genres.

Doom defined the 3D shooter genre and made multiplayer gaming mainstream,” says Tim Sweeney (founder of Epic Games and creator of the Unreal Engine), “And it did them with such incredible polish, artistry, and foresight that it created an industry.”

Considering that Doom launched in 1993 via shareware channels, I’m not aware of when or in what publication the first advertisement for Doom appeared. (I believe GT Interactive became distributor for the full, boxed PC version of Doom much later, but I could be mistaken.)

So instead, I found this nifty November 1994 scan for the Atari Jaguar version of Doom. I received this version of the game for Christmas in 1994, and it was an amazing gift.

Pushing the PC Limits, Jaguar Relief

Most people don’t remember how much horsepower Doom required in a PC at the time — at least 4 MB of RAM, a mid-range 486 CPU, and a sound card to run passably well. So I had trouble running the game on any PC up to that point.

In 1993, we had one 486 in the household with exactly 4 MB of RAM (to contrast, my personal PC sported a 16 MHz 386 and 2MB RAM), and I had to make a special 5.25″ boot disk that loaded fewer resident DOS drivers, etc. so I could run Doom on that 486 at all. If I recall correctly, I didn’t have enough spare RAM to load the SoundBlaster drivers at boot, so the experience was limited. My friend had to run Doom on his mom’s 486 the same way. Even then, the game didn’t run at full frame rate. Doom pushed the limits.

So coming from that environment, it was an amazing convenience to just plug a Doom cartridge into the Jaguar and play, full-speed, full-screen, with glorious sound and no hiccups. My brother and I played a lot of Doom on that console well into 1996 — until I got a more powerful PC that could run Doom with ease.

Until the PlayStation port of Doom came out (late 1995), the Jaguar port was widely considered the best port of the game (in terms of screen window size, lighting effects, monster interaction, sound, controls, and frame rate) available on consoles. Its biggest drawback was lack of a soundtrack during gameplay. I think that’s because John Carmack used the Jag’s DSP co-processor to handle graphics routines instead of music, which was unconventional on that platform.

But I digress. What a great game. I still play Doom regularly via modern source ports on the PC — most recently on my new 1080p big screen TV set. Add on Xbox 360 controller support via ZDoom, and you’ve got Doom heaven. It’s a game that never seems to get old for me, even 20 years on. That’s the mark of a true classic in my book.

[ From Electronic Gaming Monthly, November 1994, p.109]

Discussion Topic of the Week: How did you feel when you first played Doom? What are your memories of the occasion?

[ Retro Scan of the Week ] Simple IBM Instructions

Monday, November 4th, 2013

IBM PS/1 Monitor Instructions - 1994Step 1: Plug the monitor into the computer.

This roughly 7″ x 10″ sheet came packed with my brother’s 486SX 25MHz IBM PS/1 computer, which my dad bought him right before he started college. (Ah, the days when 486 was king.)

We were still installing programs off 5.25″ floppies then, and boy was that an adventure when the PS/1 insisted that its 3.5″ floppy drive was drive A:. Most programs assumed that drive A: in MS-DOS was always a 5.25″ drive (with the 3.5″ drive, if present, being drive B:), which screwed up many install scripts when you had to install off a set of 5.25″ disks.

What the sheet shows is almost mind-numbingly self-explanatory — how to hook the monitor up to the computer. It reminds me of these ridiculous USB plug-in instructions.

By the way, I left the authentic mold stains on the scan because I think they add character. The back of the sheet is blank.

[ From IBM PS/1 pack-in notes, circa 1994 ]

Discussion Topic of the Week: Have you ever owned an IBM brand computer when it was new?

[ Retro Scan of the Week ] 32X Through the Keyhole

Monday, May 20th, 2013

Sega 32X Genesis Electronic Gaming Monthly ad - 1994Surely you have newer locks in your house.

I bought a Sega 32X for $30 new in 1995 or ’96 at Toys”R”Us. They were on clearance because nobody wanted them. (I also bought a Virtual Boy for $30 this way around the same time.) There were good reasons why no one wanted them: chiefly, because better machines like the PlayStation and Saturn were out there, and most games for the 32X weren’t very good.

Still, I have a soft spot for this system. It touches some fundamental nerdy part of me that likes convoluted electronic expansion modules — it means more to collect, and more to mess with. I have a bunch of 32X games, perhaps even half of the entire library for that system, but I rarely play any of them. I seem to recall the Star Wars Arcade title being pretty good for it. Virtua Racing wasn’t half bad either.

By the way, the only explanation I can muster for the inclusion of the keyhole in the ad above is that it’s some sort of sexual metaphor, much like those found in Sega’s other 32X ads at the time (See “The Sega Mating Game,” Retro Scan of the Week, 2008). In other words, I guess we’re spying on a Genesis and a 32X having electronic intercourse.

[ From Electronic Gaming Monthly, November 1994, p.180 ]

Discussion Topic of the Week: In an alternate universe where there was no Sega Saturn, do you think the 32X could have held its own against the competition for a few years?

[ Retro Scan of the Week ] King Kong’s Super Game Boy

Monday, August 6th, 2012

Nintendo Super Game Boy King Kong Gorilla Hand Ad - 1994Gaming fun in the palm of your gigantic hand.

For me personally, the Super Game Boy (1994) was one of the most exciting video game peripherals ever released. It liberated Game Boy games from that unit’s blurry, dark screen, opening up a whole new world of gaming to those who preferred gaming on a TV set.

The fact that it also included a remake / extension of Donkey Kong, one of my favorite games of olde, made it a must-buy. I still remember the day I got it — my family drove to a local shopping mall, and I decided to stay in the car playing Donkey Kong on the Game Boy (even though not in color) instead of going inside. I haven’t been that excited about a new game in a long time.

(By the way, I first talked about the Super Game Boy in an early Retro Scan way back in March 2006.)

[ From Nintendo Power, August 1994, back cover ]

Discussion Topic of the Week: When did you first get a Super Game Boy? Did you have any Super Game Boy enhanced games for it?