Professional Documents
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ARCADE
CLASSICS
DISCOVER THE ORIGINS OF ICONIC GAMES
HOW ARCADES RULED THE WORLD
AMAZING DEVELOPER INTERVIEWS
Welcome to
ARCADE
CLASSICS
Back in the Seventies and early Eighties the arcade was king. While videogames
were progressing at an astonishing rate in homes throughout the world, it was
the arcade in the West and East where most of the biggest technical leaps and
bounds were being made. Companies like Atari, Sega and even Nintendo were
pushing specific hardware boards to create unique gaming experiences, many of
which had never been experienced before. It was an exciting time, with all sorts
of innovations appearing. While many of these classic games would appear on
home systems, they were oen pale shadows of the arcade originals, ensuring
gamers in their thousands continued to flock to the many arcades that were
found all around the world. The following pages celebrate that golden period by
collecting some of the greatest content from the last decade of Retro Gamer.
From the origins of Space War to the creation of OutRun and Pac-Man, this book
will give you fascinating insight in to one of the gaming’s most significant periods.
Publishing Director
Aaron Asadi
Head of Design
Ross Andrews
Editor in Chief
Jon White
Production Editor
Jasmin Snook
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The publisher cannot accept responsibility for any unsolicited material lost or damaged in the
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This bookazine is fully independent and not affiliated in any way with the companies mentioned herein.
Retro Gamer Book of Arcade Classics Second Edition © 2016 Imagine Publishing Ltd
Part of the
bookazine series
ARCADE
CLASSICS
CONTENTS146
140
52 94
30
88
168
8 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
RCADEE
0S A CAD
10 870S ARCADE DE
14 90S AR AME RCA
18 END GEST AERS
22 THE BE KILL
24 SCOR
26
om
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As ame i he gl hat ar nvers
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ARCADE CLASSICS | 9
» Seen here is the paper tape for storage
of code typically
used by video arcade game authors in the
mid Seventies
such as those at Atari.
HE SEVENTIES ACTUALLY
REPRESENTS AN
INTERESTING PERIOD IN
TIME FOR VIDEO ARCADE California. This was a location about as
GAMES. ONE OF GROWTH AND far away from Chicago, the established
PENDING DESTRUCTION. A DECADE mecca of the coin industry, as you could
THAT WAS SIMULTANEOUSLY A possibly be. Second, they’d have to
tie
GENERATOR OF CRITICAL MASS convince an established coin company
en
v the
FOR THE NEW MEDIUM WHILE to take a chance on it. The industry at
S e
e ess of
ALSO WREAKING TOTAL HAVOK
ON THE LONG ESTABLISHED COIN
that time was dominated by companies
that had already been around for
p i o witn rationrg
The seed for this world influencing Chicago Coin.
u event had begun in 1969 when two The games they were pumping out
gr ew ere t rolife ldbe office mates and friends at audio giant had been mainly pinball and gun based,
u h p o Ampex decided to pursue the one’s though over the Sixties more specialised
youoductiomes. Marrativlike
and Ted Dabney started to create a simulations whose subjects would
video arcade game based on an earlier become popular as videogames almost
computer game the two witnessed at a decade later. Ed Logg, creator of
arces youf what novel if not naive concept this was, that
two guys could come in and create an
first exposure to these games: “The
first time I played a coin-operated game
takrney o
entirely new entertainment medium was at the Berkeley Student Union. It
let alone to hope that it would gain was a game where you tried to shoot
jou
any traction in the already established down bombers which appeared over the
coin industry. First, they were out in horizon. It wasn’t a videogame because
the planes appeared to be on a rotating
piece of screen. There was a pattern
so I could play the game for as long as
I wanted.”
There was also the uphill battle
of the stigma arcades had in a lot of
communities as a hotbed for raucous
teenagers or in some cases organised
10 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
1971
QComputer Space,
the world’s first
video arcade game
is tested in August
at the Dutch Goose
in Menlo Park,
California.
» Al Alcorn’s classic Pong – still iconic after all
these years and an impressive starting point for
the industry.
1972
QAtari Inc. is Bushnell and Dabney’s proposal plus
My earliest memories of arcades were formed in July of a new engineer out of the deal as well
this year and work as Bushnell left Ampex to join Nutting
of shadowy places where naughty things begins on what (followed by Ted close to a year later).
Bushnell and Ted’s deal was for Nutting
might happen becomes their
first video arcade to license the game for manufacturing,
Al Alcorn game, Pong. but they’d do all development on
By mid August their own time (working after hours at
crime and gambling. As Pong creator Al based on the input – in this case the it’s being play Nutting and at Ted’s house).
Alcorn relates, “My earliest memories game’s controls. You’d have one circuit tested at Andy By August of 1971 they were testing
of arcades were of shadowy places to put an object on the screen, another Capp’s Tavern. their prototype at a local college bar
where naughty things might happen. to move them, another to detect a hit, called the Dutch Goose to great results.
Besides the usual pinball machines
and ‘love’ testers there were movie
machines that showed graphic movies.
and so on.
They lucked out however, and
found the one coin-op company based
1975
QAtari/Kee
The following month, as Bill Pitts was
installing his Galaxy Game (which
uses an actual full DEC minicomputer
At Playland at the beach there was the in California; Nutting Associates. released Indy running Spacewar! code) at the
Fascination arcade, which was grey Something of an upstart itself, Nutting 800, the first Stanford Student Union they found
» Early arcade games did area gambling. These places were not had been formed by Bill Nutting after multi-layer video the results at their subsequent test
not use microprocessors
or software. Rather they for family entertainment.” creating an EM-based quiz game called arcade game in locations far less promising. It turned
used logic chips, such as Bushnell and Dabney’s initial goal Computer Quiz with his brother Dave April. A massive out the students at Dutch Goose were
this one below.
was to start a videogame engineering Nutting. Their initial partnership had game supporting mainly students pursuing degrees in
firm, researching and creating games quickly fizzled and Bill started Nutting 8 players at once. engineering, physics, and computers.
to license to the big coin companies to Associates in California to sell the game They also release Stepping out of that comfort zone
produce. If you’re asking why they were while Dave started Nutting Industries the first driving of technical professionalism meant
‘engineering firms’, it’s because the early in Milwaukee, Wisconsin to sell his video game in a that the patrons at other locations
arcade videogames were not coded version. Releasing a string of similar full cockpit style
– they didn’t have a microprocessor. games and recently firing most of his cabinet, Hi-Way.
Rather they were what’s called ‘state engineering staff, Bill was looking for
machines’, a grouping of electronic
circuits that carried out various functions
a new game to keep the momentum
going. He got the new game in 1975
QMidway releases
» The exterior of a prototype Pong cabinet from the » Usually a stripped down television, single game board,
Seventies. This angular design was fairly common. and a power supply were all that resided inside machines.
Gun Fight, the first
microprocessor
driven video arcade
game ever.
1976
QExidy releases
Death Race.
Loosely based on
a film of the same DAVID PERRY
name, the driving “Moon Cresta. In it you
can stack up your fire
over of figures that you go from weak to power, so
strong to weak. I use
look like people in games for many yea d this idea
rs. You’ll see it in gam
creates the first Earthworm Jim (we es like
ak worm in a strong
controversy in (weak baby possessin suit), Messiah
g a giant’s body) etc
videogames. like that gameplay sty . I personally
le where you’re kickin
minute, then very def g butt one
ensive the next.”
ARCADE CLASSICS | 11
were entirely confused by the
gameplay, controls and overall
presentation. In fact this was when
the duo learned that presentation
across the board was just as
important to its success, something
the big boys of the coin industry
already knew. Bushnell countered
with a slick new futuristic design
and a somewhat clearer control
scheme. A package that actually JIM BAGLEY of all time. A local
engineer, Al Alcorn. Pong started at established coin distributors grew
caught the attention of everyone “Scramble is my favourite arcade game off as a starter exercise for Alcorn across the globe, arcade space gradually
t of it and ran a
when they showed it off in Nutting’s Spar shop got a sit-down cocktail cabine only to turn into a lesson for the became a fight of old technology and
who could be the first to comp lete all the
booth at the main trade show of the competition of entire coin amusement industry. new as owners stocked both and
g Scramble,
era, the Music Operators of America levels. I have many great memories playin With simple gameplay and controls, the major companies continued to
playing it too!.”
in Chicago. The automated music even to this day, and now my girls enjoy the cabinet developed by Dabney produce both. In fact for much of the
industry – jukeboxes – was actually also featured a philosophy he and Seventies pinball machines and video
the dominant force in coin-operated some modern retellings of the story, Nolan had learned during their Computer arcade machines were neck and neck in
entertainment at the time, with arcade their game (named Computer Space Space days. “Nolan was careful to have popularity and earnings.
games being a subset. By the mid by Bill Nutting) went on to sell what is Pong look very understated so as not to
Seventies the show would change it’s considered a decent average run for an offend women or families. We wanted race that was
name to the Amusement and Music arcade game at the time – enough that to stay away from the girly (side art) that understandable, as video
Operators of America thanks in no the medium was considered viable. were on many pinball machines,” states arcade games were still
small part to the rising dominance of Bushnell and Dabney famously left Alcorn. Pong is what drove the industry in such a primordial state.
the coin amusement industry thanks to Nutting the following year to formally to take notice of the new medium, and Every new game was some new feat,
arcade videogames. start their engineering firm Syzygy a quick expansion as new companies especially since they were still being
Don’t expect the type of astonished Company, only to have it grow into sprung up everywhere with their own created purely through engineering.
hoopla that the Apple II generated the future industry juggernaut Atari Inc versions of the game. Once the big boys Colour came early on, thanks to Atari’s
during its debut at the West Coast thanks to a game developed by their first jumped on board as well and demand Cyan research lab in Grass Valley
Computer Faire six years later though. that developed an alternate full color
The common questions Bushnell version of Gotcha that Atari released
and Dabney got were “Isn’t this just
a novelty?” or “Isn’t it expensive to
It wasn’t a videogame because the in October 1973. Animated characters
were introduced by Ramtek’s Baseball
broadcast?” (yes, some thought that
because there was a television inside
planes appeared to be on a rotating in 1974 as the industry moved to make
more detailed and interesting games
that the picture of the game was being
broadcast). Regardless, contrary to
piece of screen beyond simple ball and paddle driven
games. 1975 saw the intro of giant
Ed Logg
Though largely When did you first want to do this (create What jumps out about
unknown to many, experience videogames games).” It was the coolest video arcade games in
Jeff Bell is uniquely and how did you get thing I had ever seen. When the Seventies era for
experienced to involved with Atari and I got out of the hospital you compared to the
comment on the video arcade games so in November one of my later decades? say something like ‘Oh yes!
video arcade game early on? friends, Derek Becker, was In 1972-74, we had to explain I have one…’, and I would
industry. Starting In late 1972 I had just working at this place called to people what a videogame feel the need to explain
in February 1973 applied for a job at Toys ‘R Syzygy collecting coins out was. By 1976 that had that I worked in ‘Coin-Op’,
at Atari Inc, he Us and was just about to go of pinball and videogame changed to explaining what that a quarter was required
remained in the into the hospital for health machines for them. He told a ‘coin-op’ video game was. to play. By the Eighties,
industry until 2003 issues when my friend me all about Syzygy and By the Eighties we needed perhaps as an outgrowth
when Midway Games Keith Lafever came over their game Pong that was to explain what the ‘Real of the Consumer Division's
shut down what to my house and excitedly coming up. When I got out Atari’ was. success, we began to refer
was le of Atari’s said ‘You’ve gotta see this! of the hospital it turned out to ourselves in conversations
coin operations You’ve gotta come!’. So I all my friends were working Can you elaborate on the and on T-shirts as ‘Coin-
aer exiting the coin jumped on the back of his there at Syzygy. I went in last two statements? Op – The REAL Atari’. This
industry in 2001 motorcycle and ran up to and met Nolan Bushnell, Sure. By the mid Seventies, wasn’t well received by
Sunnyvale Bowl where there who gave me a job, but I the first impression many the other divisions. I heard
was a Computer Space. I couldn’t start until February people had of videogames that we had been asked to
put the only five dollars I had when my doctor cleared came from home game not use the phrase. Today I
to my name in that machine, me. Because I couldn’t lift consoles. Whenever still respond as I did in the
it was my first coin-op anything I became the third somebody discovered that I Eighties, ‘I worked at Coin-
videogame, and I said “I Pong inspector. worked at Atari, they would Op, the REAL Atari’.
12 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
» Electromechanical games predated video games in the » Tank’s military combat theme would be replicated often
arcade, informing the cabinet design of the latter. in years to come.
with some very popular video arcade coin industry to come about, however
games being released. From a pop 1979 was really when the demand for
culture perspective, the late Seventies the engaging medium skyrocketed.
was an explosion of high-tech interest Many non-traditional locations (family
by the public, arguably fuelled by the restaurants, doctors offices, gas
1977 release of the film Star Wars. stations, etc) suddenly started operating
Demand for electronic driven consumer the computer-driven machines there,
devices, gadgets and entertainment and for a kid it seemed everywhere
seemed to skyrocket and in the arcades you’d go there was an opportunity for
multiplayer games like Indy 800 and arcade games were still just more of a videogames were poised to fulfill a kid’s you to ask your parents for a quarter (or
the continuation of the expansion of curiosity in the public consciousness. demand to live their own space battle- a ten pence piece in the UK) to play a
gaming ideas, including a variety of It really wasn’t until this mid-Seventies driven fantasy. game. It would also set up a time when
driving and war games. However, it was period and the arrival of the inexpensive The game which lead the charge dominant hits were first released as
one technological advancement in video TV-tennis home game systems like to feed that hunger, and became a coin-op machines and later ported to
arcade games that made the biggest Atari’s Home Pong and Magnavox’s phenomenon of its own during the home versions, something that would
splash that year: the addition Odyssey 100 and 200 that public process, was Space Invaders. Created by last until the mid Eighties.
of microprocessors. awareness really began to take off. the same person behind Taito’s Western
All the major arcade companies Certainly video arcade games had Gun, Tomohiro Nishikado, in 1978 it took
had already begun exploring adding been making appearances in film and Japan by storm and soon after the rest
microprocessors to pinball machines television since the early Seventies of the world. Games like Exidy’s Star Fire
during 1974, and by early 1975 that had (the first well-known one being brought the literal Star Wars experience
extended into video arcade games; Computer Space’s appearance in to the arcade, but it was the further
Lead by Cyan at Atari and Dave Nutting 1973’s Soylent Green). But now with extreme popularity of 1979 space shooter
Associates (yes, that Dave Nutting) that the buzz generated by home games, games like Namco/Midway’s Galaxian
was now affiliated with Bally/Midway. the appearances in those entertainment and Atari’s Asteroids and their ever-
Dave Nutting’s project – transferring mediums became more frequent. increasing game technology that gave a
the Taito-licensed Western Gun into a The real growth of video arcade taste of what was in store for the Eighties
microprocessor driven game – was first games though, both as the dominant while providing a thirst for more.
in November 1975. That was (almost force in the coin industry and as a It took eight years for the beginning
ironically) followed by Atari/Kee’s Quiz popular form of entertainment in general, of the dominance of videogames in the
Show quiz game in April 1976 at the started in the latter part of the Seventies.
same time they were debuting one of A result of what was really a perfect
the last of their big non-microprocessor storm of reasons, driven by the uniquely
games, Breakout. timed appearance of a very popular
Even with all this advancement of movie combined with a cornucopia of
videogames in the coin industry, video microprocessor driven devices along
BOB POLARO
“Without question Missile
Command – best feel of any
game when putting out the
spreads.”
ARCADE CLASSICS | 13
F THE SEVENTIES HAD BEEN the likes of Space Invaders publisher
A TIME OF EXPERIMENTAL Taito, Nintendo, Konami, Namco and
INVENTION FOR THE Sega competing for floor space with
ELECTRONIC AMUSEMENT Atari, Williams Electronics, Stern, Bally/
INDUSTRY, THE EIGHTIES WAS THE Midway and Exidy.
DECADE IN WHICH IT BLOSSOMED “It was a gold rush,” says Exidy
WITH INNOVATION, USHERING IN programmer Ken Nicholson. “Anything
THE SO-CALLED GOLDEN AGE OF with a screen at a pizza parlour would
ed a s. ARCADE GAMES. “It was the time gobble up quarters. Another factor
uc in-op om
when fully formed videogames first was the availability and growth of
ighti icon insig he crafted games unleashed a mania of coin-op games from Japan started to
Th ltitud an ga ers in es to of these new fangled videos. Since aesthetic reasons but then games from
moarcade
fast in amusement parlours in the innovations came from Japan. Different
period from 1980 to 1983 that it was styles of play evolved in the East
an
hard to keep track of all the goodies – and West. They were very dominant
Battlezone, Missile Command, Pac-Man, in character, maze, shooting and driving
Defender, Frogger, Tempest and Donkey genres, and were highly influential in the
Kong to name just a handful. It was the birth of fighting games. Many Japanese
decade that saw the appearance of the developers, strongly influenced by
first LaserDisc game, Dragon’s Lair, anime culture, emphasised character
spectacular coin-op cabinets like Spy development, hand-drawn animation and
Hunter, Star Wars, OutRun and Space backgrounds, and a more deterministic,
Harrier, the first arcade game with 3D scripted, pattern-type play as in Space
polygon graphics, I, Robot, and the Invaders, Galaxian and Pac-Man.”
rise of companies like Capcom and “American designs reflected a
SNK. Behind the burgeoning cabinet programmer-centric design culture,
rosters of the arcade operators lay emphasising algorithmic generation of
an East versus West power struggle backgrounds and enemy dispatch. There
between North American and was an emphasis on random-event
Japanese manufacturers, with generation, particle-effect explosions and
» The stunning
Tempest (1981) was
Atari’s first full-colour
vector arcade game.
14 | ARCADE CLASSICS
Jeff Minter discusses
Eighties arcade tributes
using an established firework display; the absolutely
template and you perfect balance of beauty and
know when it’s brutality that is Robotron…
working right. When Those things are still beautiful
it’s working but now, but back then, when
doesn’t feel like it only a few years previously the
should then you whole idea of ‘game’ involved
physics in titles such as Asteroids, Space » Gottlieb’s learn about tuning cards or boards or sports you
Q*bert (1982)
Wars and Defender. The increased was one of the stuff as you adjust were rubbish at because you
emphasis on algorithmic AI, physics most successful things to make it didn’t have 3D vision, the
and randomness favoured a more US-developed correct. You learn opportunity to step into and
character-based
improvisational and tactical playing style, arcade games. What’s your earliest memory about hardware limitations dance within these exquisite
due to the lack of scripted events. It was of an arcade? and you start maybe learning glowing other-dimensional
a big challenge to be innovative in the I’m so ancient my memories ways to program around them worlds was something
face of such revolutionary competition. of arcades actually go back to if you’re trying to clone an extraordinary and wonderful.
All Western developers were strongly before the dawn of time when arcade game that came from It’s that feeling that I want to
inspired by the master designs coming there were no videogames. hardware more powerful than try to convey to people today,
from Japan. For example, American When I was five years old our you are using. And at the end with the kind of stuff I make.
games such as Centipede, Q*Bert and family started what was to be of the day if you weren’t too
Robotron 2084 were strongly influenced a succession of annual Welsh cheeky about it after all that Your own games improve on
by Japanese character animation styles.” holidays near Snowdonia. good learning you ended up the arcade originals, why do
While the Japanese had the edge with Central to these outings were with a product you could sell. you do this?
character-based titles like Pac-Man, Dig frequent visits to The Golden I think it’s just a natural
Dug and Mr Do! American designers led Sands on the seafront at You’ve cloned many popular progression; when I started the
the way with engaging and novel action Tywyn, a combined chip shop shoot-’em-ups. What do you first things I did were stuff like
games and shoot-’em-ups such as Joust, and arcade. No videogames, love about the genre? Centipede and Space Invaders
Tempest and Defender. “Character and but I remember playing on I’ve just always loved shooters, on the ZX81 and Defenda on
shooter games were the two genres that the grabber machines, penny I enjoy the headspace they the VIC-20, and then Atari
defined the era,” states Eugene. “On the slot machines, pushers, put you into, the so-called started getting less tolerant
character side, Pac-Man, Donkey Kong, mechanical horse racing ‘zone’ state that is always of people doing clones and I
Q*bert, Frogger and Mario Bros set the thingies and those driving the place I aim to take you wanted to do a Centipede-style
pace; and in the shooters the defining games that had a rolling film to in my games. I particularly game on the VIC anyway, so I
titles were Missile Command, Defender, with the track on it and your enjoyed the look of some of perforce had to make it not so
Berzerk, Robotron, Galaga, Centipede, car was on a stick. The first the earlier shooters, again obviously Centipede-ish, and
Tempest and Zaxxon, among others.” arcades I used to hang out the phrase “abstract beauty” ended up making something
Williams Electronics was, alongside in with any kind of regularity springs to mind. In most that I actually liked more than
Atari, arguably the most pioneering of were the old Piccadilly games the graphical limitations vanilla Centipede. Learning
the early Eighties US coin-op publishers. Arcade up in London, and the of old systems just make the that it’s okay to colour outside
It was one of a number of American Crystal Rooms off Leicester games look like shit when the lines is an important part
companies, including Bally, Stern and Square. The old Piccadilly viewed through modern eyes, of anything really. Scrolling
Gottlieb, which made the transition from Arcade no longer exists as it but when you look at stuff shooter suddenly didn’t have
producing mechanical amusements was underneath where the like the pure glowing vectors to mean Defender or Scramble
and pinball games to video Trocadero is these days. I can of Asteroids and Tempest; – why not camels or sheep?
arcade games. Eugene still remember exactly where Galaxian with its insectoid These days of course it’s
had started the Star Fire machine was primary-coloured aliens like kind of inverted from what
(that I put some tasty high little bright jewels against it used to be back
scores on). the star-studded black; then, where
Defender where you really the arcade
Why do you think so many could visibly blow things games were
developers started off into their component way more
making clones? bits like some kind powerful
Cloning an arcade game was of mathematical than the
a good way to learn the basic deconstruction hardware you
necessary skills of game were trying
design and programming. to port them
Arcade games are existing to. Doing
designs that you know work, a simple
so programming them when remake is
you’re learning teaches you a pretty easy,
INS
TRIP HAWK e arcade game; in fact I bought lot. You learn the basic skills of
moving stuff around, reading
but a modern
update of a
“Gauntlet is my favorit had in their
t Gauntlet that they joystick inputs, making noises game is tricky
my parents an uprigh l hear the game –
yea rs. I can stil and implementing game logic to do well.
basement for many
‘Welcome, Elf!’”
ARCADE CLASSICS | 15
of the traditional pinball table
was also a source of inspiration
for other game manufacturers.
“Games such as Breakout and
Space Invaders adopted the
basic human versus machine
pinball game style – three balls (or
1980
QNamco launches
lives) per game, and the ability to win
an extra ball (life) with a high scoring
achievement,” Eugene explains. “So it
» R-Type (1987) is one of
several classic Eighties
scrolling shooters
including Gradius,
Pac-Man, the first was a natural transition to move from Salamander and the three-
screen monstrosity Darius.
arcade game to pinball to video.”
eclipse Space Defender ’s dazzling, pyrotechnic
» Bally/Midway gave
out programming sound and players the chance to live
Invaders in terms visuals and blistering sound effect took
gameplay features in pinball games for out their 007 fantasies in of units sold. arcades by storm, and its free-flowing,
Atari and Williams, and this early industry Spy Hunter (1983). Atari’s Battlezone multi-directional gameplay represented a
experience was to become a huge and Williams’ huge step up from Konami’s Scramble,
influence in the creation of his arcade Defender are released a year earlier. The aural delights
© Olly Cotton
titles, Defender and Robotron 2084. released. of Williams arcade games became a
“Pinball was a great training ground,” signature of Eighties arcades, along with
he tells us. “Audio was especially
important in pins because there is
so much dead time where the ball is
1981
QDonkey Kong
Pac-Man’s distinctive wakka-wakka,
Berzerk ’s robotic speech and the jingles
and digitised movie quotes from Atari’s
multiplayer coin-ops like Gauntlet, Bubble
Bobble, Salamander and Double Dragon.
rolling around the playfield, not hitting reaches Western Star Wars cabinet. Williams also had one esigner of Q*bert Warren
any targets. Background sounds were shores, introducing of the first two-player cooperative arcade Davis remembers, “I
used to generate increased tension us to the now- titles with surreal physics-based flap- probably played games in
and excitement as a game approached familiar King ’em-up Joust. “This was one of the first bars more than in arcades,
a climactic event. My pinball sound » Dig Dug (1982), Kong-inspired ideas I had on the game,” says designer and you would know what games the bar
work lead to the creation of many of a tunnelling action ape and Nintendo’s John Newcomer. “If it could be designed had. So when you went back and they
game from Pac-Man
the amazing synthesised sounds for manufacturer Namco. perennial mascot, for two players to compete or cooperate had a new game, it was a big deal. You’d
Defender, Robotron and other games in Super Mario. simultaneously, it meant two coins would check it out, maybe watch other people
the classic era at Williams.” The format go in the machine at the same time. play and then decide if you wanted to risk
1983
QStar Wars,
“Coin-op games at the time were
all single-player, except Wizard Of Wor
and Space Wars, which was a dead
one of your own quarters on it.
“Williams seemed to have the most
intense game experiences. I wasn’t
Q*bert and game by this point. My hope was that particularly a fan, but I admired the skill
Spy Hunter hit Joust would be a step towards making a person had to have to master their
arcades, while two-player take off in subsequent games. games. My favorite Williams game was
Cinematronics Unfortunately, people did not go for probably Joust. Who knew I would later
unleashes the two-player feature. It helped the get to program Joust 2? I liked Dig Dug
Dragon’s Lair, the cash box a bit, but the vast majority of and the Star Wars vector game from
first LaserDisc plays were still single-player.” But while Atari, Berzerk from Stern, Pac-Man
game. Capcom is Joust was the exception to the norm in and Tron from Bally/Midway. I always
established. 1982, it paved the way for later Eighties thought Williams pushed the envelope
BEN
DAVID BRA game was the excellent Williams
“My favourite arcade 2 machine code.
1986 I always thought Williams pushed
Defender, written by
Eugene Jarvis in 650
of the game, and for
me was the first
QSega releases
OutRun, one of the the envelope in terms of graphics
I loved the challenge
game I saw in the arc
ades tha t wa sn’t a
in colour (ie not stic
Spa
k-on
ce Invaders
strips on the
most successful
driving games with Joust and Sinistar
derivative, and was of the decade. Warren Davis
Invade rs ).”
TV screen like Space Taito releases its
© Luna City
popular game
Bubble Bobble.
1989
QAtari’s STUN
Runner and Hard
Drivin’ take racing
games into full
3D. Final Fight
and Golden Axe
represent the peak
of popularity for
scrolling fighters. » Bally/Midway’s beautifully neon-lit » The Double Dragon games, along with Final Fight
» I, Robot (1983), the first polygon arcade title, from Missile
cabinet for Tron (1982) was a work of art. and Golden Axe, were defining scrolling beat-’em-ups.
Command and Tempest designer Dave Theurer.
16 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
ARCADE CLASSICS | 17
HILE THE NINETIES that its developers had hoped for.
WOULD PROVE “Smash TV won some arcade awards,
TO BE A TIME OF and had decent success at that level,
GREAT CHANGE but it was still a disappointment to me in
IN THE ARCADE INDUSTRY, YOU terms of sales and cash box collections,”
WOULDN’T KNOW IT TO LOOK confides Mark. While Mark would
AT THE EARLY YEARS OF THE eventually go on to huge success with
DECADE. Scrolling beat-’em-ups, NBA Jam a few years later, Smash TV ’s
he
popularised in the Eighties, continued to situation was one that was mirrored
ts t prove popular with audiences. Konami across the industry – a quick look at the
rpe r ecad ayers ers introducing new Space Invaders games rather than enormous hits. Even the
ic k ’s fin whe ufac Electronics, a young Mark Turmell was were old experiences dressed up with
c c
ar inan and hnolom joined Williams Electronics with the
sole purpose of reviving the dual-stick
But the first signs that the winds
of change were blowing came with
domghtinger tec
control, and told them so during my the first enormous hit of the decade.
interview process,” remembers Mark, The original Street Fighter had done
who was as thrilled by the power of reasonable business for Capcom in the
bat
games, where you only had a few footnote in the history books. Street
sprites that could be on the screen, so Fighter II ’s colourful cast of international
this was an amazing advance for me. In martial artists and sublime gameplay
the first few days I kept turning on more quickly endeared it to millions of gamers
and more objects on the screen worldwide. The game would prove
drifting toward the player, and responsible for the rise of the one-on-
was mesmerized by the power.” one fighting genre, and is often credited
Smash TV was a game that with renewing interest in arcade games
typified the arcade experience, during the early part of the decade.
with fast action, amazing amounts Previous arcade games had often
of carnage and huge bosses. focused on co-operative play or indirect
However, it wasn’t the success competition for high scores, but Street
18 | ARCADE CLASSICS
» No matter what game
you were playing in the
Nineties, there was a good
chance that you’d see this
screen appear…
it wasn’t the first game to feature How did more advanced strategies spread in
AYBROOK
sprites digitised from human the days before YouTube and mass access to
ANDREW BR just as arcade games
ing up
actors – they were introduced in community websites?
“We were lucky to be grow y the early Eighties and popularised The most obvious way was to go to the arcade. Watch,
had a big influence on us. Toda
started appearing, so they first
by Pit Fighter in 1990 – the play, learn. Get beaten, get better. It was that simple.
ce Harrier as it was the
my favourite might be Spa combination of the graphical After all, every match was technically a ‘money match’,
platform. The music was
game I played with a moving ions .”
approach with a high level of with pocket money or part time wages at stake in front
on-riding bon us sect
dynamic and I loved the drag violence and gore caused a major of crowds.
moral panic in the way that the Some people had links in the east, as the Asian
cartoonish likes of Time Killers never community in London was huge, as was the high
Fighter II ’s key appeal was in standing could. Mortal Kombat would go on to street market for grey imports. Some people were
next to your opponent as you bested be one of the key titles in the 1993 US lucky enough to have multi system VHS players and
them, a factor which paved the way Senate hearings on videogame violence, imported tapes to help study. People with plenty of
for both the game and the wider genre though largely due to its appearance money invested in Superguns, homemade consoles
to become popular in tournament play. on home consoles. However, the capable of running arcade boards, or the Neo Geo AES.
Later in 1991 SNK released Fatal Fury, Amusement and Music Operator’s This allowed people to practice at home by dropping a
a one-on-one fighting game directed by Association was represented at the huge lump sum rather than 50p coins.
Takashi Nishiyama, a former Capcom hearings and, along with the American
employee who had served as the Amusement Machine Association, With so much competition in the fighting game
director of the original Street Fighter. As created a parental advisory system market of the Nineties, do you feel that any hidden
the two companies became increasingly the following year. This didn’t stop the gems were edged out of the scene?
prolific in the genre, a rivalry developed release of Mortal Kombat II, nor other Absolutely. Only recently a bunch of us were
which would last for the remainder of gory fighters that appeared in 1994 discussing how much of a shame it was that games
the decade. such as Bloodstorm and Killer Instinct, such as Ninja Masters and Breakers Revenge lost out
As well as providing a business boost, but applied a colour-coded rating to the because they were overshadowed by games such as
the beat-’em-up sensation produced cabinet for all to see. the Last Blade series. Even the Street Fighter III series
controversy. While the likes of Street Around this time, the demise lost out to the unstoppable popularity of the King Of
Fighter II and Fatal Fury had been of an old technology Fighters series, and was only able to blossom
violent, they were never gory. Mortal became apparent. after the turn of the millennium.
Kombat quickly changed that. Though Laserdisc
20 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
It wasn’t just the developers based games, introducing the similarly While music games were
struggling to keep up. The pace at prolific Dance Dance Revolution in 1998, ascending, other genres didn’t
which technology was advancing meant then Guitar Freaks and DrumMania in fare so well. Despite the high quality of
that operators needed to invest 1999. Other developers were taking releases like Spikeout, scrolling beat-’em-
heavily in new machines to notice, too – by 1999 Sega had given ups were hard to come by towards the
stay relevant in the Nineties. us the maraca-shaking favourite Samba end of the Nineties, in part due to the
Additionally, major attractions De Amigo, Namco had introduced the difficulties faced by developers during the
had become important to operators,
but they came with a price. Dedicated
cabinets with unique control methods
1991
QStreet Fighter
Taiko No Tatsujin drumming series and
Andamiro had introduced Pump It Up, a
dancing series to rival Konami’s Dance
transition to 3D. Traditional shoot-’em-ups
had also largely been confined to Japan,
whether 2D or 3D. The advances in
like Prop Cycle, Wave Runners and Rapid II is released, Dance Revolution. These games would console technology meant that players
River were great for drawing customers, popularising one- initially become popular in Japan, but were concentrating on the games which
but couldn’t be upgraded with new kits on-one fighting » NBA Jam’s success some canny localisation saw Dance they couldn’t get at home – and operators
like lightgun or racing cabinets could, games and earning was enormous, prompting Dance Revolution become a worldwide responded with their purchases, a fact
Midway to expand the
leading to stagnating line-ups later down Capcom hundreds formula to other sports
hit (albeit under the name Dancing reflected in the hits of the era. While the
the line. Inevitably, these costs were of millions of with games like NFL Blitz. Stage, in Europe). likes of Crazy Taxi and Hydro Thunder
passed on to players – the price of a dollars in sales. It didn’t always work… might have received excellent home
credit would creep up over the course of conversions later on, it was hard to beat
the decade before settling around £1 for
new releases.
It’s ironic then that one of the great
1993
QNamco’s Ridge
having a steering wheel and pedals.
By the end of the Nineties, arcades
had lost their edge over mass-market
trends of late Nineties arcade gaming Racer becomes the home consoles, some major companies
began with a small cabinet with low first game ever to had fallen by the wayside and operators
graphical power – Beatmania. Konami’s employ texture- were feeling the pinch. But with the
1997 release saw players spinning a mapped polygons, music game boom buoying the industry
turntable and hitting buttons on a keypad a technique still and hits still arriving in other genres, the
to match the notes dropping down the used today. outlook for the new millennium was
screen – a simple concept, but one good. Of course over a decade on, we
which hooked thousands of gamers and
has seen over 40 arcade releases to
date. Konami, realising that it had a hit on
1996
QSega opens
know better – which brings us to the
concluding part of our arcade history…
1997
QBeatmania
arcade music games to
international audiences?
The absolute, number
the addicted hardcore. The
Beatmania IIDX series is
now 21 instalments old, and
launches in one rule is to make the there are songs that on the
Japan, the first of games as unintimidating as top difficulty, have only been
Konami’s many possible. Konami's biggest cleared by a small handful of
» Time Crisis ran on Namco’s popular music Why did early games like music-game localisation people worldwide.
System Super 22. games. Beatmania and Dance success is without a doubt,
Dance Revolution have such Dancing Stage Euromix, What are the key titles
1999
QBuriki One
a high impact?
Generally speaking, because
they came with their own
which contained well-chosen
licensed songs that had
simple difficulty levels, which
for people to play to get a
grounding in the history of
the genre?
launches in Japan, dedicated cabinets and were were offered to players first I would recommend that
becoming the final sound-driven games, they in the song list. people try the first Dancing
release for SNK’s had a particular knack for Stage Euromix for a decent
short-lived Hyper catching attention in a row A competitive scene has game that remains a
Neo Geo 64 board. of machines. Dance Dance developed around music shining example of a good
Revolution in particular games. How heavily localisation, and an instalment
also added a great blend are the needs of this from the five-key original
of gameplay and physical audience factored into any Beatmania series because it
activity, being particularly development decisions? is the father of the modern
intuitive to first-time players Massively so. Although arcade music game genre.
and the double-edged there is at least a moderate Also, any instalment past the
sword of being humourous/ attempt to add low-difficulty eighth mix for Beatmania
embarassing to play. and some licensed content to IIDX for a taste of how far
the games, the vast majority the series has evolved and
What are the key of the new instalments in the just how truly, monstrously
considerations for established series of music hard a music game can be.
ARCADE CLASSICS | 21
» Often, the credits display was all that
visually distinguished arcade games from
their home console counterparts.
de to
ui e
HE STRENGTH OF to become bankrupt. But while these
r pe i h the gam g OFFER ENTERTAINMENT THAT dinosaur stuck in a time warp,” says
ick in w llow crea TURN OF THE MILLENNIUM, THE and tap into the enthusiasm of the kids
N era s fo han TECHNOLOGICAL BOUNDARIES and you get massively jazzed about
an ustry i ther t
BEGAN TO CHANGE. your next project.” Meanwhile, SNK’s
Sega’s primary arcade board was the intellectual property was quickly bought
ind ds, ra
NAOMI, essentially an arcade version back by Playmore, a new company
of the Dreamcast, while Namco slowly formed by SNK founder Eikichi Kawasaki
tren ones
shifted towards the PlayStation 2-based that quickly entered the arcade market
System 246. For the first time ever, – though still reliant on the ageing Neo
the technology at the top of both home Geo hardware.
new
and arcade markets was the same, and In an effort to retain the hardcore
dedicated arcades struggled as hardcore players, arcade manufacturers began
gamers looked elsewhere. to implement new hardware features.
The number of arcades operating Virtua Fighter 4 popularised the use of
in the USA had slumped from 10,000 memory cards, which allowed players
during the Nineties boom to just 3,000. to track their wins and losses as well as
As business conditions worsened, customising their characters. Memory
companies began to exit the market. cards quickly proliferated across genres
Midway closed its arcade operations – from gun games like Ghost Squad to
in the early part of the decade in music games such as the Beatmania
order to concentrate on the home IIDX series, and even racing games
market, taking with it the recently like Mario Kart Arcade GP. However,
absorbed Atari Games. In Japan, international arcade operators didn’t adopt
SNK’s failing finances allowed it the cards in huge numbers, meaning that
to be bought by Aruze, a pachinko they’re still primarily found in the Asian
manufacturer that stripped the Neo Geo market. Another major development
manufacturer’s assets and allowed it was the addition of online functionality
22 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
2001
QVirtua Fighter
traditional joystick-based games have
almost disappeared. While some notable
exceptions exist – Super Street Fighter
4 is released IV, Virtua Tennis 4 and Pac-Man Battle
in August, Royale have all arrived in the last few
popularising the years – the market today is primarily
use of memory composed of driving games and lightgun
cards in arcades. games. The result is that products are
developed with those genres in mind.
» Lightgun games are now
one of two staple genres
in the arcades.
2004
QSNK Playmore
Where Batman was represented with
scrolling fighters in the Nineties, in 2013
Raw Thrills adapted the licence with a
releases its final driving game that harks back to the likes
to arcade games. Western releases a supplementary attraction rather than game for the Neo of Chase HQ.
such as the Big Buck series of hunting the main draw. It’s a simple change, Geo board in April, But ultimately, that situation makes
games often feature national high score but one that has required developers to 14 years after sense. “The arcade is all about
tables and tournament features, while adjust their development practices. “The its launch. physicality and human interface,”
online multiplayer is usually reserved for arcade is a much more casual space,” Eugene tells us, and when you look
Japanese games. The poster child for this
approach is Sega’s Border Break, a mech
combat game that has generated over
Eugene tells us, “so we have to make
a game wider as opposed to deeper,
and make sure every player has fun and
» Arcade memory cards
can become collectibles
in their own right,
featuring a variety of
2005
QSquare Enix
at the new products to hit the market,
the most successful ones hit a number
of his key features – “Huge monitors,
£60 million in sales since its introduction a challenge. We have to go light on the attractive designs. purchases Taito immersive racing cockpits and physical
in 2009. punishment, even though it is always Corporation in I/O like lightguns, motion cabinets,
But the majority of arcade fun to see a player totally destroyed!” September to enter leaning motorcycles.” No matter how
manufacturers today aren’t making The other major adjustment, at the arcade market. impressive your home entertainment
games for the long-departed hardcore least as far as the Western market is system, it doesn’t offer domed screens,
gamer – they’re making them for the
people visiting theme parks, seaside
resorts and bowling alleys. Though
concerned, has been the marginalisation
of genres. Music games have suffered
heavily, thanks to a combination of
2006
QOnline coin-op
moving seats or air jets – and it probably
never will. The likes of Mach Storm
would lose something in the home, and
there are still dedicated arcades which recession-fuelled conservatism and news site Arcade it’s this fact that ensures that arcade
are running at a profit, the locations that the boom (and subsequent decline) Heroes launches in games remain in demand.
have best weathered the storm are US of peripheral-based music games on December, mixing Despite the diminished status of
chains like Dave & Busters and Chuck E home consoles. Five new music games player perspective the arcade in the bigger picture of
Cheese’s, where arcade games serve as were introduced to the UK market at with industry videogames, Eugene’s ambitions remain
2009’s Amusements Trade Exhibition insight. sky high. “Like bank robbers living for
International show, but by 2013’s » Lightgun games with big that one last job, arcade developers
European Amusement and Gaming
International show the genre was absent
licences attached tend to
perform well.
2011
QThe London
dream of creating the next humongous
hit – the new Pac-Man, Tetris or Angry
Birds that will catch the world on fire.”
Trocadero’s Perhaps in the future, Retro Gamer will
It is always fun to see a Funland arcade
closes in July,
be telling the story of
how Eugene created
player totally destroyed following a failure
to meet rent
that new arcade
sensation. We can
Eugene Jarvis
» Manufacturers now regularly utilise popular home payments. only hope so.
console games to provide new products.
as Temple Run and Doodle Jump have been adapted into hybrid
products combining videogames and ticket redemption.
The use of home brands provides arcades with name
value and oen proven high quality, but the success of the
conversion depends greatly on the approach taken by the arcade
manufacturer. Konami’s Silent Hill and Castlevania games
were entirely new experiences, but proved to be heavy-handed
adaptations that attempted to wedge both series into the lightgun
shooter template. More successful was the Mario Kart Arcade GP
series, which provided new content and didn’t need to veer far
from the design of the console games to provide a good arcade
experience. The most prolific company has been Sega, whose
European arcade team has worked with the likes of Sumo Digital
and Codemasters to produce excellent arcade conversions of
Sonic & Sega All-Stars Racing, Virtua Tennis 4 and GRID. » Music games were popular arcade attractions throughout the last
decade, but lost out to home games like Just Dance.
ARCADE CLASSICS | 23
Funspot arcade in New Hampshire, USA, is a glorious
reminder of the days when arcades ruled the gaming
world. Paul Drury reports from retro heaven
WE ARE HERE!
BOB LAWTON
OWNER AND FOUNDER OF FUNSPOT
QBob opened up the first
Funspot in 1952 with his brother OB LAWTON PATS origins of Funspot. Back in 1952, Bob, an operator from over in Concord
John, who sadly passed away in THE HULKING AFTER fresh from graduating with a degree and the first game he brought us was
2003. During the boom years of BURNER COCKPIT in chemistry, swapped test tubes for Tank. That one machine took more
the Eighties, they ran Funspot CABINET AND SMILES. golf clubs and built a course on the than the whole room of nickel and
arcades across New Hampshire “WE PAID $11,000 FOR THIS IN second floor of the Tarlsen building in dime games we had. It showed us
and even as far afield as Florida. APRIL 1987, WHICH WAS A HUGE Weirs Beach, New Hampshire, a short what videogames were going to do.
AMOUNT OF MONEY BACK THEN. walk from Funspot’s current home. I loved that guy. We stayed with him
GARY VINCENT BY 1 JULY THAT YEAR, IT HAD In partnership with his brother John, for years!”
FUNSPOT MANAGER AND ACAM PAID FOR ITSELF. PEOPLE WERE the pair built up the business over So Funspot rode the videogame
PRESIDENT QUEUING UP TO PLAY IT!” the following two decades, adding wave from the pioneering Seventies,
QGary took a summer job at Bob, the founder and general rifle galleries, a skee-ball alley and through the Golden Age of the
Funspot in 1981 and never left. manager of Funspot, can talk about numerous other arcade attractions. Eighties and into the last real hurrah
He was instrumental in creating any of the machines in his colossal Then one day in the mid-Seventies, of arcade cabinets in the Nineties.
the museum and he still spends arcade – officially named the biggest in walked an animated Italian, who And they’re all still here for gamers
many hours restoring old in the world by Guinness World began gesticulating wildly… to enjoy. Classics like Robotron and
cabinets, ready to bring them Records in 2008 – as if it were an old “He was waving his hands and Asteroids, obscurities such as Space
onto the arcade floor. friend. And Bob has a lot of friends. saying, ‘Let me get rid of all this Fury and Quantum, monsters like the
Over 600 machines are spread junk and put in some good G-Loc full-motion 360 cab and a row
MIKE STULIR across three floors and walking games’,” laughs Bob. “He was of linked-up Daytona USA machines.
ACAM BOARD MEMBER through the building is like taking
QMike is one of the many a tour through the history of
volunteers who devote their arcades. You’ll spot ancient
time to making ACAM such an baseball flicker games, electro-
extraordinary place. “I want mechanical machines from the
to make sure these pieces of Sixties, scores of pinball tables
Americana are here for future and even one of those ‘Love
generations to see and enjoy,” he Tester’ gadgets.
says, proudly. There’s a whole mini-golf
» Cabinets as far as the eye can see.
course, too; a sweet nod to the
24 | ARCADE CLASSICS
WHEN ARCADES RULED THE WORLD
INDY 4 1976
QThis imposing four-player
racing game greets you at the
top of stairs as you enter ACAM
» They just don’t make upright » Anyone fancy a two player
driving cabinets anymore… game on, erm, anything… and it’s a poignant reminder of
the arcade’s long history. “It was
the third videogame we got after
Tank and Seawolf and during the
summer of 1976, it was taking
$140 a day,” smiles Bob.
ARCADE CLASSICS | 25
JOUST
QYear Made: 2012
QLocation: Seattle, WA, USA
QPerson: John McAllister
QScore: 107,301,150
ASTEROIDS
QYear Made: 2010
QLocation: Renton,
Washington USA
QPerson: John McAllister
QScore: 41,338,740
ROBOTRON
QYear Made: 2009
QLocation: Renton,
Washington USA
QPerson: John McAllister
QScore: 1,236,950
GARY BRACEY
“It was always Do
nkey Kong for me
Walter Day tells Retro Gamer about Twin really got me hook
spent a fortune (an
. The first game tha
ed into videogame
d many hours) on
s… and one which
t
I
Galaxies and the birth of score attacking !”
Why did you decide to travel could merge into a sort of higher-state Tony Mattan to make a world record How did you go from an oil broker,
America collecting high scores? of consciousness and out-think the attempt and he did last for 24 hours, to a comedian and then owner of
I loved playing videogames so program. And, such people would be scoring about 24 million points. But, Twin Galaxies arcade? That’s quite
much that I opened an arcade as recognisable by their unprecedented to my surprise, during his marathon a trajectory.
an excuse to be able to play more scores and unmatchable skill set. the media began to call from far away Jon Bloch and I used to do
and more videogames. It was called cities like Kansas City, St Louis, Des Vaudeville-like skits, performing
Twin Galaxies and it opened on 10 When did you realise that the Moines, Atlanta and Chicago, wanting sporadically in the Catskills (Upper
November 1981 in Ottumwa, Iowa. general public was interested in updates on Tony's progress. This was State New York) and in Iowa. And,
I practice Transcendental Meditation high scores? only the beginning. Interestingly, as also, I was an accomplished Rag
every day and, like many people In 1982 a local gamer named Tony more and more high-score attempts Time Piano player, appearing on
who practice TM, I noticed increases Mattan showed me a copy of the began to manifest, Twin Galaxies posters in the Eighties. Then, during
in my mental clarity and eye-hand January edition of Time magazine. would invariably be a part of each the Spring and Summer of 1980, I
coordination. So, I was already It had a cover story on videogames story in the media as we would be was working in downtown Houston
very open to the idea that the best sweeping the world, and in the the adjudicators of the event. A media as an oil broker, creating deals
gamers would be people who were story was mention of one Steve expert once estimated that Twin between the majors (Conoco, Exxon,
using more of their latent mental Juraszek of Illinois who had scored Galaxies was in the news more than Tenneco) and the traders (Tesoro,
capacity and it would express itself 15 million points on Defender. Not 10,000 times during the 1982-1986 Tosco and Apex). It was here in
in terms of higher and higher scores surprisingly, the public was viewing era, concluding that on any given day Houston that I found videogames as
achieved in competitive gaming. So, this as the world record and people during that time there was someone my true love and the first seed of
I went on a personal quest to find all over America were bent on going for a world record on a video desire was planted to someday own
the greatest gamers, the ones who breaking Juraszek’s score. I allowed game and the media was covering it. my own arcade.
26 | ARCADE CLASSICS
TEMPEST
QYear Made: 2002
QLocation: New Hampshire, USA
QPerson: Laszlo Takac
QScore: 1,491,910
PAC-MAN
QYear Made: 2012
QLocation: Beavercreek, OH, USA
QPerson: David Race
QScore: 3,333,360
QTime: 3:33:12.69 seconds
DONKEY KONG
QYear Made: 2015
QLocation: New York City,
NY, USA
QPerson: Robbie Lakeman
QScore: 1,141,800
Q*BERT
QYear Made: 2013
QLocation: Flemington, STAR WARS
New Jersey USA QYear Made: 1984
QPerson: George Leutz QLocation: New York USA
QScore: 37,163,080 QPerson: Robert T
Mruczek
QScore: 300, 007, 894
SPACE
INVADERS FROGGER
QYear Made: 2013 QYear Made: 2012
QLocation: Flemington, QLocation: Virginia, USA
NJ, USA QPerson: Michael Smith
QPerson: Richie Knucklez QScore: 970,440
QScore: 184,870
How did it feel when There are inspiration culture, honoring the iconic industry
Twin Galaxies was numerous games that test a man’s remained to pioneers, the legendary game
recognised by The soul. And, they are so difficult that be a high- designers, the celebrated world
Guinness Book Of it takes a major amount of practice score champ. champions and the historic milestones
World Records ? and luck to raise your high score and landmark events. Plus, I am
It happened in the summer of 1983. even 1,000 more points. They are all What’s the most writing a musical based on my
They had never recognised games played on Twin Galaxies Tournament impressive high score endurance experiences running Twin Galaxies
because they were intimidated by Settings (which means you get only a test you’ve witnessed? back when the City of Ottumwa
the mass of details and variations in total of five men). They are Robotron, Recently, George Leutz, of New became the “Video Game Capital of
games and gameplay, acknowledging Defender, Stargate, Q*bert and York City, lasted about 85 hours on the World (1981-1984).” These new
that it was a field that they were Missile Command. And, of course, one quarter, playing Q*bert to a new projects have me excited so I don’t
reluctant to try and master. So, they there is Donkey Kong, the most world record, eclipsing a record that miss running TG.
relied on our expertise. Our contests legendary contest game of them all. had stood for more than 30 years.
and adjudication supplied them with Is it disappointing to see all your
all their scores for the 1984, 1985 When do you feel the golden period Why did you leave TG and do you hard work currently undone?
and 1986 books. And, then later, the for scores was and why? regret it? TG is about to start up again under
2008, 2009 and then much of the The Golden Age of High Score I want to focus on the educational new leadership. So, all is well in the
first four or five Gamer’s Editions. Competition lasted from 1980-1985. and historical aspects of our gaming Video Game Capital of the World.
After that time, there were fewer legacy by creating a set of videogame
What’s the ultimate arcade game arcades available and very few trading cards that commemorate
for score chasing and why? promotions or contests. By then, little the history of the global videogame
ARCADE CLASSICS | 27
Pong
THE TENNIS CLONE THAT HELPED BUILD THE ARCADE SCENE
»ATARI, INC
»ARCADE
» RETROREVIVAL
» 1972
It’s easy to take for granted today, but Pong
was a huge deal when it appeared in 1972. It
was one of the first commercially successful arcade games,
paving the way for the likes of Space Invaders, Pac-Man and many other
classics. It was enduring, too, and I can still remember some arcades having old
machines when I was a young nipper in the late Seventies, early Eighties.
Pong really came into its own with a second player as it made the game
amazingly competitive. Although you can only move your bat up and down, it’s
actually possible to pull off some insane moves with deft touches of the control
dial. There’s nothing more satisfying than having a long, drawn out rally before
slamming past your opponent’s defences with a cleverly angled ball.
It may have had archaic visuals and extremely simple sound, but it really didn’t
matter. Pong was a gateway into another world, a gateway that proved that
monitor screens could create more than just passive entertainment, no matter
how enjoyable it may have been.
While Pong enjoyed great success in arcades, it also dominated homes
thanks to an insane number of official and unofficial clones that ported the game
at every opportunity. My fondest memories are playing a variation of Pong that
came with numerous other games on my aunty’s Binatone system, but there
were lots of other devices around and your own memories may be different.
Pong may seem old hat, but if you do manage to find a version to play, you’ll
discover that it’s still ridiculously addictive.
28 | ARCADE CLASSICS
ARCADE CLASSICS | 29
If you spent your youth hunched over an
arcade cabinet blasting aliens, Computer
Space is where it all began. Paul Drury
talks to Nolan Bushnell and Ted Dabney
about the granddaddy of videogames
I
quarter in to play this at Lagoon!’”
Nolan Bushnell, sporting exclaims Nolan. “I envisioned a
sideburns but no bushy beard yet, row of screens running from a
is strolling through the Lagoon central computer, each with
Amusement Park in Farmington, a coin slot. Then we looked
IN THE KNOW Utah. He’s manager of the games around us at this million
PUBLISHER: NUTTING ASSOCIATES department, working there to help dollar computer and thought,
DEVELOPER: SYZYGY
pay his way through university. He ‘Mmm, we’ve got a long way
smiles at the rows of pinball tables and to go…’”
RELEASED: 1971
electro-mechanical machines, guzzling It wouldn’t be until the next
PLATFORMS: ARCADE
coins from eager players. decade that, as co-founder
GENRE: SHOOT’EMUP Back at the University of Utah, of Atari, Nolan would see
Nolan is up late, playing Spacewar! his vision of aisles of arcade
in the computer lab into the early machines realised. For now, the
hours. The game, created by Steve prohibitive hardware costs –
Russell and friends at MIT in 1962, Nolan estimates even the
has two starship commanders locked
in a deep space dogfight. It’s a big
hit on campus. And suddenly, a
connection is made…
30 | ARCADE CLASSICS
THE MAKING OF: COMPUTER SPACE
ARCADE CLASSICS | 31
» Former RG editor Martyn Carroll
spotted this cabinet at E3 in 2004.
32 | ARCADE CLASSICS
THE MAKING OF: COMPUTER SPACE
ARCADE CLASSICS | 33
company had had considerable
success in the coin-op industry with
IN THE Computer Quiz, but with that product
BEDROOM reaching the end of its commercial
life, it was eager for new machines
SOME READERS MAY be aware of the to manufacture. “I don’t think they
ongoing dispute as to where the pioneering really understood what a videogame
work on the Computer Space circuitry was, but they thought it sounded like
actually took place. For decades, it was
a capital good idea,” Nolan winks.
thought that Nolan ousted his daughter
from her bedroom to set up shop there “I’d only really got dots on the screen
but, more recently, Ted has gone on record but I presented myself pretty well as
as saying it all happened at his house. We an up-and-coming smart boffin – I
asked Nolan to clear up the controversy. was speaking British for you there –
“The real answer is that it was in both,” so they hired me as chief engineer.
he explains. “Ted was doing his work I left Ampex and was working for
and I was doing mine. Quite frankly, I had
forgotten he was working in his daughter’s
Nutting in the day, helping them » Ted Dabney in 1970, when his daughter’s
bedroom as well. The blogs can get carried finish up some projects, and at bedroom became the cradle for Computer Space.
away. I fuelled it by saying once that I didn’t nights I was working with Ted on
think he even had a daughter. That was Computer Space. I specified in my
grist for the mill…” contract I would retain rights to all
Ted has a slightly different take on the videogame technology, though.”
things. “My daughter Terri used to babysit
The Computer Space circuitry
for Nolan, so he knew I had a daughter, and
his wife back then, Paula, would not let him had been coming together nicely,
do anything in that house. He didn’t even thanks to some assistance from had this suspicion that no one would
own a soldering iron.” an undergraduate on placement have worked out how to do it as
at Ampex by the name of Steve cheaply as I had. They had one in
Bristow, and now that he had a understandably enthusiastic about the coffee shop at Stanford, using a
position at a major player in the his groundbreaking project to bring PDP-10, I think. I thought they’d done
coin-op business, Nolan was Spacewar! out of the computer a great rendition of Spacewar!, but I
lab and into the arcades. Then did a quick costing and thought, ‘This
he received some startling news. is no competition.’”
Someone else had had just the Nolan was right on both counts.
same idea. Galaxy Game was far more faithful
As a student at Stanford in the to the source material, but due
mid-Sixties, Bill Pitts had been to basing their machine around
an actual computer rather than
34 | ARCADE CLASSICS
THE MAKING OF: COMPUTER SPACE
» Controlling your ship can take some getting used to, thanks to authentic outer space physics.
ARCADE CLASSICS | 35
thinks the figure may have been
as high as 2,200 – of the futuristic-
looking Computer Space machines
were manufactured.
And the game flopped. Well, that’s
what the received wisdom seems to of which less than 100 are accounted for.
» Nolan poses with a surviving Computer Space cabinet,
conclude. We wish to challenge this
notion. The sales figures may have
been dwarfed by future hits like Pong Andy Capp’s Tavern, it sat next to a
and Asteroids – which, you could Computer Space cabinet, convincing
Nolan that, in gameplay terms,
,·PWUHDWHGOLNHDURFNVWDU,W·V
EHHQ\HDUVFRPLQJDQG,ORYHLW
TED DABNEY IS LIVING PROOF THAT GOOD THINGS COME TO THOSE WHO
WAIT IN THE GAMES INDUSTRY
argue, was a spiritual successor – simplicity was the key to success. with your hands as well as your mind,
but at the start of the Seventies, a It was a philosophy that he and it has a special place in your heart.”
successful pinball table would only Ted would adhere to when they While Nolan went on to gain
sell around 2,000 units. It provided left Nutting and formed Atari the fame and fortune with Atari, Ted
an income stream for Nolan and following year, thus kick-starting the left the company in 1973, after an
Ted, which helped to fund the Pong whole videogames industry. acrimonious falling out with his
project. Indeed, when the very “I felt this was a medium, former friend. His crucial role in those
first Pong prototype was placed in not just a product,” says Nolan. early days of the games industry
“Remember, there were more games went unacknowledged for years,
on the computers at university than but recently, due to the efforts of
Spacewar!. I’d done a game called games historian and author Leonard
Fox And Geese, there was a baseball Herman, among others, the situation
game… people were programming! is changing.
I was very happy with Computer “I don’t give a diddly-squat about
Space. When you create something games,” laughs Ted, “but getting
this recognition is fantastic. I’m
treated like a rock star. It’s been
40 years coming and I love it!”
36 | ARCADE CLASSICS
THE MAKING OF: COMPUTER SPACE
Space Men
We talk to three industry legends about
their connection to Computer Space
STEVE Nolan was my version when I started took over the 40 or so
BRISTOW supervisor at Ampex working at Nutting in March coin-operated games that
had several and he had me working on of ’72. Production was just Syzygy/Atari had placed all
placements at some prototype circuits, starting in earnest and I over Berkeley and Oakland.
Ampex while which turned out to be was the only person who I had two Computer Space
studying at the University portions of the memory and troubleshot and fixed the machines and one was in
of California at Berkley motion controller boards for boards. Of course I told Larry Blake’s, a bar at UC
in the late Sixties and Computer Space. I saw the people what I was doing Berkeley, near a Galaxy
early Seventies. He later schematics for the game in and how cool it was! I was Game, and I’m sure we out-
followed Nolan to Nutting the office he shared with responsible for assembling earned it. The coin box was
Associates and worked on Ted and I saw pieces of and maintaining the never overflowing, but, in
the two-player version of the prototype in a more two-player version at the fairness, it was a one-gallon
Computer Space, before assembled form when I AMOA show in Chicago in paint can, which could hold
moving to Atari, where he visited them at Nutting. I November ’72. After that, a lot more than the
stayed until 1984. first saw the production I returned to school and Pong prototype!
AL I first saw Computer the fundamentals of his day. They gave up and
ALCORN Space when Nolan patented motion circuit went with buttons. I
was a and Ted invited some of and I went from there. never actually serviced
colleague of their Ampex friends over Remember, Nolan told a Computer Space –
Nolan and to Nutting. I thought it was me Pong was going to Steve Bristow has more
Ted’s at Ampex and an interesting machine but be a home game, so it experience with that –
was one of Atari’s first didn’t expect it to be a great had to use far fewer chips but I do recall servicing
employees. He created success. When I came to than Computer Space! a Pong cabinet at the
Pong, which became work on Pong, Nolan gave I remember Nolan and Stanford student union
the first major hit for me a set of schematics Ted talking about one of and competing with a
coin-op videogames. He for Computer Space, but I the first locations for a Galaxy Game by Bill Pitts.
stayed with Atari into the really didn’t use them, as Computer Space machine I would be scooping
Eighties, working on such they were drawn in a style at a mall. The machine quarters out of our game
successes as the home that made it difficult to had a prototype joystick while Bill was
Pong and the VCS. understand. We discussed and it was destroyed in a struggling with his.
ARCADE CLASSICS | 37
INSTRUCTION MANUAL
FOR
NUTTING INDUSTRIES
NUTTING
INDUSTRIES
When you think of the pioneers of the modern coin-op industry or the game
console business, names like Bushnell and Baer come to mind along with
companies like Atari or Magnavox. As Marty Goldberg shows, the last name
Nutting deserves a similar level of reverence
hile most talk of the early and asked me if I would be interested in repackaging
38 | ARCADE CLASSICS
NUTTING INDUSTRIES LTD
3404 NORTH HOLTON STREET MILWAUKEE, WISCONSIN 53212
S: NUTTING INDUSTRIES
IN THE KNOW
■ All three companies were started by
the same person, David Nutting.
136
ARCADE CLASSICS | 39
MILWAUKEE, WISCONSIN 53212
FIG.2
TIMELINE
I.Q. COMPUTER DEVELOPED.
LAUNCHES NUTTING INDUSTRIES
AND, TOGETHER WITH BROTHER BILL’S
NUTTING ASSOCIATES AND THEIR
COMPUTER QUIZ TWIN, OPENS UP
THE COINOP INDUSTRY TO THE NON
19
USED THE SAME CONCEPT. » [Fig. 2] The original headquarters for all three
companies at 3404 N Holton Street in Milwaukee, WI as
it appeared in 1972 when it was known as MCI.
MCI IS FORMED FROM THE ASHES OF
NUTTING INDUSTRIES. RED BARON
AMUSEMENT CENTER DEBUTS LATER
IN THE YEAR, THE FIRST ARCADE
Detroit and New York, learning more about the he US coin-operated industry was in the
T
CHAIN CREATED AND OPERATED BY A
COINOP MANUFACTURER MCI. BALLY
RESPONDS IN KIND TWO YEARS LATER
business. My expertise was design and engineering midst of a long battle against the stigma of
19
WITH THE ALADDIN’S CASTLE CHAIN and Bill’s was in marketing. So our verbal arrangement gambling and organised crime; something
72
OF ARCADES. at that time was that I would design and engineer the it would not shed until the 1970s when
final product and Bill would be the marketing and sales. videogames took over the industry. New York State
DAVID NUTTING AND JEFF
FREDERIKSEN FOUND DAVE
I had a good friend who was an electronic engineer even had a ban on pinball games that lasted for over 30
NUTTING ASSOCIATES with Cutler Hammer. Harold [Montgomery] designed years, treating them no differently than slot machines
AND CREATE THE FIRST all the circuitry and I designed the cabinetry and or other gambling devices. By the late 1960s, the
MICROPROCESSORDRIVEN
PINBALL MACHINE. THEY electromechanical devices like the projector.” industry had organised under the Music Operators of
ALSO DEVELOP THE FIRST The arrangement worked fine as the prototype was America (MOA). The MOA’s existence owes itself
19
MICROPROCESSORDRIVEN VIDEO
74
COINOP HARDWARE.
developed and tested successfully; that is until another to the age-old battle against the US music industry
relationship – one that usually takes a toll in any start- that Steve Jobs more recently fought in the format
BALLY SUBSIDIARY MIDWAY MFG up – took precedence. Bill’s wife Claire decided she of digital rights management (DRM) and ‘renting’
RELEASES GUN FIGHT, THE FIRST didn’t like the arrangement and played the divorce card, of digital music. That being the music industry has
MICROPROCESSORBASED VIDEO
ARCADE GAME. DEVELOPED BY
threatening to become another notch in a staggering consistently tried to squeeze every nickel and dime
TOM MCHUGH FROM THE DISCRETE statistic. Silicon Valley has the highest divorce rate in out of people’s enjoyment of music that they could.
ELECTRONICDRIVEN GUN FIGHT California, and California itself is 20% above the rest The MOA was started in 1948 by a group of influential
BY TAITO, HE DOES SEA WOLF THE
FOLLOWING YEAR BEFORE LEAVING of the nation. Bill didn’t want to become part of the jukebox distributors and operators to fight against the
19
FOR RURAL WISCONSIN AND statistic, so he called David and said he was going repeal of the jukebox royalty exemption. It eventually
75
RELATIVE OBSCURITY.
to manufacture the game in California and that David grew to become a powerful organisation representing
should shut down his operation. The news wasn’t the entire spectrum of coin-operated devices, including
BALLY RELEASES THE DAVE NUTTING
ASSOCIATESDEVELOPED HOME what David wanted to hear, but it was also obvious electromechanical, pinball, pool tables, jukeboxes and
LIBRARY COMPUTER, LATER KNOWN to David that the current working relationship he had vending machines.
AS THE PROFESSIONAL ARCADE
with his brother wasn’t going to work. He had already At the time of the release of Computer Quiz and
AND ASTROCADE. DESIGNED TO
BE A HYBRID GAME CONSOLE AND sunk way too much money into the operation to stop. IQ Computer, the MOA had been working hard to
PERSONAL COMPUTER, IT’S THE So the brothers went their own ways and started fight the typecasting of coin-operated machines,
19
BITMAPPED GRAPHICS. their own companies to market the same game. Bill, specifically pinball – a stigma that had severely
under Nutting Associates, would be marketing it as limited the number of locations operators could place
Computer Quiz and Dave, under Nutting Industries, machines. For instance in Los Angeles, California,
MIDWAY MFG RELEASES JAMIE
FENTON’S GORF. FEATURING SEVERAL would be marketing it as IQ Computer. Setting up about six hours south of where Bill was living, pinball
GAMES IN ONE, INCLUDING VERSIONS a manufacturing location at 3404 N Holton St in machines were banned until the mid 1970s. The
OF GALAXIANS AND SPACE INVADERS,
Milwaukee and hiring Eugene Wagner for marketing, Nutting brothers’ games proved to be the right tool at
19
AND BECOMES AN INSTANT CLASSIC. David’s game became an instant success (as did the right time as operators used the machines to work
brother Bill’s). their way into new locations. Both games could go
MIDWAY MFG RELEASES DAVID
NUTTING AND ALAN MCNEIL’S
WIZARD OF WOR. WITH ITS CREEPY
ORGAN MUSIC AND TAUNTING FIG.4
SPEECHSYNTHESISDRIVEN LINES,
IT ALSO BECOMES AN INSTANT
CLASSIC AND ALONG WITH GORF
19
40 | ARCADE CLASSICS
NUTTING INDUSTRIES LTD
3404 NORTH HOLTON STREET MILWAUKEE, WISCONSIN 53212
FROM THE ARCHIVES: NUTTING INDUSTRIES
FIG.6
and in 1969 they introduced The Puzzler designed film that functioned by jumping to different animations,
by that same London firm. Ward Marty Johnson much in the same way LaserDisc games like Dragon’s
would replace Eugene as marketing head by the end Lair would some 12 years later, the player was given
of 1969, just as they were working on their most the sense of flying a WWI biplane into aerial combat.
ambitious project. Initially titled ‘Leisure Time Coin It was accompanied by recordings of actual machine-
Game’, by the time of its unveiling in October 1970 it gun fire and plane engines along with haptic feedback
was renamed Sensorama. The first arcade game to in the form of the controls vibrating every time the
feature a professional sports tie-in, it was designed for plane’s gun was fired. Unfortunately, Nutting Industries
placement at bowling alleys and featured 13 audiovisual ran into bad financial problems afterwards, forcing » [Fig. 6] A special coin David Nutting had
minted to give out at the Music Operators
bowling lessons given by pro bowler Dick Ritger. David shut it down and start over… of America (MOA) show in 1968 – the
By 1970, though, it was clear that these educational It was in the exact same location, and with some main coin-op show in America.
arcade games were running their course, and with of the same people, but on paper Milwaukee Coin
electromechanical (EM) arcade games already being
dominated by the likes of Bally, Midway, Chicago
Coin, Williams and Sega, a new format was needed. FIG.7
Brother Bill Nutting and his Nutting Associates got
their new format in the form of video-display-driven
arcade games when Nolan Bushnell had called up Bill’s
sales manager David Ralstin out of the blue. David
was certainly open to the same synergy between
new technology and games happening, and went so
far as to place ads in local newspapers looking for
people to submit ideas. However, overall he wanted to
expand the projection technology into fully projected
games based far away from the realm of quizzes.
Looking to create a unique first-person experience with
WWI airplane dogfights, in 1970 he began work on
what would be the last game released under Nutting
Industries, Red Baron. Using a pre-rendered animated
FIG.8
Industries (MCI) was a brand new company. MCI David Nutting partner Bally did manage to succeed
was carrying on where NI had left off and producing with its own in 1974… by purchasing American
film-driven war-themed arcade games like Blue Max, Amusements and rebranding it as the (more recently)
Desert Fox, U-Boat and Flying Ace. However, it was well-known Aladdin’s Castle.
the direction that David and the MCI board wanted to
take in 1972 that really set MCI apart from other coin- ith the success of the locations and
op companies. Firms at the time sold to distributors
and what are called operators, the people who actually
run the machine on location. At the time, most
locations were usually arcades, bars and bowling alleys.
Coin-op companies might put their own machines out
W the EM arcade game market starting
to shrink during 1974, the MCI board
wanted to concentrate its resources
on the Red Baron locations. David, meanwhile, wanted
to investigate the new form of electronics called
at these locations for testing during development, but microprocessors. The gateway into this futuristic world
they never actually owned the locations. arrived via an Intel rep who had stopped by MCI to
One of MCI’s customers gave it the idea to change extol the virtues of the firm’s soon-to-be-released
all that. During the 1960s, Jules Milman and his 4040 4-bit microprocessor. He took new hire Jeff
company American Amusements Inc had sought to Frederiksen, who had experience programming a
wipe out the negative image of arcades by designing Burroughs mainframe computer, down to an Intel
a new breed that were to be placed at the then new seminar in Chicago. “I wanted to be the industry
concept of mega shopping centres in the Chicago leader and develop the first microprocessor pinball.
» [Fig. 8] David Nutting’s brother Bill with area, more commonly known as shopping malls. I convinced them to sell us one of the first
his most famous product, Computer Space.
FIG.9 Called Carousel Time, these family-friendly locations microprocessor development systems,” says David.
with carpeting and a ban on smoking and eating on Developed under a consulting contract with
the premises were far different than their seedy penny Bally, the pinball project also led to the creation
arcade counterparts. The success of Carousel Time of the final Nutting company in this article, Dave
led the MCI board to decide it should look into running Nutting Associates. David formed DNA, a game
its own mall-based locations featuring MCI games. engineering firm, as a partnership between him and
Based on the successful Red Baron game (which had Jeff Frederiksen in the early summer of 1974. On
spawned the recent Super Red Baron follow-up by 20 August, Bally in turn sent them two Flicker pinball
MCI), the first Red Baron Amusement Center debuted machines (a game yet to be released) to retrofit
in the Milwaukee area Mayfair mall in 1972. Within the into solid-state microprocessor-based prototypes as
year they had grown to about seven locations in the proofs-of-concept. Completed by September, the new
Midwest. Nolan Bushnell also tried to duplicate the system was demoed to Bally management at the end
idea in 1973 with Atari’s own mall-based arcades in the of the month and over the next several years became
San Francisco Bay Area, such as at Bay Fair Mall, but it the blueprint for the burgeoning microprocessor-based
never quite caught on (at least not until he combined it pinball industry, whose machines were distinguished
with pizza to create Chuck E Cheese). However, future by their glowing LED score displays.
» [Fig. 9] Jamie Fenton’s video coin-op development station
around the time of her games GORF and Robby Roto.
DEFINING GAMES
42 | ARCADE CLASSICS
NUTTING INDUSTRIES LTD
3404 NORTH HOLTON STREET MILWAUKEE, WISCONSIN 53212
FROM THE ARCHIVES: NUTTING INDUSTRIES
It was right around this time that the duo pursued that really impressed David. I remember the place
their greatest accomplishment, however. The Intel [where DNA was located] vividly. It was a commercial
8080 had been released that past April, and according space shared with the Red Baron arcade game chain,
to David, “As soon as we were able to acquire and there were a lot of games to play with. You just
the 8080 processor we developed our videogame wandered around with an extension cord.”
hardware based on a mass RAM system. For every According to David, the first game they started
pixel on the screen we had a dot in memory, giving for Bally subsidiary Midway on their new hardware
us full control of the entire screen.” What David is was a baseball game (eventually released as Tornado
describing is the frame-buffer-based process now used Baseball), but it would be Tom McHugh’s project
by every videogame coin-op and console known to
man: bitmapped graphics. Already in use in high-end
that would hit the market first for Bally in November
1975: Gun Fight, Midway’s licensed version of Action
graphics research computers at the time, David and
Jeff were the first to see its potential in videogames.
Video arcade games and home consoles in that period
Taito’s Western Gun. In a process similar to what
they had done for the Flicker pinball machine, the
game was gutted and retrofitted with the bitmapped
Graphics
were manually generating hardware-based sprites microprocessor-based system they had designed. In 1981, David Nutting and Bob Ogdon created
(called ‘stamps’ in coin-op industry speak), even once With Gun Fight, the video coin-op industry had just a spin-off from DNA called Action Graphics
microprocessor-based games became more common. met its future. And as Dave further notes, it wasn’t to develop games for the Bally videogame
So the process they introduced was truly far ahead of the only industry to be affected. “Our system used system (at that time owned by Astrovision and
its time, enough so they knew they’d need to look for a frame buffer of RAM that would write to the CRT. renamed the Bally Astrocade). The firm was
some programmers to hire for future projects. RAM in 1975/76 was in short supply. In order to get staffed by many of the same people under
Jeff had been attending UW-Milwaukee at the a good price on RAM, Midway had to commit over DNA who had originally been programming
time he joined MCI and studying under Richard three million dollars on their first release. This order for the system when it was directly under
Northouse, a professor in the School of Engineering consumed over half of all RAM in production in the Bally. Many of these games were direct
and Computing. Approached for some students world at that time, causing great shortages to other ports of Bally/Midway coin-ops but under
skilled in programming, Richard contracted out two: industries.” Also according to David, Taito turned different titles, such as Muncher (Pac-Man),
Tom McHugh and Jamie Fenton. Recalls Jamie, “I around and copied their 8080-based hardware for its Incredible Wizard (Wizard Of Wor), and Space
entered the game business a little reluctantly. All game Space Invaders. Fortress (Space Zap). Action Graphics also
the tales about Bally being part of the Mafia etc. From there, the now classic Sea Wolf (by Tom) and did original games like Solar Conqueror. As
Since I was in Milwaukee, I did not know about the the racing 280-Zzzap (by Jamie) games followed, along the third-party demand for other consoles
Chicago scene. For a few weeks we worked for with the previously mentioned Tornado Baseball. The like the 2600, 5200 and Colecovision started
Richard and were later hired on directly to DNA. My string of hits led Bally to buy out DNA outright, and the to explode in 1982 and 1983, Action Graphics
first assignment was ‘Mirco Pin’. Mirco was a pinball group moved down to Chicago to essentially become started doing contract work creating games
company that Jeff and David pursued a relationship Bally/Midway’s research and design wing in the same for many of these third-party companies, or in
with independently of Bally. It was like the Bally Fireball way that Cyan was for Atari. It was followed later in the some cases porting games they had done on
but had more going on. After that I got to work on year by the start of the design of Bally’s simultaneous another platform. In an example of the latter,
a blackjack game on the videogame hardware and entry in to the new home computer and programmable they did Activision’s ports of Beamrider for the
Atari 5200, Atari 8-bit computers, Colecovision
and Commodore 64. Action Graphics lasted
“This order consumed over half of a year after even DNA had been shut down,
though by that time (considering the collapse
all RAM in production in the world of the US console industry) it was doing
mostly computer games.
at that time”
FIG.10 DAVID NUTTING REVEALS HOW GUN FIGHT’S PRODUCTION CAUSED A GLOBAL RAM SHORTAGE
FIG.11
console markets: The Bally Home Library Computer.
Created as a full-colour bitmapped personal computer
and gaming console (the first bitmapped frame-
buffered console, in fact) that could also be leveraged
in new coin-op designs, it saw a mail-order-only
release in September 1977, with wide release in 1978
as the Bally Professional Arcade. More hits followed for
DNA, most notably Wizard Of Wor and Jamie’s smash
game GORF. However, the video coin-op industry
» [Fig. 11] The back of the microprocessor-driven went through a crash starting in ‘82, causing many
Flicker pinball machine’s backglass showing the
modifications Jeff and David made to support LED- firms to either downsize or leave all together. Sadly,
based scoring (the first of its kind). DNA didn’t survive and was shut down by Bally in early
1984. Interestingly though, this was just as Bally was
acquiring the game firm Sente (founded by several ex-
Atari coin-op engineers and helmed by none other than
Nolan Bushnell), which would serve the very same
purpose as DNA over the next four years.
ARCADE CLASSICS | 45
Hack-Man incarnation to remain a yellow disc with a basic mouth, like an
incredibly simplified version of Iwatani’s lunch. He notes that
Iwatani not only developed rudimentary artificial intelligence
for the ghosts, but ensured each one had its own personality
With its efficient, simple some suggested at the time that other components should be of sorts, due to moving and attacking Pac-Man in its own way.
gameplay and aesthetics,
Pac-Man was popular fodder added, such as eyes, but then there would be no end to the “The adversarial TV cartoon Tom And Jerry helped shape the
for the hacking brigade. additions. “As design concepts, both Pac-Man and the ghosts relationship between Pac-Man and the ghosts,” recalls Iwatani.
Basic hacks involved minor have a simplicity and endearing charm,” Iwatani says of his “Had the programming been such that the four ghosts constantly
gameplay tweaks, such as decision to keep the graphic design streamlined, also suggesting attacked Pac-Man’s present location according to the same
speeding things up, while
that the visuals of the game helped it appeal to female gamers of algorithm, the ghosts would look like a string of beads. Where’s
slightly less basic hacks
messed about with the maze, the day. the thrill in that? So I introduced AI-type algorithms that had the
graphics and sound, adding The elegant clarity of the character design also influenced the ghosts coming at Pac-Man from all directions.”
to the original game’s pristine game itself. The food for Pac-Man to eat was initially strewn all And so we were introduced to Blinky, Pinky, Inky and Clyde
polish a veneer of sticky and over the screen, but Iwatani was keen to ensure gamers would (Akabei, Pinky, Aosuke and Guzuta in the original Japanese
semi-random digital jam.
The hideous Joyman, with its immediately know what to do. “I wanted to simplify gameplay release). According to Iwatani, the ghosts attack in waves, before
ghastly audio and broken maze operation, and so the idea occurred to me of constructing a maze dispersing and attacking again, which gives the player some
layout, most notably kicked in which movement was restricted to the four basic directions regular breathing space and appears more organic than the kind
Pac-Man in the head with all – up and down, left and right,” he says. With this structure in of incessant attacks that had plagued earlier arcade games like
the subtlety of a size-ten boot.
place, the game’s objective became more obvious, and the Space Invaders. (Over time, these waves are harder to identify,
The most effective hacks
are those that respect the lead character soon gained his moniker, ‘Pakku Man’, based on and the ghost attacks become swift and relentless, somewhat
original formula – Hangly- Japanese slang ‘paku-paku’, which describes the contradicting Iwatani’s desire for a non-stressful game,
Man’s amended mazes – but sound of the mouth while eating. (The original but providing a necessary long-term challenge
GL’s Piranha is an exception. game’s title subsequently became Puck Man. The for seasoned players.) Although gamers often
Removing the maze and
shifting the setting to a US publisher, Midway, renamed it Pac-Man to stop disagree with exactly how the algorithms work in
claustrophobic underwater wily hoodlums amending the ‘p’ in ‘puck’ to an ‘f’.) practice, Iwatani has in the past stated that Blinky
cavern – the eponymous With the game’s basic content dealt with, is designed to chase Pac-Man, but that Pinky’s
piranha pursued by ravenous Iwatani realised it wasn’t yet much fun, and so goal is to aim just in front of Pac-Man, hence why
octopuses – gives the game
enemies were added to the mix, providing tension the two often seem to ‘sandwich’ the hero. The
an edge in terms of focus and
originality that other hacks and excitement, and making it a challenge for players movement of Inky and Clyde is a lot more random,
typically lack. to grab food from the maze. Unusually for the time, the end result being that Pac-Man is pursued in a
46 | ARCADE CLASSICS
THE MAKING & REMAKING OF: PAC-MAN
ARCADE CLASSICS | 47
Pac-Man milestones A brief overview of notable arcade-based
MS PAC-MAN (1981) SUPER PAC-MAN (1982) JR. PAC-MAN (1983)
Fed up waiting for Namco’s Namco’s Pac-Man sequel Midway again did the naughty,
Pac-Man sequel, US distributor disappointed many outside of creating this effort without
Midway struck a blow for Japan, due to the fact that the permission, and Namco
gender equality by releasing gameplay was substantially terminated Midway’s licensing
GCC’s Pac-Man hack. Along altered. You still clear mazes, but agreement. Namco still
with speeding up the game and munch targets behind gates that doesn’t recognise the game as
amending the hero, Ms Pac-Man open when keys are guzzled. A official. With its scrolling levels
includes new mazes, more ‘super power dot’ makes Pac- obliterating the original’s tightly
varied ghost behaviour and Man grow Hulk-like, to devour honed strategic gameplay, it’s
moving fruit. everything in his path. easy to see why.
» A rampaging Pac-Man on level one devours a ghost before laying eyes on the cherries. Meanwhile, a resurrected Pinky » Pac-Man Arrangement, released in 1996 as part of Namco Classics Collection Vol.2, is a
sets out for revenge. successful Pac-Man update, with pretty graphics and interesting new features.
Eighties, he was involved in both Pac-Land and Pac-Mania, with However, some major changes were made to the formula, in
DEVELOPER the former being his favourite. “It pioneered action videogames order to keep the game relevant and ensure it was more than
HIGHLIGHTS in which the scene flows horizontally. According to its creator, just the original game reskinned.
Shigeru Miyamoto, Nintendo’s Super Mario Bros. was Rather than the player having to clear a maze to proceed,
influenced by Pac-Land,” he says, proudly. Pac-Man Championship Edition plays like a time-attack game,
However, it was during 2006 that Iwatani finally got the chance and the player has a strict time limit in which to score as many
to both return to Pac-Man’s roots and design a brand new points as possible. As with Pac-Man, this is done by consuming
engaging, modern-day evolution of his original creation. Instead dots and ‘scared’ ghosts, but the longer you stay alive, the more
of the arcades, the chosen platform was Xbox Live Arcade, and each dot is worth (and the faster the game becomes). Also, the
the game became Pac-Man Championship Edition (PMCE). maze is now split in half. Clear one half of dots and bonus fruit
“The time was right for a next-generation Pac-Man, because appears in the other; eat said fruit and new dots are spawned
LIBBLE RABBLE! (PICTURED) the Xbox Live Arcade environment supports real-time in the previously cleared half. “The horizontal maze came about
SYSTEM: ARCADE competition with score-ranking via the internet, and improved due to the prevalence of widescreen displays,” explains Iwatani,
YEAR: 1983 design through its hardware specification,” explains Iwatani noting that the split-maze device also creates non-stop action,
PAC-LAND about the origins of the highly acclaimed game. “My aim with unlike the original Pac-Man, which ‘interrupts’ players upon a
SYSTEM: ARCADE the game was to achieve legitimate evolution, with simplicity level’s completion. “And the timeout feature increases the sense
YEAR: 1984 of game design and absence of the superfluous as my guiding of speed and excitement in the game, making it a very thrilling
RIDGE RACER principles, because, in my opinion, few players look for experience to play. Also, score ranking via the internet
SYSTEM: ARCADE complexity in gameplay.” provides competition, which has been a great success.”
YEAR: 1993 Guided by the same ground rules that defined Iwatani adds that one of the key aims was to have
Pac-Man – immediacy, simplicity, immunity to people worldwide competing, the logical modern-day
language and cultural differences, and “that sense equivalent of Eighties’ high-score table on the original
of wanting to play and have fun, which is what the Pac-Man. It works brilliantly, ensuring you’ll always
world’s videogame players are looking for” – want to return for one more game.
Pac-Man Championship Edition broadly retains Perhaps ironically, PMCE was, unlike Pac-Man,
the original’s core gameplay, tasking the player critically acclaimed right from the start. 1UP.com
with navigating a maze to eat dots, fruit and ranked it alongside Geometry Wars in terms of a
power pellets and avoiding roaming ghosts. classic game format being reworked, noting that
48 | ARCADE CLASSICS
THE MAKING & REMAKING OF: PAC-MAN
Pac-Man follow-ups
PAC & PAL (1983) PAC-LAND (1984) PAC-MANIA (1987)
Here, Namco again moved Pac-Man finally left the maze, Pac-Man finally returned to his
further from the original gained legs, arms and a roots in Pac-Mania, although as
Pac-Man. Ghosts can only be face, and was tasked with you can see his surroundings
stunned rather than eaten, battling through this early are markedly different. The
and now flipping cards opens side-scrolling arcade game, its isometric maze scrolls, and
gates to reveal items. The ‘Pal’ levels peppered with Pac-Man the ghosts tend to roam in
of the title is the infuriating imagery. Although repetitious, packs. Although, in Pac-Man’s
Miru, who makes off with your the game is initially fun and it’s favour, he can now jump and he
bonus items, taking them to the more successful than Namco’s occasionally finds bonus items
inaccessible ghost pen. previous two efforts. that speed him up.
‘fun first’
» Several levels in and the ghosts become faster – you have in realising this interview.
little time to eat them after eating a power pellet. TORU IWATANI
it was “a lot more than just a tarted-up Pac-Man.” Joystiq’s of videogame aficionados, and then design products to suit
Jared Rea blogged: “A better name for it would have been each,” he suggests, thoughtfully. “A sumptuous party dress
Pac-Man 2, […] a name that gets the point across that Pac-Man may be of limited practical value in daily living, and the same
Championship Edition is the first true sequel to the game since applies to over-elaborate videogames in the videogame market.”
Ms Pac-Man.” On retro titles – ‘pick up and play’ games popularised by the
Iwatani modestly suggests that some of the acclaim might internet, XBLA, Nintendo DS, Wii and iPhone – Iwatani thinks
be due to low expectations for a Pac-Man game, and says the this might be a sign that the actual game, rather than aesthetics,
response of game players exceeded his expectations, citing the is again becoming the main concern for developers: “Hardware
many internet-based critiques that offered “splendidly glowing specifications 20 or 30 years ago restricted powers of expression,
evaluations”. (Happily, and despite claims to the contrary, and so the rules of the game were decisive in attracting users.
Iwatani also assures us that PMCE is not necessarily to be his The current boom in retro games is evidence of a universal
swansong, since he continues to be involved in videogame fascination with game-playing itself.”
production. Although at this point in time (2015) he’s yet to have We finish off the interview by returning to the subject of Pac-
been significantly involved in a new game in the way he was Man. We’re keen to know how Iwatani feels to be the designer
with PMCE. He’s not left our thoughts completely however, as behind a game that almost everyone knows – one that perhaps
he made a cameo appearance alongside Pac-Man in Adam only Tetris can challenge in terms of its incredible widespread
Sandler’s recent movie Pixels. appeal? “People view the work in different ways, from different
With 30 years of experience in videogames design, including viewpoints. Some see it as being broad and shallow. For others,
the most iconic games character of them all, Iwatani is now, it is narrow yet deep and praised,” considers Iwatani. “What is
perhaps suitably, involved in teaching aspects of videogames gratifying about this is that people find such different reasons
design to students at Tokyo Polytechnic University, along with for loving it.” And as a final word, Iwatani reckons that there are
conducting research into games for social purposes. Although still things his 35-year-old creation can teach modern-day games
Pac-Man has always remained popular throughout the years, designers, developers and publishers. “Pac-Man is the perfect
we wondered what Iwatani made of the games industry’s videogame because its design gives top priority to the player and
tendency towards over-complication and movie-like games, to a spirit of service,” he says. “Its guiding principle is ‘fun first’.
along with the relatively recent resurgence in retro-orientated This concept is in my view invincible and what I look for in the
titles. “We should carefully gauge the preferences of light users, videogame creators of today, that they understand the importance
who normally don’t play videogames, and the preferences of capturing people’s hearts.”
ARCADE CLASSICS | 49
50 | ARCADE CLASSICS
Star Wars
“YOU’RE ALL CLEAR KID”
»ATARI INC
»ARCADE
» RETROREVIVAL
» 1983
Like many adult males my age I’m a bit of a
self-confessed Star Wars fan. It’s not that I think
they’re exceptionally well made films – the masterful Empire
Strikes Back excluded – it’s just that they managed to connect with me in a way
no other movie has since managed.
Playtime at school would be spent arguing over who got to play Han Solo (it
was never me) walks home turned into inevitable re-inactions of key sequences
from the trilogy, while my back garden was littered with toys.
Thank God then for the Atari release of Star Wars in 1983, as I was given a
further output for all my Jedi-fuelled fantasies. Admittedly, this wasn’t the first
Star Wars videogame (that honour goes to the Atari 2600’s plodding The Empire
Strikes Back) but it was the first game to fully capture the joy of the Star Wars
films, and I lapped it up.
Everything about it was perfect. The sit-down cabinet felt (with a lot of
imagination) like you were strapped into your very own X-wing fighter, the
controls were incredibly precise (although you may struggle a little with them
nowadays) and the aesthetics were amazing. TIE fighters roared across the
screen, fireballs hurtled towards you at frightening speeds and the dreaded Death
Star loomed ever closer. Add in the wide variety of sound effects straight from
the film and some of the best ‘digitised speech‘ around and the end result was a
truly magical experience that ate up your credits at a truly alarming rate.
What made Star Wars so great was the sheer amount of action that was
going on. While the aerial dogfights with opposing TIE fighters were fun, it was
the exhilarating race down the Death Star’s trench that proved to be the game’s
real trump card. After reliving the movie so many times in the school playground,
the ability to finally participate in the real thing (or as close to it as possible) was a
revelation. Thank goodness we now have a stand-up cabinet in the office.
ARCADE CLASSICS | 51
One of gaming’s biggest arguments has always been,
‘Which is better, Dig Dug or Mr. Do?’ While everyone has
their own answer, Kieren Hawken went digging to see
what everyone’s favourite clown has to offer
hey say that in the videogame clone) it was struggling to break into the US
e’s no
» [Arcade] Sadly, ther
Mr. Do!
co-operative play in
52 | ARCADE CLASSICS
ULTIMATE GUIDE: MR DO!
ALPHAMONKillStheTseER
guys to light each
Q
‘EXTRA’ and
letter of the word
gain a bonus life.
BseLU Eme M Es A y
NIE
fearso fellow onl
QThe
er the
appear once you ent
bonus mode.
PIXEL PERFECT
It’s amazing what yo
u can find undergroun
d
BONUS CHERRIES
QCollect
QCollect al
l these as
th
ese object alternative an
extra poin s to gain way of clea
ts the stage. ring
bonus mod and to enter the
e.
MROur.herDo: aOdirt!-digging
Q
lethal
clown armed with a
bouncy ball!
MON, theSyTwilER
l
QYour main foe
are killed
chase you until they
or kill you!
» Universal went for
a bright vibrant
design for Mr. Do! in
order to try and
attract all sorts of gam
ers..
ARCADE CLASSICS | 53
CLOWNING AROUND
We quiz Ed English about
his 2600 conversion
How did you come to work on Mr. Do! try different things to figure out how the
for the Atari 2600? hardware worked. And no manual said,
Aer graduating with a Computer ‘You can’t do that.’ So we did innovative
Science degree, I landed a job in techniques like reloading sprites and
Miami, programming embedded chess field registers (image blocks) mid-
machines for Fidelity Electronics. There raster scan and interlaced the screen
I learned game theory and was tutored to get more graphics to display. It was
by a chess grandmaster. The idea was uncharted territory and fun to explore
he would teach me to play better chess what was possible.
so I could teach the computer to play Humble is being generous. The
better. Great fun! From there, Parker Atari 2600 did not have any operating
Brothers hired me to help reverse- system, Programmers had to write
engineer the Atari 2600 and to develop all the code on their own. 128 bytes of
games for it. Aer disassembling some RAM, 4KB or 8KB of program ROM,
’t match
of the best game cartridges to learn and some registers you could write fashion, the boxart didn t here.
» In typical Eighties
how they programmed, I was ready for to make images display and sound gam e’s visuals, there’s not a clown in sigh
the
my first game assignment, converting effects. I worked with a four-byte
the Frogger coin-op into an Atari 2600 stack. Slim pickings, but, like a puzzle
cartridge. That took me 16 weeks and trying to put it all together, it was a lot
I made some good use of the Atari’s of fun programming.
limited capabilities to reuse sprites,
while painting the screen, and to do Were you pleased how it turned out,
two-part harmony music while doing are there any ways you wish had
sound effects. My Frogger cartridge improved it?
sold four million copies the first year. Overall, I was pleased with how Mr. Do!
I le Parker Brothers with another for Atari turned out. It had challenges
engineer, Ed Temple, and we started a in the game layout that required
game development company, Individeo. some clever coding to map onto the
We liked to say, ‘Two Ed’s were better limited Atari 2600. Sometimes I had to » [Arcade] When you
start a level a
than one!’ Individeo developed all of interlace Mr. Do! and the cherries when small tunnel has alre
ady been dug for you
.
Coleco’s Atari 2600 games for two they were on the same horizontal
years. Mr. Do! was the first Atari line, as there were only two sprites to
cartridge I programmed for Coleco. work with. So, one frame I would show
We also programmed Front Line, Roc Mr. Do! and the next frame I’d show
NES
N’ Rope, Cabbage Patch Kids (never the cherries. It was done in a way to
released), Looping and a couple others minimise the flashing of Mr. Do! to not
» Ed English pro
grammed the Ata
2600 version of Mr ri
. Do!. FRUITY FRANK BOB’S GARDEN
AMSTRAD CPC AMIGA
QProgrammed by Steven Wallis and published QA public domain game written by Justin
by Kuma Computers, you are not going to find Leck, Bob’s Garden is very highly regarded
many more direct Mr. Do! clones than Fruity among Amiga fans and we can see why. It
Frank. The object of the game and how it plays is almost perfectly copies across everything from
almost identical; dig through dirt, collect the fruit, the original Mr. Do! while adding a few small
kill the baddies with boulders or your ball and features of its own. The colourful graphics
move onto the next level. The only real change is are really nice and the sprites in particular are
omission of the bonus letters to gain your extra very well animated. It really sings in the sound
life. One of the most pleasing things about Fruity department too with a wide range of great tunes
Frank is how good it looks, utilising the CPC’s full playing throughout the game. Add in some great
palette to great effect. presentation and you have a real winner.
less
» [Atari 2600] There’s a lot
version.
space to dig tunnels in this
54 | ARCADE CLASSICS
ULTIMATE GUIDE: MR DO!
THE MAKING OF: COMPUTER SPACE
The final game changed the look
of Mr. Do! to be more colourful
Ed English
of the Mr. Do! arcade game, which I still the moment you start. This is because the
have,” he remembers. “The final arcade monsters start chasing you from the moment
game changed the look of Mr. Do! to be more they appear and can also move faster than our
colourful, to appeal to a wider audience, based hero. Carefully-dug tunnels gain you valuable
on feedback Universal was given. The all-white seconds and also allow you to create traps. The
clown character for the Mr. Do! prototype I giant toffee apples in Mr. Do!, act much like
was given was the Mr. Do! I became familiar the boulders in Dig Dug, in that they can be
with. It wasn’t until after I completed the Atari dropped on your foes to squash them, but be
2600 version of Mr. Do! that the final changes careful how you do it because you might end
were made.” Interestingly Coleco, which Ed up squashing yourself! They can also be used
was contracted to, acquired the rights for the tactically, too, to block a path behind you, for
home console versions of Mr. Do! well before example. Although this does only work for a
the game was even finished, just to stop Atari short time, as the enemies can eventually push
getting its hands on it. them out the way. The level doesn’t finish until
all the fruit is harvested, or you kill all enemies.
r. Do! became part of a short Another key element of Mr. Do! is the
ARCADE CLASSICS | 55
VERSION CAPERS
CON All the Mr.Do! conv
ersions that you can shake an ap
ple at
e
have completed thre
» [Arcade] Once you are treated to a short animation.
you
consecutive stages
56 | ARCADE CLASSICS
ULTIMATE GUIDE: MR DO!
ND IN THE CLOWNS
SE
You might want to
look away if you’re
scared of them
are turned into toffee apples. On very rare of the difficulty was well paced so you could
occasions dropping an apple on an enemy will gradually improve your skills and reach higher
cause a diamond to appear, if collected this will levels. It had a fun, carnival-like theme with
not only reward you with 8,000 points, it will simple but rewarding gameplay. Overall it was
also complete the stage for you and give you a a great orchestration of gameplay, audio and
free game, this was a very unique feature for an visuals. A real gem was created!”
arcade videogame in the early Eighties. Mr. Do! had a real lasting impression on
» [Arcade] Be very car
Ed. “When my partner, Ed Temple, and I left as you can easily squ
eful dropping apples,
ash yourself.
r. Do! ended up being the most Parker Brothers to start a game development
ARCADE CLASSICS | 57
Arcade games that never made it home
TINKLE PIT
Q Developer: Namco Q Year: 1993 Q Genre: Maze Game CONVERTED ALTERNATIVE
QIf you ever need reminding that the arcade around the maze, but these are single-use and PENGO 1982
market of the early Nineties was a weird, can only defeat one enemy at a time. Stages are
transitional scene, Tinkle Pit should serve well. cleared by eliminating every enemy. Every few Sega’s block-kicking penguin has appeared
Despite the declining popularity of traditional stages, a boss will appear which takes multiple on a variety of formats since his debut,
maze games and the market’s preference for the hits to defeat. including the Atari 2600, Commodore 64 and
3D games which were finally beginning to come Tinkle Pit manages to keep things interesting, Game Gear. However we’re big fans of the
of age, Namco chose to release Tinkle Pit into with good scoring mechanics largely responsible 1995 Mega Drive remake which features new
arcades in 1993. That’s the same year it released for this. Greater scores are awarded for knocking mechanics and a multiplayer mode, as well
Ridge Racer. But while it’s true that Tinkle Pit is out multiple enemies with the bell, encouraging as an excellent conversion of the original
something of an anachronism, it plays rather well. you to leave longer trails. However, long trails arcade game.
You play as a young blonde chap, who happens allow enemies more time to leave the bell’s path.
to be accompanied by an anthropomorphic sleigh Additionally, each stage contains pick-ups which
bell. He’s promptly plonked into a maze to fight award more points. These come in small and large
all manner of enemies, including familiar Namco varieties, and you’re encouraged to pick up large
characters drawn from games such as Toy Pop items to allow small ones to grow. Pick up all eight
and Dig Dug. The main way to defeat enemies is large items and you’ll get a major bonus.
with the bell. Pressing a button fixes its position, There’s a lot to like about Tinkle Pit and Namco
allowing your hero to run around the maze while fans will enjoy spotting all the returning characters
leaving a trail of string behind. When the button is – there’s even a power-up which turns you into
released, the bell will follow the trail back to your Pac-Man. However, thanks to its Japan-only
position, knocking out any enemies it encounters release and the general decline of maze games
along the way. You can also collect yellow energy as a genre, it’s easy to see why Tinkle Pit didn’t
balls which are thrown forward and bounce receive any conversions.
58 | ARCADE CLASSICS
THE UNCONVERTED
ARBALESTER
Q Developer: Seta Q Year: 1989 Q Genre: Shoot-’em-up
CONVERTED ALTERNATIVE
NBA JAM 1993
QIf you’re not well versed in medieval
After blowing the arcade sports
weaponry, that title might seem a
genre wide open, it was inevitable
bit strange to you. An arbalest is a
that NBA Jam would make the trip
crossbow variant, which is of course
to home consoles, and it eventually
perfect for a game about fighter planes.
arrived on the Mega Drive, Mega-CD,
Arbalester is a rather traditional shoot-
Game Gear, Game Boy and SNES. It
’em-up in the same vein as the likes of
happens to be a fair bit better than
1942 – no bullet hell here. As well as
Rim Rockin’ Basketball, too.
shooting forward, your plane bombs
ground-level targets by default, and
comes equipped with an exchangeable
secondary weapon that can send RIM ROCKIN’
miniature planes or massive flying
fortresses at the enemy.
Visually the game takes an age to
BASKETBALL
» A relatively unremarkable shoot-’em-up, but Arbalester get going, with very little variation Q Developer: Incredible Technologies Q Year: 1991 Q Genre: Sports
includes some impressively large enemies. in the sea backgrounds of the early
stages, though it does pick up a little QRim Rockin’ Basketball is a strange
later on with the inclusion of cloudscapes and forests. Much better are the release. Struggling forth on noticeably
gigantic bosses on offer, but these are sadly few and far between. Arbalester dated hardware, the game offered a
is a largely unremarkable shooter, with little to distinguish it from the more more serious take on basketball than
accomplished competition that had arisen in the late Eighties. This likely put the likes of Midway’s Arch Rivals. The
paid to its chances of a NES release back then, but paradoxically increases game switches perspective as the
the appeal of the game today – it has the simplicity of a mid-Eighties shoot- ball is turned over to the opposing
’em-up but feels fresher due to a lack of familiarity. team and players are limited to simple
shots and passes. Certain fouls are
included and the occasional graphical » The attacking team is always running upwards, as the
CONVERTED ALTERNATIVE touch such as a shattering backboard viewpoint changes at each turnover.
enlivens proceedings, but overall this credits only last for a fraction of a
1943: THE BATTLE OF MIDWAY 1987 is not spectacular work. quarter. As a result, playing a full
Capcom’s shoot-’em-up also has a realistic The game’s major saving grace game of Rim Rockin’ Basketball is
theme, but as the sequel to the popular 1942 is its multiplayer, as up to four ridiculously expensive, especially
it received a number of home conversions, players are supported by the cabinet. when multiple players are involved.
appearing on the major home micros as well as However, there’s a major downside Games from Incredible Technologies
the NES and PC Engine. Arcade-perfect versions to this – a full game will last the best never received home conversions,
later appeared on Capcom Classics Collection part of an hour as the game counts explaining the failure of Rim Rockin’
Volume 1 for PlayStation 2 and Xbox. down its quarters in real time, but Basketball to make it to consoles.
MIRAI NINJA
Q Developer: Namco Q Year: 1989 Q Genre: Run-and-gun
QLicensed from a film of the same name, Stage design in Mirai Ninja is incredibly
Mirai Ninja is a run-and-gun game that was dull, with flat layouts that barely differentiate
exclusive to Japanese arcades. The basic themselves from one another. Enemy design
premise isn’t too different from games such is similarly bland, with few foes providing
as The Legend Of Kage, with a seemingly any real challenge – even the bosses are
limitless supply of ninjas zapping in to pushovers. Worse yet, power-ups are limited
provide shuriken-fodder. The game doesn’t to a screen-clearing smart bomb and a triple
look too bad, with nice stylistic touches like a shot. It feels extraordinarily dated, bearing
life indicator written in kanji, and it contains in mind that ninja games such as Strider
some rather neat sections with massive and The Revenge Of Shinobi appeared in
rotating sprites that admittedly look very the same year. If licensing was the factor
impressive. Unfortunately, that’s where the that prevented this from making a home
praise ends. appearance, we should be grateful.
ARCADE CLASSICS | 59
THE
LEGACY OF
ROBOTRON
“The human race is inefficient and therefore
must be destroyed.” Ten words that kicked off
the cult of Robotron. Along with some of the
new wave of game designers who helped
revitalise the twin-stick shooter for the
modern age, Mike Bevan explores
the enduring appeal of Eugene
Jarvis and Larry DeMar’s
arcade masterpiece
60 | ARCADE CLASSICS
THE LEGACY OF ROBOTRON
ROBO LOVE
JOHN ROMERO DOOM
“At the start of the Eighties, back when arcades ruled
supreme, games were fast. Quarters went into these games
fast. It was a real challenge to be able to play an arcade
game past five minutes on one quarter. And the games
were made for quick reflexes and fast thinking. Of all the games that ruled
the arcades, Robotron was the most manic, complex and pulse-pounding
experience that anyone had encountered. Two joysticks, moving and firing in
any of eight directions independently, assumed that anyone good at the game
was a real master. Eugene Jarvis had created the ultimate arcade game.”
control. I wanted to make a game with with echo decay from Firepower for firing,
significantly more firepower. I was also and I threw in a Defender explosion
inspired by the early Commodore PET for a robot hit, and I started feeling the
game Chase, which used 24x80 line text- tension and release. Then when I dialled
based graphics, where the player tried to up the robot count to 128, the adrenal
run away from enemies while luring them cortex overload was complete. Within
into a minefield to their death. Throw in moments, I was a sweating, gasping mass
elements from Defender and Pac-Man and of smoking neurons…”
you’ve got a lot of the gameplay. The fact that Robotron ’s action takes
“We started with the game engine from place in a claustrophobic single-screen
Defender /Stargate. I concentrated on the arena sets it apart from the pair’s
character/projectile behaviour, level design previous games, and helps ramp up
and game mechanic, while Larry basically the tension to coronary-inducing levels.
did everything else, including all the mind- “Where the cool thing about Defender
obotron. Its very name blowing special effects. To move the pixels, was the freedom to fly beyond the single-
R
can send even the Larry and I specced out what we called the screen space into an entire planetary world,
most battle-hardened Robotron graphics DMA chip, which may Robotron was all about the tension of
arcade fan into a volley have been the first graphics co-processor confinement,” Eugene muses. “There was
of nervous spasms for a colour bitmapped system capable of no escape from the confrontation, no fight
and involuntary rendering arbitrary-sized programmable or flight, only fight or fight.”
muscle twitches. An 2D images. The DMA chip made possible One small ray of hope among the
unrelenting barrage of digital cybernetic all the amazing explosion and particle overall nihilism of the game is the ability to
hostility in a single black screen, this effects in the game, as well as powering the save members of the last human family:
savage blaster chewed up players and gluttonous pixel rate.” Mommy, Daddy and little Mikey. Quick
their coinage as if there was no tomorrow, Notwithstanding the game’s splendid reflexes can save them from electrification
which was rather apt considering the presentation and masterful use of colour by Hulks or reprogramming by roaming
game’s apocalyptic storyline. Yet despite and sound, it’s the now-familiar twin- Progs into cybernetic zombies. “This
its unyielding nature, Robotron remains joystick control system that’s Robotron ’s ‘family’ has direct parallels with the
highly regarded among retro gamers and crowning glory. With the first stick to move Defender astronauts,” says Eugene. “I
developers alike, something that’s evident the player character and a second to guide felt strongly that a game has to be about
from RG’s Desert Island Disks feature over an unending stream of bullets, it’s far more than just killing – first from a play
the years – it’s still the foremost requested easier to get to grips with than Defender ’s mechanic perspective. If everything is just
game among our castaway list of veteran complex controls. Robotron wasn’t the first a shoot-kill then the game gets old and
designers. videogame to use it, but it was arguably the stale quick. Spicing it up with a rescue
Created by Eugene Jarvis and Larry first shooter that needed dual-stick controls dynamic enriched the game and added a
DeMar, Robotron was the third videogame as a conscious design choice. So was there lot of variety to play.”
the pair designed for Williams Electronics, a ‘eureka!’ moment when Eugene wired up As for the game’s renowned
following the equally well-received that second stick for the first time? difficulty, Eugene is unrepentant,
pairing of Defender and Stargate. It’s a “Totally,” Eugene grins. “I started with revealing that it could have been
nightmarishly dystopian vision, as the one-joystick control, where you would just even more evil.
encircling robotic horde hunts the last try to lure the robots into electrodes like
surviving human family, seeking the the Chase game. And it was fun – for about
rapid demise of our goggle-eyed hero.
“The game was inspired by a number
five seconds. Then I realised you have to
kill shit. Once I wired up the second 2600
ROBO LOVE
MARK TURMELL SMASH TV
of influences,” recalls Eugene. “First stick for firing and screwed it to the control “Robotron is the greatest game of all time. It’s
off, I loved Al McNeil’s robot killer game panel, I knew I was on the right track.” why I joined Williams/Bally/Midway and created
Berzerk. The great sounds and primal kill- Eugene’s experience as a sound engineer Smash TV. I went there to revive the dual-joystick
mechanic. Eugene is still a good friend of mine,
or-be-killed action were a huge rush. But on Williams’ pinball games came in handy and I learned many lessons from him that I use to this day.”
I became frustrated by the single-joystick at this point. “I used the old ball-lock sound
ARCADE CLASSICS | 61
“In the Eighties, the arcade scene
was dominated by hardcore
players, the type that would be
playing Call Of Duty and other FPS games
today,” he reflects. “Robotron actually
went out even harder
at first, but it was just too brutal. The ROBO
controls required independent motion
of both hands, which was very new, and
LOVE
TIM SKELLY
even today many players can’t walk and STAR CASTLE
“Robotron was hugely
chew gum at the same time. We had to
groundbreaking. In fact,
lighten up the game.” I named my book of videogame cartoons
We can only imagine what sort of state aer it: Shoot The Robot, Then Shoot Mom!.
our wrists and synapses would have been I overheard a kid giving tips to a friend, and I
in if he hadn’t. Interestingly, it seems that just had to use it as my book title…”
if you were left-handed, you might have
had a small advantage. “Observing
cigarette burns on control panels, I could
tell that Robotron had about a 50/50 mix
of right- and left-handed players, which is
very unusual since lefties make up only
10-15 per cent of the population,” he
remarks. “Because lefties have to adapt
to a right-handed world, they are more
ambidextrous than righties. Hence they
make better Robotron players!”
West Hero, went some way to capturing multi-chamber world like Smash TV,” he
Pleasure Dome
“When Robotron came out, I felt that the
Blaster, abandoned the twin-stick model,
and, despite flourishes of brilliance, was
something of a flop. “Blaster is fun, but it
[design], the rule was ship the game
when it becomes fun, and with Robotron
a simple random-number-driven world
twin-stick control would rapidly dominate failed to resonate with players for a few generator did the trick, obviating the need
the industry,” Eugene reveals. “But reasons, including the videogame crash for a hugely detailed world. So Mark, John
surprisingly few titles came out – probably and a tiring of space themes,” Eugene and I wanted to go back and do this huge
due to the hardcore nature of the interface admits. “We faced the problem all 3D world culminating in the fabled ‘Pleasure
and the rising dominance of casual players. flight games have suffered for many Domes’. Also, we were really jazzed to
A big problem was the standard single years. The action is very compelling and develop a new storyline based on Running
joystick or joypad in consoles such as NES exciting on a primitive visual level, but Man and RoboCop memes.”
and Atari 2600. The ubiquitous single-stick it is hard to get meaningful gameplay The final instalment in Eugene’s
paradigm effectively locked the twin-stick and interaction as you blow through the unofficial Robotron trilogy, 1993’s Total
genre out of the consumer space. Most universe at the speed of light. Repeat play Carnage, featured a distinctly Gulf War-
of the ports suffered from lack of dual becomes a huge issue.” inspired atmosphere, and ditched most
joysticks, hardware performance, or if there One arcade game directly influenced of the static arena ‘lock-ins’ of Smash
were two joysticks, how do you nail them by Robotron was Atari’s excellent vector TV, something that Eugene admits may
down to the coffee table?” shoot-’em-up, Black Widow, as its creator, have been a mistake in terms of player
The hardware issue plagued many Bruce Merritt, explains: “We had a excitement levels. “For Total Carnage,
of the official home ports of Robotron, Robotron game in Atari engineering’s we tried a scrolling mechanic, and the
although some third-party efforts, such common area and many of us had game really lost something,” he admits.
as Paul Holmes’ Spectrum homage Wild calluses from wrenching the joysticks, “It became just a fire-hose kind of
shooting brains and protecting shooter without the tension.”
» The utterly beautiful Geometry Wars franchise is arguably our nuclear family. It was Outside of Eugene’s own
the most popular Robotron clone of recent times. definitely inspirational in inventions, there were a
the use of controls in Black few other interesting takes
Widow – it was hard to argue on the format, including Jeff
how effective two sticks were Minter’s surreal but brilliant
in escaping in one direction homage, Llamatron, which
while firing in another.” was released as a shareware
By 1990, arcade videogame title for the Atari ST and
hardware had evolved enough Amiga. Midway’s Robotron
to tempt Eugene to return to X, released in 1996 on the
the twin-stick shooter genre, PlayStation and PC, and
with Mark Turmell and artist later ported to the N64,
John Tobias. “The original brought the original
concept for Robotron was game up to date in
really more in line with a huge 3D, with varying
62 | ARCADE CLASSICS
THE LEGACY OF ROBOTRON
EUGENIUS!
The ten best games of Eugene Jarvis… aside from Robotron
01 DEFENDER
Defender’s stark beauty, multi-
08 CRUIS’N USA
The first in Eugene’s much-admired
dimensional gameplay and stunning driving series, Cruis’n USA was a
pyrotechnics were a revelation back in lighthearted take on the arcade racer,
1980, more surprisingly given that it was with a physics engine that favoured
Eugene’s videogame debut. It revitalised spectacular spins, crashes and airborne
the fortunes of manufacturer Williams vehicles over realism. The game’s
to such an extent that Stan Jarocki, visuals, which were painstakingly
marketing head at arch-rival Midway, digitised from real-life locations, are
was heard to comment: “For a first effort, a real asset in bringing the various
Defender is amazing.” courses from around the US to life.
02 FIREPOWER
This highly regarded pinball table from
04 BLASTER
Vid Kidz’ last videogame, this unofficial
06 SMASH TV
Eugene’s triumphant return to the
09 CRUIS’N
legendary designer Steve Ritchie was
the first electronic pinball machine to
Robotron follow-up is a fast-paced
3D space shooter. Despite negative
twin-stick shooter, Smash TV is an
ultra-violent gameshow-themed blaster
WORLD
Racing games were big business in the
feature now-standard elements like comparisons to Robotron, Blaster is a where big guns, rather than points, mean Nineties, so it was inevitable that Eugene
‘lane change’ and multi-ball. Eugene great bit of programming; its psychedelic prizes. Building on Robotron, it adds an would be asked to produce another. This
was responsible for the game’s soware Lego-brick visuals convey a real sense exploration element, a variety of funky time there’s a globe-trotting theme and a
and memorable sound effects, while the of speed. The game’s rarity and heritage weapons, and some particularly gnarly new stunt system. Aer one last sequel,
table’s classic layout went on to inspire has made it popular with collectors, with bosses, including the infamous Mutoid 1999’s Cruis’n Exotica, the series became
the hit video pinball simulation, David’s the attractive Duramold cabinet being Man. Winning a brand new VCR was the highest-grossing arcade racing
Midnight Magic. particularly sought aer. never so much fun. franchise of all time.
03 STARGATE
With Defender’s massive success under
05 NARC
This controversial scrolling shooter was
07 TOTAL 10 THE FAST AND
their belt, Eugene and Larry le Williams
to form their own company, Vid Kidz.
one of the first games to use the digitised
graphics technique later made famous
CARNAGE
The final slice of twin-stick mayhem
THE FURIOUS
Licensed from the popular 2001
Stargate, the sequel to their debut hit, by Mortal Kombat. Narc’s body count from Eugene and Mark Turmell, Total street-racing flick, this arcade racer is
was the first project under this new would make Arnie blush – blowing the Carnage takes place in a fictional Middle very much the spiritual successor to
moniker. It features similarly blistering appendages off drug lords with Uzis and Eastern state where a crazed dictator is the Cruis’n series. The Fast And The
gameplay, adding new enemies and rocket launchers is entertainingly silly, in cahoots with evil space aliens. Despite Furious lives up to the name of Eugene’s
features, like the Stargate itself, which although pacifists can go for the less some clever ideas, it doesn’t scale the production company, Raw Thrills,
served as a portal to nearby humanoids lethal approach of arresting suspects for loy heights of its predecessors, but is providing a high-octane rush through a
in distress. bonus points. still an enjoyable romp. variety of well-known US locales.
ARCADE CLASSICS | 63
need the complete info of 2D to be able to
success depending on how well handle the central nervous system overload influential, of the new wave of twin-stick
players were able to utilise the 3D Robotron is known for.” shooters was Bizarre Creations’ Geometry
camera.
“Llamatron was a very cool The twin- Wars, originally included as an Easter
egg in Project Gotham Racing 2. “When I
and humorous take-off,” says Eugene,
praising Minter’s take
on his game. “But like almost all the
stick revival
Ironically, it was one of the banes of a retro
started at Bizarre, I ended up working on
PGR1, being given most of the tasks the
more senior coders couldn’t be arsed to
classic arcade titles, the 3D thing just gaming fan’s life that turned out to be do,” says designer Stephen Cakebread.
never worked out for Robotron. The 2D the saviour of twin-stick shooting games “One task happened to be the code that
complete information God’s-eye view is – the rise of the first-person shooter. “It interfaced with the Xbox joypad, so one
what makes the game happen. Getting wasn’t until the dominance of FPS games evening while prototyping some code that
whacked in the back or blindsided in a drove dual-stick adoption in the Xbox and dealt with the two analogue sticks I got a
3D world will never be fun. You really PlayStation DualShock controllers that little bored, and because I was aware of the
the twin-stick approach became standard, idea of the twin-stick shooting mechanic,
almost 20 years after Robotron,” says and already had some code reading both
ROBO LOVE
JEFF MINTER LLAMATRON
Eugene. “Next, the rise of retro players and
the indie development community on Xbox
sticks, it felt natural to experiment making a
twin-stick shooter.
“Eugene Jarvis was my absolute hero back then, Live Arcade created the current twin-stick “One of the big differences in play that I
and his designs had a major influence on my own game renaissance in its original 2D form.” noticed was the importance of position in
style. My favourite was without doubt Robotron. One of the first, and arguably most Robotron, due to the eight-way shooting,
This superlative game was presented in what was
whereas position in the first Geometry
the signature style of Jarvis and Larry DeMar – fast action, large
numbers of brightly coloured enemies, and wonderful explosions Wars is fairly unimportant – mostly you
that shattered the enemies into tiny pieces all over the screen when just circle forever. This added an extra layer
shot. A twin-stick control system allowed you to move and fire with to the gameplay in Robotron, so I wanted
great precision and accuracy – an absolute necessity in a game that to replicate that feeling in the later GW
was brutally, beautifully, sensually difficult.”
games, but without limiting fire direction.
So its influence on Geometry Wars is that it
made me aware that you can make a fairly
tactical game even when it’s very chaotic,
and prompted me to work on the gameplay
to increase the number of decisions the
player had to make. Robotron’s design is
excellent, and anyone making a modern
twin-stick shooter should definitely play it,
as it has a lot to teach.”
“My first experience of a game of that
type would have been Llamatron on the
Atari ST,” says indie developer Charlie
Knight. “I think I must have discovered
Robotron after playing that. Robotron’s
a really pure game, and I think that’s a lot
of the reason it’s so well regarded. I’d say
» Wild West Hero was a slick Robotron clone on the
I got more from Llamatron on account of
Spectrum, which traded robots for lots of cowboys. it being much less punishing, but it lacks
FANCY A CHALLENGE?
Eight rock-hard arcade games
04
01 02 03
SUPER ZAXXON
DONKEY KONG SINISTAR TEMPEST For some reason, Sega saw fit to make the
The King Of Kong goes to great lengths to Sinistar is notable for being modified to be Dave Theurer’s abstract vector shooter sequel to its hit isometric shooter scroll at
convince us that Donkey Kong is the hardest far harder than originally intended, aer brought a nightmare into the arcades, being roughly twice the speed, making slamming
arcade game. We haven’t played everything dollar-hungry arcade operators complained inspired by a childhood dream of monsters into a wall or missile less a threat, more a
to compare, but we’d guess it was pretty that players were lasting longer than two pouring out of a hole in the ground. Like foregone conclusion. The claustrophobic
close, given the notorious Elevator stage, in minutes. It also features perhaps the most Robotron, Tempest is a wonderfully pure tunnel sections only serve to make things
which Donkey Kong bounces lethal springs terrifying videogame boss of its era, the blaster, testing players’ nerves before even trickier. Suffice to say it wasn’t nearly
across the screen at breakneck speed. eponymous Sinistar. “Run, coward,” indeed. completely and utterly overwhelming. as popular with arcade goers as the original.
64 | ARCADE CLASSICS
THE LEGACY OF ROBOTRON
08
07
06
05
ARCADE CLASSICS | 65
ROBO EVOLUTION
20 games with a debt to Eugene Jarvis’s
66 | ARCADE CLASSICS
classic blaster
I MAED A GAM3
W1TH Z0MBIES ULTRATRON
Ultratron is a Robotron-esque twin-
1N IT!!!1 stick shooter, sporting attractive neon
Despite its stupid title, I MAED A graphics and a variety of niy power-
GAM3 is a decent Robotron clone, with ups. The opening stages are a little
zombies, natch. The most impressive leisurely, but it doesn’t take long before
thing about this XBLIG title is how many the game starts throwing ambush levels
it has sold – over 300,000 have blasted and bosses into the mix to add to the
zombies and been driven nuts by the merriment. Best of all, the 360 version
annoying background song to date. can be had for just 80 Microso Points.
BALLISTIC
Indie developer Radiangames’ debut
release was a twin-stick shooter called
JoyJoy. Ballistic carries on the tradition,
being a lovely-looking blaster with
an interesting weapon system and a
SCOREGASM surprising amount of depth. Those with SUPER
80 Microso Points to spare could do
BEAT HAZARD Charlie Knight’s follow-up to Bullet
a lot worse than heading over to Xbox
STARDUST DELTA MINOTRON
Candy mixes Jarvis with trippy, Minter- Released on the Vita, this remarkably
This mash-up of Super Stardust and Live Indie Games to give it a go. With 2010’s Minotaur Project, Jeff
esque visuals to create a game that’s pretty game was the second twin-stick
Robotron has a neat gimmick, allowing a bit tasty. Played across a branching, shooter in the Super Stardust series, Minter announced a return to the quick-
you to use your own music, from which non-linear galaxy, creating a different following the acclaimed Super Stardust fire production values and arcade-style
the game spawns its own unique levels. experience each time, Scoregasm HD. The visual hook of both games is purity of his classic catalogue. Minotron
But be warned: it features some of the flings baddies, bullets and scoring the rotating 3D ‘planet’ that spins below is a re-imagined take on Llamatron for
most over-the-top strobe effects ever opportunities at you thick and fast, and your ship as you move, scrolling orbiting iOS, with sprites lied directly from the
seen in gaming. If you thought Space is a welcome addition to the genre. asteroids and hostiles with it. Atari ST original, and the return of old
Giraffe was a bit too in-your-face, you favourites like ‘screaming Mandy’ – the
might want to give it a miss. homicidal floating Mandelbrot.
THE LEGACY OF ROBOTRON
ARCADE CLASSICS | 67
IN THE KNOW
» Publisher: Nintendo
» Developer: Nintendo
» Released: 1981
» Systems: Arcade, Various
» Genre: Platformer
68 | ARCADE CLASSICS
COIN-OP CAPERS: DONKEY KONG
Martyn Carroll takes a definitive look back It’s even commonly suggested that
Donkey Kong played a part in
scuppering negotiations that would
at Nintendo’s timeless classic and unravels see Atari release the Famicom in the
US. All that aside, the deals resulted
in Coleco receiving the home console
its brilliance by speaking to the very people rights and Atari settling for the home
computer rights.
Coleco immediately played an ace by
who know the coin-op intimately bundling the game with its ColecoVision
console, causing hardware sales to
skyrocket. It also put the game out on
the Intellivision and Atari 2600 consoles.
Such was the popularity of the game
The facts are that in July 1981 that even the scaled-down 2600
Nintendo produced Donkey Kong version shifted more than 4 million
as an upgrade kit for Radar Scope, units, generating a massive $100 million
its Galaxian-inspired game released in sales. Atari itself released the game
the previous year that, despite initial on its 400/800 computers and ported it
success, had largely flopped in the to several others, including the VIC-20,
US. The majority of US-based Radar C64, TI-99/4A and Apple II. Inevitably,
Scope machines were converted, unlicensed clones with cheeky titles
clearly indicating that the space shooter like Donkey King and Killer Gorilla
hadn’t been pulling in as many quarters flooded many computer platforms in
as hoped. The new game certainly the early Eighties. Nintendo, meanwhile,
did the trick, as Nintendo quickly went capitalised on the success of the
from manufacturing conversion kits original with a couple of arcade sequels
to building dedicated cabs to meet and a range of Game & Watch handheld
the massive demand. This led to two titles. Mario would, of course, go on to
cosmetic ‘flavours’ of Donkey Kong: the dominate Nintendo’s character roster for
new, widely produced blue-coloured the next decade, but our anthropoidal
hen it comes to iconic cabs with added side art, and the friend swung back into contention in the
W videogames, Donkey
Kong is the daddy.
Created by gaming
legend Shigeru
Miyamoto and released to huge
success in 1981, it’s one of the most
celebrated and treasured games in
rarer converted Radar Scope cabs that
retained their original red paintwork.
A year on from its initial release,
Donkey Kong had reportedly earned
Nintendo $180 million. This success led
to a clamour of console and computer
manufacturers looking to license the
mid-Nineties with the release of a new
Donkey Kong title on the Game Boy,
and the first of Rare’s Donkey Kong
Country games for the SNES.
The original game may be
approaching its 30th anniversary,
but it is most certainly far from
history. It goes without saying that coin-op. Once more, the whole episode being forgotten. In recent years it
it has single-handedly defined the is now swamped in folklore, with deals has even been thrust back into the
platform genre and introduced us to done that supposedly led to lots public consciousness thanks to the
not one but two of the most popular of hand-wringing and toy-throwing. high-profile battles over the Donkey
videogame characters ever – the Kong high score world record. Die-
titular gorilla and his tormentor Mario. hard players Billy Mitchell and Steve
Such is its impact that some enduring Wiebe have also been involved in a
videogame myths have built up around long-running battle to claim the world
its creation. Was the game supposed record, with their efforts to one-up
to be called ‘Monkey Kong’ but the each other’s achievements memorably
name got misinterpreted somewhere chronicled in the 2007 documentary
along the way? Probably not. Was the The King Of Kong. Earlier this year, a
game originally designed as a vehicle brand new competitor named Hank
for Popeye and Brutus? Apparently so. Chien appeared and entered the fray,
Was the game responsible for saving an so now it’s a three-way fight for the
ailing Nintendo of America from certain most coveted title in competitive
bankruptcy, and providing the Japanese videogaming. In October 2015, Robbie
parent with the funding and impetus Lakeman claimed the coveted title with
to develop the Famicom and therefore a colossal score of 1,177,200 – but it will
change the course of gaming forever? have probably changed hands again by
Quite possibly. the time you read this!
ARCADE CLASSICS | 69
the expert
The battle to be ‘King of Kong’ was famously fought between
Billy Mitchell and Steve Wiebe. That all changed in February 2010
when newcomer Hank Chien set a (now broken) new record
Q Is it true that you only started
playing Donkey Kong after seeing
the King Of Kong documentary?
I think I may have played one game
of Donkey Kong prior to watching The
King Of Kong, but yes, it’s pretty much
true I had never played the game. After
watching the documentary, I decided
to play just for fun. I had no idea where
I could find a Donkey Kong machine,
but I was aware of MAME. I improved
» Name: Hank Chien very rapidly on MAME and after three
» Age: 36 months I reached the kill screen. At
» Date of birth: that point, I decided to find a public
4 August 1974 machine and thanks to the internet I
» Hometown: found one pretty quickly at Barcade
New York, USA in Brooklyn. I then searched eBay and
» Occupation: Craigslist for my own machine and after
Plastic surgeon a few months I was able to find one in » Upon passing the fifth level, the game loops until level 22, » Is it better to take the low or high route? Expert players
reasonable shape for a reasonable price. where a bug prevents further play. always opt for the latter.
Q At what point did you realise that Q Can you describe the events that Q Your achievement generated lots
you had a chance at the crown? led to you scoring 1,061,700 points of press once Twin Galaxies verified
My initial intention was not to break on 26 February 2010? it. It must have been a pretty crazy
the world record. I really was just After my first million point game, I few weeks for you…
playing for fun. In fact, I was actually did not play much because I After I broke the world record it was
going to try to break a million was discouraged by the Twin Galaxies really crazy. People were calling my
and then sell my machine. rules for scores over a million. Basically office, my home, my parents’ home,
I wasn’t even sure I could at that time it had to be done live in front email, Facebook, you name it. I was
even break a million until of a referee. The rule was changed in flooded, and that’s on top of my
I actually did it. It was 13 November 2009, but with the holidays ordinary busy life. It was fun to get all
September 2009 and I and work, Donkey Kong took a back that attention, but only for about a day!
had a business trip that day seat. However, in early February I put
and had a flight to catch in two my mind to it. In the coming weeks, I Q Did Billy Mitchell or Steve Wiebe
hours. My high score at the time had several very close games, so I knew offer their congratulations?
was around 940,000. I started to play a I could do it. Then came 26 February, a Billy Mitchell acknowledged my
game in those two hours and I scored Friday. Ordinarily I would have been at achievement, but I have not spoken to
1,037,700 and barely caught my flight. work, but a huge snowstorm covered him directly. I would like to meet him
My first million point game was only the city and my car was buried in snow at some point. Steve Wiebe called and
12,500 points shy of the world record. so I was stuck at home with nothing to emailed to congratulate me personally.
At that point I realised I had a shot and do but play Donkey Kong. In the evening
I started playing seriously and recording I had a really good start and didn’t die Q Billy reclaimed the high score in
my attempts. until late in the game. The rest is history. July this year, then Steve grabbed
70 | ARCADE CLASSICS
COIN-OP CAPERS: DONKEY KONG
the sequels
There are dozens of Donkey Kong
spin-offs, but only three true sequels
ARCADE CLASSICS | 71
the machine
Donkey Kong fan Chris Ellison shows off his
rare red-coloured machine, which he has
painstakingly restored to mint condition
Chris, a 39-year-old IT support worker from Gresham,
Oregon, had hankered after his own Donkey Kong cab
ever since first playing the game in his local bar and grill
aged 11. He ran an ad on Craigslist looking for a red
DK cab and a lady not too far away answered his call.
It transpired that she’d acquired it from a local vendor
who originally purchased it new as a Radar Scope
machine. Unfortunately, it needed a lot of work.
“It was one step away from a landfill,”
Chris tells us. “The bezel was so scratched
I could barely make out the monitor. The
coin door was rusted and the coin mechs
were jammed up. To make matters worse,
someone had attempted to cut a hole in
one of the sides. I wanted a red DK really
badly but man, this thing was a mess.”
Undeterred, Chris transported the cab
home and began the process of bringing it
back to its brilliant best. “Donkey Kong was and
always will be a passion for me,” he says, “and
it’s just as much fun now as it was back then.”
CABINET
To restore my Donkey Kong, I began by lightly sanding
down the entire cabinet to give the primer something
to adhere to. All of the imperfections including the
busted edge and the place where someone had MONITOR
attempted to cut a hole were reconstructed with
The monitor is the original Sanyo
Bondo putty and sanded flat. The primer was shot
20EZ that has been recapped – this
with a spray gun. I couldn’t get the oil paint to shoot
is where all the capacitors on the
correctly so it was applied using a foam roller. The
monitor PCB are replaced. It is
paint colour was matched by removing a red chip from
currently using the original flyback.
underneath the coin door where it hadn’t seen daylight
since 1981.
BOARD
The original board had developed
bad RAM somewhere. Since I don’t
have the expertise to do this kind of a
board repair, I sent it to Dick Millikan
of Auburn, Washington, who is known
for board repairs. Dick sent me a
working board. Being a huge Donkey
Kong fan, it was mandatory that the
Brasington kit was installed. This is an
add-on kit that enables the game to
save high scores. It’s also necessary if
you want to install the D2K: Jumpman
Returns hack. D2K is amazing!
72 | ARCADE CLASSICS
COIN-OP CAPERS: DONKEY KONG
ARCADE CLASSICS | 73
The conversions
02
Naturally, one of the
most popular arcade
games of all time has
more than its fair share
of home conversions.
Here is the lowdown…
01
V
B rs
e
e i
st o
n
03
01. CPC 02. Atari 2600 the intensity at which is another great port. Atarisoft offering, C64 visuals look authentic,
(Best Conversion) This is a poor conversion, Kong lobs his barrels is Released in 1983, it’s the owners received this and the gameplay and
That Stuart Campbell even by Atari 2600 relentless, and coupled first official port to include equally impressive one by controls are solid. It’s
awarded it the prestigious standards. It’s missing with Mario’s weedy jump all the stages – impressive Arcana, which also did the missing the Cement
accolade of best 8-bit two stages (Cement is a perfect recipe for considering it was one CPC version. Featuring all Factory stage and the
arcade conversion of all Factory and Spring), DK irritation. In this version of the earliest titles for four stages – although this sounds and music differ
time back in issue 76 looks like a deranged it also takes Mario an the C64, and subsequent time it’s worth noting that from the arcade version.
should be a big indicator gingerbread man, the unnecessarily long time to ports on machines they follow the original This is the most popular of
of how good this version barrels look like cookies, climb ladders – although boasting far more tech Japanese level order all the home conversions,
plays. Featuring big, and the behaviour of the this might have something managed just three. With – great sounds, smooth which is why the cart
bright colourful visuals, enemy flame sprites to do with the giant arse great presentation, and gameplay and all the stayed in production for a
faithful gameplay, and – they simply yo-yo from that Sentient Software the option to tweak the cut-scenes, it’s another staggering five years.
all four stages, it’s a one end of the screen has retrofitted him with, difficulty of the game, great conversion.
nigh-on perfect conversion to the other – is easy to only visible when he’s this is generally the more 07. Apple II
for Lord Sugar’s unfairly circumvent. The controls climbing ladders. popular of the two C64 06. NES Despite no Cement
mocked wonder aren’t great either. versions that saw release. As you would expect Factory, this conversion
machine, which is 04. C64 (Atariso) being on the NES, and still offers an authentic
why we’re awarding 03. Spectrum This superb version 05. C64 (Arcana) from Nintendo, this is a game of DK, delivering
it best conversion. Poor graphics aside, by Douglas D Dragin As well as the great great conversion. The some of the more trivial
74 | ARCADE CLASSICS
COIN-OP CAPERS: DONKEY KONG
04 08 10
05 11
06 09 12
07 13
W r
V
o si
e
r o
st n
elements of its arcade its controls let it down, amazingly, features all four the game is the complete pick up on, but most will of all the conversions
parent – such as the ‘how though this has more to stages, which is really package featuring all four see this as a good-looking published by Ocean.
high can you get’ intro do with the inaccurate quite unbelievable. This is levels from the arcade and complete port that
screen and the inclusion of nature of the console’s as good a job as Atarisoft game in the US order. certainly puts the dismal 13. Intellivision
Pauline’s girly possessions disc-stick controller than could be expected to The gameplay is nice 2600 effort to shame. (Worst Conversion)
– at the price of good anything else. Coleco muster up on the modest and smooth too. A Mario looks like Q*bert
graphics and sounds. It’s also released a version tech. Taking this into great conversion. 12. MSX in dungarees, Donkey
the nippiest conversion for its Coleco Adam account, this is another Unsurprisingly, the MSX Kong like Swamp Thing,
of the game out there, computer. It doesn’t look decent conversion of DK. 11. Atari 800 conversion, which was and Pauline like an orange
and one of a handful to as good as the console Without doubt the best also by Sentient Software, dinosaur. It only features
allow players to tweak port, but it does include all 10. TI-99/4A version to be found suffers from the same two stages and it controls
the difficulty. four stages. Biggest surprise of the on an Atari machine, issues that plague its like a dead body. It’s
night, though, goes to this and was another of a similar Spectrum port rumoured that this version,
08. ColecoVision 09. VIC-20 fantastic conversion for disproportionate number – namely it doesn’t look developed by Coleco, was
Once again no Cement The graphics are below the TI-99/4A. While the to include all four great and Donkey Kong so bad that, upon seeing
Factory stage, but par, and the game isn’t visuals look a little washed stages. There are slight seems to be working it, Mattel thought the
nonetheless a decent very smooth, but it’s not out, and the sound effects differences to the arcade himself into an early grave company was trying to
effort that looks and all bad news: the game are painful, the sprites do original that only astute at the top of the screen. sabotage its machine. We
plays well. Unfortunately sounds fantastic, and, look nicely detailed and Donkey Kong fans will This is probably the worst can believe it.
ARCADE CLASSICS | 75
76 | ARCADE CLASSICS
JONTI DAVIES MEETS YU SUZUKI – LEGENDARY GAME
PROGRAMMER, FERRARI OWNER AND PART-TIME
PHILOSOPHER – TO DISCUSS SEGA’S MOST
ICONIC DRIVING GAME, THE 1986 CLASSIC
THAT IS OUTRUN
Y
u Suzuki joined Sega in 1983, his first assignment was the [pan-America] course actually doesn’t change very much, so
Champion Boxing on the SG-1000. From there, Suzuki’s I revised my plan and decided to collect data in Europe instead…”
progress began to gain momentum. By the end of 1985 Although Cannonball Run clearly had a great influence on
he had already established himself at the vanguard of coin- Suzuki’s work with OutRun, the game also bears what must have
op development, having masterminded a couple of major successes been a coincidental similarity to the euphoric scene in Ferris
for Sega in the form of Hang-On and Space Harrier. But Suzuki’s Bueller’s Day Off (also a 1986-vintage production) in which Ferris,
journey towards becoming a legendary videogame producer was the sassy Sloane at his side, speeds off in a rosso corsa Ferrari
about to shift to a higher gear, and it was the following year’s OutRun 250GT. Regardless, Suzuki’s attention had been diverted away
driving game that turned Suzuki into an internationally renowned from America, towards Europe.
programming superstar. Suzuki’s maverick approach to game development would,
Before a brief diversion to code the thrilling sci-fi blast of during the Nineties, become accepted practice (12 years later,
Space Harrier in time for a December 1985 release, Suzuki’s for example, fellow Sega-man Yuji Naka would take his Sonic
attention was first centred on the racing genre. The result of Adventure team to South America purely for research purposes),
Suzuki’s initial drive was Hang-On (which appeared in Japan’s but in the mid-Eighties Suzuki was already doing things the
arcades in July 1985), a high-speed bike racing game where interesting way, literally journeying around the world just to
players literally felt as though they had to hang on to the coin-op make sure that his game would be the real deal. Suzuki’s plans
cabinet’s handlebars. Part of Suzuki’s motivation for Hang-On’s culminated in a European research adventure. “Because of the
production was a desire to see to it that Sega overturn Namco as ‘transcontinental’ concept,” he recalls, “I felt that I should first
IN THE KNOW Japan’s leading manufacturer of racing games, and while Hang- actually follow such a course myself, collecting information with
On was a superb title – and one which radically altered Sega’s a video camera, a still camera, and other equipment. I started out
image – he accepted that his first racing game alone hadn’t been from Frankfurt, where I hired a rent-a-car, and I installed a video
sufficient for Sega to overtake its main rival, the developer of camera on the car. I drove around Monaco and Monte Carlo,
Pole Position. Namco was still synonymous with driving games; along the mountain roads of Switzerland, stopping in hotels in
Sega was being lapped. Suzuki wasn’t fond of repetition, so Milan, Venice and Rome, collecting data for a fortnight. I have
instead of producing another bike racing game he opted to create many happy memories of that trip. There were many places I
the car driving game that would become OutRun. visited where communicating in English wasn’t sufficient: one
Well, that’s one side of the story. The other, less weighty but time, when ordering a meal, I thought I had asked [in a European
» PUBLISHER: SEGA
equally important reason for Yu Suzuki’s determination to create language] for a single bowl of soup but was surprised when four
» DEVELOPER: AM2 OutRun came from a Burt Reynolds flick, as he confesses to bowls of soup were brought to me!”
» RELEASED: 1986 us: “The main impetus behind OutRun’s creation was my love Soup or no soup, there was still much work to be done during
» SYSTEMS: ARCADE, VARIOUS of a film called The Cannonball Run. I thought it would be good Suzuki’s fortnight in Europe. “The next step was to talk with
» GENRE: DRIVING
to make a game like that. The film crosses America, so I made local people in the places I visited, and [later] to make those
a plan to follow the same course and collect data as I went. But discussions and other episodes reflected in the game,” Suzuki
I realised, once I’d arranged everything, that the scenery along remembers. The result was a unique videogame snapshot of the
ARCADE CLASSICS | 77
Version mid-Eighties, a Japanese interpretation of European geography.
OutRun is in many ways the game that is most representative
78 | ARCADE CLASSICS
THE MAKING OF: OUTRUN
Testarossa” YU SUZUKI ON HIS TEAM’S DEDICATION TO FERRARI’S HOTTEST CAR OF THE EIGHTIES
many pseudo-sequels to Yu
Suzuki’s original formula, and
this one gets even closer to
potential for OutRun’s scenery and environment throughout as Suzuki explains: “At the time of OutRun’s development, the Cannonball Run inspiration by virtue of its setting
as a pan-America race. It also introduced a turbo
his European rent-a-car expedition; his team’s next objective driving games were made whereby a collision with another
feature for limited quick boosts.
was to learn more about the Testarossa, but this was fraught car would automatically result in an explosion, and they had
with problems, as Suzuki relates: “Only a tiny number of many things that would be impossible with real cars. Even Battle OutRun
Testarossas had been brought into Japan, so we had some if you were good at driving actual cars, the skills needed in An exclusive game for the
Sega Master System, Battle
trouble finding an owner to help us with collecting car data. those games were completely different. I wanted to make OutRun stripped away all
Eventually, five of us squeezed into a small car and drove for a driving game where people who were skilful drivers of of the notions of luxurious
three hours to see a [privately owned] Testarossa. We took cars could also achieve good results in the game. For that driving from the original OutRun game and replaced
photos of it from every side, at five-degree intervals, and we reason, where at all possible, we simulated features such as them with cheap criminal-chase ‘thrills’. Hmm.
also recorded the sound horsepower, torque, gear ratios and tyre engineering close
OutRun Europa
of the engine.” to those of real cars. For features that were difficult to control, This entry in what was
Suzuki’s work on OutRun was a model of thoughtful, we added AI assistance. For its time, I think the level of becoming a series of sort-of
conscientious design. Suzuki has previously spoken of OutRun’s production was very high.” OutRun games appeared on
keeping a notepad and Dictaphone next to his bed, so that The AI assistance Suzuki speaks of was used to particularly the Game Gear, SMS and C64
in 1991. It tried to be the Sega-authorised contender
he could quickly note any ideas he had in dreams. It’s no good effect with the handling of the Testarossa. The ‘drift’ to Taito’s excellent Chase HQ, but failed due to
coincidence that OutRun’s opening stretch of road is traffic techniques Japanese racing game developers tend to talk shoddy design and cheap production values.
free: this was to ensure that players stood no risk of being about are, according to Suzuki, essential in good driving
discouraged by suffering a collision early in the game, so games – if the car’s tyres grip the road surface too closely, OutRun 3-D
soon after inserting a 100 yen coin to play. Instant explosions the handling of the car will be too twitchy – but prior to Another SMS release,
OutRun 3-D was designed
on collisions between vehicles, too, in spite of being prevalent OutRun this wasn’t commonly appreciated by driving game
to take advantage of the
in racing games prior to the OutRun era, were not to Suzuki’s developers. The response of OutRun’s Ferrari was pitched SegaScope 3D Glasses.
liking, and he deliberately omitted this faddish conceit when perfectly, however, neatly averting all of the frustrations that It seemed futuristic, although the developer’s
designing both Hang-On and OutRun. On the other hand, players feel when they’re attempting to control cars which lack of confidence in the concept was belied by
Suzuki reckoned that zooming out into the lead and then just are prone to understeer, oversteer or ‘twitchiness’. And it’s its reassurance-veiled-as-a-boast, “WITH 2-D
MODE!”
staying there for the rest of the race wasn’t much fun either, just as well, really: not only did OutRun present endless
which is partly why OutRun is a race against the clock, rather one-way traffic through which you had to weave a path, but OutRun 2019
than an inter-vehicle competition. it also presented a choice of routes at the end of each stage, F-Zero meets OutRun in this
Yu Suzuki’s personal gameplay preferences happened demanding that you swerve left or right to head towards the Mega Drive release from
1993.
to be in tune with those of the majority of players, leading next easier/trickier area. In a game as gorgeous as OutRun,
The diverging routes of
to design decisions that would help OutRun to push driving while the primary thrill was in the ride, part of the fun was OutRun at least are retained here, however, the
games away from their tendency towards ‘the impossible’, just seeing what the next stage looked like. Suzuki concurs, Ferrari has been replaced with an awkwardly styled
rocket car… from the future.
OutRunners
» Failure to get a move This is one of the better
on results in a very OutRun sequels, the coin-op
angry flagman. version featuring linked
cabinets for multiplayer
racing and the System Multi 32 board powering late
sprite-based graphics drawn in a style similar to Yu
Suzuki’s 1988 classic, Power Drift.
OutRun 2 / OutRun 2 SP
This great game had a full
Ferrari licence with eight
drivable supercars, as well
as new game modes and
awesome Chihiro-powered 3D graphics. It was the
first real sequel to OutRun, and it had only taken 17
years to arrive.
OutRun 2006:
Coast 2 Coast
This is the homecoming of
OutRun 2 and SP, collecting
fine Xbox, PS2, PSP and PC
conversions of the arcades together with additional
console/computer-exclusive material. Essential.
ARCADE CLASSICS | 79
explaining that the emphasis on the scenery was deliberate: “I be in tune with the feel of the Testarossa’s acceleration and
wanted to make a game where you could enjoy magnificent handling. This is explained in part by Yu Suzuki’s balanced
changing scenery and landscapes while driving, commitment to OutRun’s sonic, visual and responsive aspects
and really get a nice sensation from playing it – not a stoic – “I couldn’t think of the game and music as detached, separate
racing style of play.” things,” he tells us – but there’s also the fact that Hiroshi
From the use of a roofless Testarossa and the choice of Kawaguchi, after working with Suzuki to deliver the excellent
Coconut Beach as the game’s first stage, to the names of the Hang-On music, was beginning to understand Suzuki’s wishes
soundtrack selections (breeze, wave, shower) and the various and his way of thinking. We ask Yu Suzuki to reveal his favourite
pastel shades used to draw the sky, OutRun feels almost tangibly OutRun cut and he responds without any hesitation: “Magical
fresh; the perfect game for summer. We mention this to Suzuki, Sound Shower.”
quietly hoping we haven’t just perceived the experience horribly Aware of all five senses (he has even contemplated the
wrong all these years. “Yes, that’s correct,” he nods, to our potential for games that challenge players’ sense of smell), Yu
relief. “I wanted to make stages where you could smell the fresh Suzuki wanted to make OutRun a tactile experience – not just
fragrance of new leaves and flowers, like in the green meadows something to appeal to the eyes and ears. Hence the cabinet
of Switzerland, so I’m happy that you were able to sense that.” designs he commissioned, which were early examples of coin-
For such a cohesive, finely crafted game, it’s surprising to op setups capable of delivering force feedback to players at
hear that the team behind OutRun was very much a randomly appropriate moments, such as whenever the Testarossa crashed
assembled group of individuals from within Sega. “The team into a roadside signpost. There were four flavours of OutRun
consisted of four programmers, five graphics designers and one cab – Deluxe and Standard moving types, an upright with a
sound creator,” Suzuki says, “and we had the [coin-op] cabinet force feedback wheel only, and a cockpit version without any
made by commissioning another team. The game development such movement. The appeal of the jolting DX and SD versions
team was made up of people who happened to be available at was overwhelming, and after their initial trial runs non-feedback
the time, so I wasn’t able to assemble the team according to my cabinets became relatively rare in Japan. Regardless of the » Cutting it this close can be
incredibly frustrating.
wishes. I wrote all of the important planning and programming presence/absence of moving parts in these prestigious cabinets,
parts myself; I don’t think anything was really influenced by the all of them used Nanao-brand monitors. It was essential that
development staff. I recall the bulk of development work taking OutRun’s super-quick sprite-scaling and undulating roads were
between eight and ten months to complete. However, during displayed on the best possible screens, and it was fortuitous
those eight to ten months I was almost living at Sega,” he laughs. that these cabinets were the last wave of Sega machines to
Although the other programmers and graphics designers use Nanao monitors. As part of a cost-cutting exercise,
working on OutRun appear, according to Suzuki, to have subsequent Sega coin-ops would use lower-spec Samsung
had scant influence on shaping the game, one man – Hiroshi displays – while the Nanao screens would stay bright forever,
Kawaguchi (the artist formerly known as Hiroshi Miyauchi) – had the later Samsung monitors were prone to screen-burn and
a tremendous effect on what has become one of the most highly visual signs of ageing.
regarded aspects of OutRun’s production: its music. Kawaguchi The OutRun arcade machines had an unexpected effect on
joined Sega as a programmer in 1984, coding alongside Yuji the crowds of players who used to hang out at Japan’s game
Naka on the SG-1000 game Girl’s Garden while writing music centres; no previous driving game had inspired such dedication.
purely as a hobby outside of work. Suzuki heard some of And players went to extraordinary lengths in the pursuit of high
Kawaguchi’s tunes and was so impressed that he commissioned scores. Around 1988 it was common in Japan to find OutRun
him to produce the soundtrack for Hang-On, after which machines with broken gearsticks: the so-called ‘gear ga-cha’ trick
Kawaguchi quit his role as a programmer and became a full-time – where opportune gear-down/gear-up shifts would be rewarded
in-house composer at Sega. with a prolonged white-exhaust speed boost – was published
Yu Suzuki, himself a guitarist, had specific requests of in Japan’s then-widely read Gamest magazine, along with a
Kawaguchi for his OutRun assignment: “During the planning photo-led guide to explain the intricacies of the move. Arguably
stage I explained in detail to the sound engineer what type of the most aggressive of OutRunners were not playing in the
tunes were needed. I told him that basically I wanted eight-beat intended spirit of the game, but such determined play helped to
rock rhythms at a tempo of 150bpm. I remember selecting a establish OutRun as a phenomenon in the arcades, as well as a
number of tunes to be used as points of reference. In those commercial success that covered Yu Suzuki’s travel expenses
days we couldn’t use samplers or PCM sound sources, so the many times over.
timbre of the tunes was a synthesizer creation, which led to us Yu Suzuki has always been blessed with a clear vision of what
having some difficulty when attempting to trim data quantities he wants, even if – as in the case of the unfinished Shenmue
for playback of the tunes. I remember wanting some guitars and saga – he hasn’t always managed to get it. But with OutRun,
voices in the soundtrack, but it was impossible to achieve with Suzuki’s vision was realised as perfectly as could have been
the technology of the time, so I ultimately had to give up.” hoped for, leaving players and its designer and programmer with
The final soundtrack represents one of the finest, enduring a supreme, satisfying experience born out of red metal, pastel
examples of Japanese videogame music. OutRun offers players skies and accelerating away towards the horizon. We’ll leave Yu
a choice of three tunes – Passing Breeze, Magical Sound Suzuki with the final word; he deserves it: “OutRun’s concept
Shower and Splash Wave – via a mock car-stereo screen was not about frantically racing to just barely take first place. It’s
before the action begins. It’s a concise collection of aurally about giving a ride to a beautiful woman, who sits at your side,
luxurious numbers, each upbeat and catchy to the point where and driving around in a luxurious car with just one hand on the
players would anticipate every subsequent bar. Somehow these steering wheel, taking first place in the race by a wide margin
tunes fit OutRun’s graphics perfectly, and they even seem to – and with time to spare.”
Yu Suzuki
Timeline HANG-ON
(released 1985; Arcade
SPACE HARRIER
(1985; GBA version
AFTER BURNER II
(1987; Arcade
POWER DRIFT
(1988; Arcade
VIRTUA RACING
(1992; Arcade
VIRTUA COP
(1994; PS2
VIRTUA FIGHTER 2
(1994; Arcade
version pictured) pictured) version pictured) version pictured) version pictured) version pictured) version pictured)
80 | ARCADE CLASSICS
THE MAKING OF: OUTRUN
DEVELOPER
HIGHLIGHTS
“The main impetus behind
SPACE HARRIER
SYSTEM: ARCADE
OutRun’s creation was my
YEAR: 1985
VIRTUA FIGHTER 2 (PICTURED)
love of a film called The
SYSTEMS: ARCADE/SEGA
SATURN
YEAR: 1995
Cannonball Run. I thought
SHENMUE
SYSTEM: DREAMCAST
it would be good to make a
YEAR: 1999
game like that”
YU SUZUKI ON HIS FASCINATION WITH THE BURT REYNOLDS FLICK
FERRARI F355 SHENMUE SHENMUE II PROPELLER ARENA VIRTUA FIGHTER 4 OUTRUN 2 PSY-PHI SEGA RACE TV
CHALLENGE (1999; (1999; Dreamcast (2001; Dreamcast (unreleased; Dreamcast (2001; PS2 (2003; Xbox (2006; Arcade (2008; Arcade
PS2 version pictured) version pictured) version pictured) version pictured) version pictured) version pictured) version pictured) version pictured)
ARCADE CLASSICS | 81
BATTLEZON E
AVALAN CHE
MAJOR HAVOC I ROBOT
ATARI FOOTBALL
WARLORDS
STAR WARS
CLOAK & DAGGER
FRO M TH E
Atari Inc
Formed by two engineers, Atari rose to Ted: “He took me off to Stanford to see
[Spacewar!] so I could help him come up
define the early games industry. However, with ways to do such a thing.”
The original plan was to bring the
its rapid expansion hid the looming experience direct to the arcade via a PDP
threat of bankruptcy that defined its INSTANT EXPERT or comparable minicomputer, and a third
partner with programming experience, Larry
early days, right through to the corporate Atari Inc was founded on 28 June
1972 but technically began in 1969
as a partnership between Nolan
Bryan, was brought in to that end. It turned
out to be a short partnership, however,
overindulgence and personality clashes Bushnell and Ted Dabney called
Syzygy Engineering.
when this approach was quickly found to be
cost prohibitive, but they did get a name for
that oversaw its ultimate downfall Atari’s first arcade game was
Pong in 1972. Its first consumer their engineering group out of it – Syzygy
product was a home version of Engineering. If this plan for an electronic
Pong for Sears in 1975. arcade game worked out, the two planned
tari’s origins go back to Ampex According to their boss, Ed DeBenedeti:
82 | ARCADE CLASSICS
D
MISSILE COMMAN
Space, and subsidising daily operations Go, the clerk picked Atari, not knowing
He definitely had no ideas with a coin route, Nolan looked to get
their first contract. Their first client was
that he would be choosing the name of
the company that would define electronic
about TV games of any sort Bally, which contracted them to produce
pinball playfields and, more importantly,
entertainment for years to come. On 27
June 1972, Atari Inc was officially born.
TED DABNEY ON NOLAN’S VISION WHEN THEY STARTED WORKING TOGETHER
an electronic driving game. Nolan hired Nolan and Ted decided to keep the Syzygy
former Ampex intern Al Alcorn to work name for the engineering portion of their
Computer Quiz and saw the potential on the proposed game, and allowed him venture, and use Atari for their outward-
of this new format. Hiring Nolan as lead to get acclimated to their video circuitry facing business activities.
engineer to finish adapting Ted’s work into from Computer Space. Nolan had seen
a game while performing other duties at the a demonstration of the first videogame A surprise hit
company, Nutting became the future of the console, the Magnavox Odyssey, that past After putting several test cabinets of
industry for a short time. May, and decided to have Al do an arcade Pong out into the wild – most notably
Having talked Ted into leaving Ampex version of its tennis game. By the time Al one at Andy Capp’s Tavern that sat right
and joining him at Nutting, by the end was done in August of 1972, Nolan was next to a Computer Space unit – a funny
of development Nolan was itching to outvoted two to one to make Al’s warm-up thing happened. Pong was a big success,
have more input on the business side of game, Pong, Syzygy’s actual game for Bally. drawing in far more money than the
things. The two left Nutting by the spring It was during this time that Atari got its Computer Space machines were, to the
of 1972 and decided to make Syzygy now-legendary name. When looking to extent that the Atari staff were afraid that
Engineering their main source of income. formally incorporate Syzygy Engineering, when they reported back to Bally on how
Funding the startup with it was found that several other companies the test run was doing, Bally wouldn’t
money from Nutting’s were already using the name. Giving the believe them. Wary of this, they under-
purchase of Computer clerk a list of names based on moves from reported the earnings numbers, and Bally
BY THE NUMBERS still thought they were exaggerating.
With Bally stalling on accepting the game
$40 million The amount 2 The number of competitors $189 The cost of the Atari 145 The number of and looking to possibly pass it off to its
of profit generated by Atari Atari had in video arcade 2600 at launch. manufacturers making games
as its golden age began in games in 1972. for the 2600 worldwide at the subsidiary, Midway Manufacturing, and Atari
1 The number of knowing how well the game was actually
1977, the year it released the time of the crash.
25 The number of manufacturers making games
hugely successful Atari 2600.
competitors by 1974. for the Atari 2600 at its 1977 5,000 The number of shares doing, Nolan, Ted and Al had a decision to
$539 million The amount it release. Of course, it was just allegedly sold by Ray Kassar make: either let Pong sit in limbo to maybe
$98.95 The cost of Atari’s
lost in 1983, as the industry’s
first home console, Pong,
Atari itself, although third- based on insider knowledge of be rejected altogether, or look to go into
crash was under way. parties would quickly appear. Atari’s performance. manufacturing for themselves. They chose
in 1975.
the latter, and Ted concocted a plan that
ARCADE CLASSICS | 83
COMPUTER SPACE RELEASED BY
SYZYGY PARTNERSHIP FORMED
TIMELINE
LAYOFFS ENSUE
1969 1971 1972 1972 1973 1973 1974
84 | ARCADE CLASSICS
FROM THE ARCHIVES: ATARI INC
WARNER COMMUNICATIONS.
5200 AS WELL AS THE MUCH-
GAMES CORPORATION
BLOCKBUSTER TANK
PINBALL DIVISION
IN SEPTEMBER
1974 1975 1976 1977 1978 1979 1980 1982 1983 1984
of Nolan’s wish for Atari to enter the microprocessor-based game console. » Nolan Bushnell inspecting rows of
consumer arena. First codenamed Stella and then officially Pong units ready to ship out in 1973.
named the Video Computer System (CX-
Homecoming 2600), it was released in 1977 and proved
Al Alcorn and several engineers had been to be the path to true greatness for the
working on bringing Pong to homes. The company when it became an icon of the
move to the consumer market meant videogame industry in the early Eighties.
shrinking the large logic-based arcade It sold well that first season in 1977 but
board to a small integrated circuit, for proved financially harmful to Atari the
which a partnership with chip manufacturer following year when manufacturing delays
Synertek and its IC designer Jay Miner caused a shortage of the console for the
was formed. The end result was a product 1978 Christmas season. As in the arcade
that put Atari on the map in the consumer industry years before, Atari was soon
market when it released through Sears joined by competitors eating up the new
in time for Christmas 1975. The research console market – Bally with its Professional
and development firm Cyan was also busy Arcade, Magnavox and Philips with the
during Pong’s home release, working on a Odyssey2, RCA with the Studio II, and
microprocessor-based home console that
had the potential to more than make up for
programmable console pioneer Fairchild
with its Channel F a year before Atari’s It was just business,
the Gran Trak 10 fiasco.
Still realising that it wasn’t enough to
console. Atari needed to separate the
VCS from the pack. nothing personal
completely save the company and expand Also contributing to Atari’s familiar NOLAN BUSHNELL ON FORCING OUT ATARI COFOUNDER TED DABNEY
operations like he wanted to, Nolan began financial problems for 1978 were a
looking for more investors in Atari, and lacklustre arcade line-up, such as Sky the head of the consumer division. It didn’t
eventually, an actual buyer. As 1976 began, Raider, Ultra Tank and Smokey Joe. help matters that Nolan began butting
the buyer appeared in the form of Warner To make matters worse, there was heads with Warner on issues like the
Communications. Warner had been on a tension between Nolan and Warner future of the pinball division, or even the
buying spree to expand its operations, and Communications. Nolan had been accused future of the VCS.
the acquisition of an expanding videogame of being a lax CEO since the purchase, By the autumn of 1978, Nolan had
firm like Atari fit nicely into its plans. The almost “checking out” of the much- crossed the line by trying to hold meetings
deal was signed in October 1976, officially needed daily running of the company, in secret without Warner staff. Warner put
making Atari a Warner subsidiary. and by his own admission that was the Nolan out to pasture after a reorganisation
Under Warner, development of Atari’s case. Consequently, it left more room for plan and, like Ted years before, he was HOLOGAMES
consumer line began to blossom, the Warner and its installed executives to flex left with no recourse but to quit that As the electronic toys craze hit
most prolific aspect of which was Cyan’s their muscles, such as Raymond Kassar, December. Ray Kassar was now left in in the late Seventies and early
Eighties, Atari had a brief foray
» Enjoying a round of Battlezone during its develo into its own handheld electronic
pment are: (left to right) devices and board games under
Lyle Rains, Dona Bailey, Ed Rotberg, Jeff
Boscole and Owen Rubin (seated). its new electronic games division.
Starting in 1978, Atari released
Touch Me, a handheld game based
on its own arcade game of the
same name, which competed
with and lost against a game from
Milton Bradley inspired by Touch
Me, Simon. Atari planned to follow
up with handheld games based on
arcade properties like Breakout and
the licensed Space Invaders, and
even planned advanced tabletop
hologram-based products like the
Atari Cosmos and Atari Spector.
Alas, it was never to be. By the
early Eighties, the electronic games
market was lagging in the US
and Atari shut down the division.
Atari not only lost some advanced
games in the process, but it lost
the company’s third employee,
Al Alcorn, who had been heading
the Cosmos project and quit
shortly after.
ARCADE CLASSICS | 85
SIX OF THE BEST
Asteroids [1979]
The classic space shooter that influenced
a generation, and it’s still fun to play. While
most will have to settle for playing this
game on pixelated technology, nothing
compares to playing in its original crisp
vector monitor format.
Centipede [1980]
Another innovative game, Centipede
improves on the bug theme initiated by
Galaxian. Set in a dynamically changing
garden playfield and complete with » Two shirts designed by Dan Kramer for internal use at
vibrant colour scheme, this top-down Atari to celebrate the release of his Atari 5200 Trak-Ball.
shooter proved a smash hit for Atari.
charge and began heading what many to Atari’s public presence in the videogame
Warlords [1980] consider the golden age of the company, craze of the early Eighties that it dominated.
Still one of the best multiplayer video if not the entire Atari brand. Not without a What many now take for granted or
arcade games of all time, its home port
for the 2600 was just as fun and one of little speed bump to start out with, though. attribute to Nintendo during its Famicom/
the only times you’ll hook up four paddles. NES heyday was actually pioneered by
The arcade version includes a breathtaking Under new management Warner during this period. Atari-themed
3D cut-out reflected backfield. Shortly after coming to the company, Ray magazines, movie placements, toys,
had begun bumping heads with some of clothing, party favours, costumes,
Tempest [1980] the Video Computer System programmers, jewellery, storybooks, big budget cinematic
Atari’s first colour vector game, this
fast-paced shooter that has you rotating
calling them “high-strung prima donnas” commercials, collectables and more built
around geometric shapes is again one in an off-the-record portion of an interview the brand into a commercial juggernaut.
that just looks best on a vector monitor. with the San Jose Mercury News that By 1982, Atari had become Warner
A capable home version wasn’t released ended up getting published. A meeting Communications’ golden goose. Comprising
until Tempest 2000 for the Jaguar.
designed to be a pep talk in early 1979 80 per cent of the videogame industry,
proved to be the last straw for some, as he Atari was doing slightly over $2 billion in
Missile Command [1980] managed to alienate even more. sales and producing more than half of
Global thermonuclear war, Atari style. The
home ports dumbed down the gameplay VCS and Atari 400/800 engineer Joe Warner’s $4 billion in revenues, and over
for use with a single joystick and button. Decuir related: “Ray called a meeting of 65 per cen of its profits. Warner saw only
Accordingly, Atari engineer Dan Kramer the entire engineering team, coin-op and continued growth, and did what it could to
was inspired to design a home version of consumer – a bit of ‘blah blah’, and then he force what should have been considered
the arcade trackball.
started talking about what we were going unmanageable growth, if not a bubble
to do. He was excited about the [400 and waiting to burst. This included frequent
Tank [1974]
A classic that many will never have a 800] computer. He said we were going second-guessing of Atari management,
chance to play, as it’s a discrete logic to sell them in designer colours so that creating a dual management. Money-losing
game that therefore cannot be emulated. women would buy them, and that we deals such as the now-legendary E.T.
It’s satisfying using dual sticks to would also have home decorating software. tie-in were forced on Atari, and a string
manoeuvre your tanks through a maze
while you attempt to blast your opponent.
A number of women I knew in engineering of ongoing projects that would have put
decided to resign because of this. One the company far ahead in both consoles
of the VCS programmers asked him how and computers were cancelled in favour
ONE TO AVOID he was going to deal with the creative
talent – the game designers. He said he
of more incremental advancements like
the Atari 5200 console and the XL series
knew about creative types from dealing of computers. Not that some of Atari’s
Slot Racers (2600) [1978]
This, Warren Robinett’s warm-up game with towel designers at Burlington Mills, his management, such as Ray Kassar, weren’t
for the much more successful Adventure, previous company. A core of programmers enjoying their perks; Learjets, limousines,
is Atari on autopilot. While an original were disgusted, and formed Activision.” yachts and luxury office remodelling were
concept, it was done better in later coin- Fortunately, much of the coin-op talent all on the menu.
ops like Spectar and Targ. 2600 games are
not known for their inspired graphics, but stayed on to thrust Atari to the front just The signs of the end for the company
the cars don’t even look like cars. as the market began exploding thanks were beginning as it enjoyed its record
to Taito’s Space Invaders. A string of profits that year. By August of 1982,
now-iconic hits were released from 1979 warehouses around the US began piling
onwards, including Asteroids, Battlezone, up with unsold inventory thanks to the
Centipede and more. The consumer division glut of competing consoles on the market.
and its Video Computer System rode the As Gordon Crawford, a representative of
wave in 1980 after a timely licensing of the investment group that brokered the
Space Invaders for the console came to original sale of Atari to Warner related:
fruition. Giving the lagging console its killer “At the January ‘82 Consumer Electronics
app, it was soon joined by an expanding Show there were three or four new video
third-party market thanks to Activision, and hardware systems and about 50 new
sales really took off. software systems – all the warning lights
The catalyst for Atari’s golden age went on for me. Then, at the June CES,
was Warner Communications itself. As it was worse! There were about 200
a powerhouse media company, it began software systems. This was a business
leveraging its wide net of subsidiaries to add where the year before it had been
86 | ARCADE CLASSICS
FROM THE ARCHIVES: ATARI INC
essentially a monopoly, and now there were 1984, Warner brought in a firm to evaluate the consumer arena. The still-profitable coin
literally hundreds of new entrants.” all its holdings and formulate a plan of division, responsible for Atari’s incredibly
Warner and Atari management became action, and Atari was at the top of the list of prolific arcade output, was initially kept and
partners in a cover-up of how Atari was subsidiaries that it was suggested to dump. reformed as Atari Games, and soon after
starting to suffer. Producing artificial reports The Murdoch takeover was averted that majority ownership was sold to Namco of
and a trumped-up projection of earnings March after Warner bought out his stock, Pac-Man fame.
for the final part of 1982, members in both but the writing was already on the wall for Much like a last-second swoop of the
management groups began selling off Atari. Warner began looking for companies paddle in Pong to save you from your
shares to insulate themselves. The most
THE NAMCO to buy it outright, but when it couldn’t, Atari opponent scoring that winning point,
notorious example was Ray Kassar himself,
CONNECTION was split into pieces. the Atari brand was rescued from being
who did so shortly before the December In 1974, due The consumer division and most of completely wiped out in 1984 and would
1982 announcement that earnings were to mounting Atari’s manufacturing and distribution survive the crash. However, the drama,
losses, Atari
far short of the previously announced decided to capabilities were sold to Jack Tramiel in successes and failures of the well known
projection. It eventually led to him being sell its exchange for no money down and the company were to be far from over…
forced from his position at Atari by that fledgling taking on of most of Atari Inc’s debt. Folding
Japanese operation, run by
summer, but the damage was already done Hideyuki Nakajima, to Namco. it into his Tramel Technologies Ltd (TTL), Special thanks: Curt Vendel, Jerry Jessop, Ted
to the industry. Hideyuki agreed to stay on and he renamed TTL to Atari Corporation and Dabney, Allan Alcorn, Steve Bristow, Owen
run Namco’s new division, which
would initially release licensed
began a new chapter of the Atari brand in Rubin, the Smithsonian.
The bubble bursts Atari games before moving on to
Shock waves spread as investors began producing its own. Thus started a
long partnership between the two
to question the viability of the entire companies. By the early Eighties
videogame industry, and stock prices it was Atari that was licensing
Namco games, and these were
plummeted. Layoffs began at Atari that such big hits that many are
January, and throughout the rest of 1983 frequently regarded as Atari-
and 1984 many of these new competitors created titles today, such as Dig
Dug, Pole Position and Xevious.
that Crawford had witnessed began closing. By February 1985, Namco
The videogame market crash had begun. purchased the Atari arcade
division, by then known as
Atari tried to minimise its losses by Atari Games. Hideyuki was
starting up advanced research divisions sent to oversee all of Namco’s
in computing and graphics, as well as US operations, and by 1987
had pooled his own money
expanding its areas of consumer reach together with other Atari Games
in markets like next-generation medical employees to buy the company
from Namco and make it
devices and telephone research. By employee-owned. Shortly after
September of 1983, Warner brought in the purchase he created Tengen
James Morgan, VP of tobacco company to allow Atari Games to enter the
home console market. In 1994,
Philip Morris, to replace Kassar and turn the Hideyuki and the rest of the Atari
company around. However, Warner began Games staff sold their company
mounting heavier and heavier earnings and back to Warner, then known as
Time Warner. Sadly, Hideyuki’s
stock losses as Atari lost millions a day, and long association with the Atari
by winter of 1983 Warner itself was facing brand would itself end later that
» In the early Eighties, special summer camps dedicated to personal computers
year when he passed away on 11
a hostile takeover by Australian publishing started springing up, with parents sending their kids in the hopes of getting a
June 1994 from lung cancer.
head start in this new field. Atari ran several camps across the US, where kids
magnate Rupert Murdoch. In January of could program their Atari 800 in between distractions like swimming and hiking.
ARCADE CLASSICS | 87
Arise Knight Arthur! The dead are abroad and the princess
has been taken. Lances will be lobbed, monsters will
be mashed, underpants will be aired. As Martyn Carroll
discovers, it’s all in a knight’s work
Ghouls ‘N Ghosts opens on a dark game filled with cartoon-quality characters. But it
and stormy night. Ominous clouds was the background graphics that really made the
gather and lightning pierces the gloom, difference. Gone was the sparse scenery of the
but Arthur fears not. He bounds through original, replaced by beautifully-drawn backdrops
the boneyard on his quest to save his loved one and that scrolled on a separate layer, creating a
overthrow the forces of darkness. convincing parallax effect. Add in the visual tricks,
There’s a definite scene of déjà vu hanging like the first stage’s stormy weather, and the result
over this scene. In Ghosts ‘N Goblins, released was a platformer filled with atmosphere.
three years earlier in 1985, Arthur found himself The improved aesthetics were down to Capcom’s
in a similar cemetery, knee-deep in the undead, CPS-1 hardware. Ghouls was the second title to use
with the same noble quest ahead of him. Even it – shooter Forgotten Worlds being the first – and
» [Arcade] Taking the high path is usually the best, if only the soundtrack was the same, albeit in an earlier the custom 68000-based 16-bit system gave the 2D
to prevent nasty things dropping on your head.
arrangement. The difference was the visuals. visuals a clear boost. In contrast the original game
Arthur and the enemy sprites were now larger ran on a 6809 CPU, the same processor used in the
and more detailed, allowing series director Tokuro Commodore SuperPET and Tandy CoCo. If the original
Fujiwara to better realise his aim of creating a was a 16mm movie then Ghouls was the 35mm
88 | ARCADE CLASSICS
ULTIMATE GUIDE: GHOULS ‘N GHOSTS
Arthur
(Magic Armour) Arthur Arthur Arthur Chest
Arthur (Old Man) (Duck)
(Underpants)
Ogre Mayfly
Orc Man
Man-eating Red Arremer
Rock Turtle Flower
Evil-faced King
Tower
Fire Bat
Beholder
Mud Hand
Antlion Armoured
Sonic Weasel Mud Man Princess
Prin Prin
ARCADE CLASSICS | 89
remake – Evil Dead versus Evil Dead 2, if you like.
Ghouls was also able to maintain its artistic flair
DEVELOPER Q&A throughout the game. The original became quite drab
and samey once you ventured underground and into
the castle, yet the follow-up continued to delight with
Programmer Ste Ruddy reflects on his
cracking Commodore 64 version its increasingly imaginative stages (the third stage,
Baron Rankle’s Tower, where Arthur had to traverse
How did you get to work on wiggly gargoyle tongues, was a highlight). And then
the conversion? » [Arcade] Arthur goes tongue surfing in the tricky third
there were the bosses. Who could forget Shielder, the
Software Creations was doing a stage. Try not to get chomped. first stage’s green-skinned guardian who held aloft his
fair bit of work for US Gold and it own fire-spitting skull? Screenshots of this encounter
was really just the next game I got were common in magazines, showing how the boss
following on from LED Storm. It dwarfed poor Arthur. In action it was even more
was my last C64 game as I was impressive as Shielder stomped around the screen,
doing more and more NES work. arms waving and tail swishing. The new bosses were
so imposing that Astaroth, the chief baddie from the
Had you played much of the game beforehand? first game, was relegated to mini-boss status. His
Sadly not. I’d played Ghosts ‘N Goblins to death but I crown was assumed by Lucifer, a mega-boss who
hadn’t seen Ghouls ‘N Ghosts in the wild until well into the literally filled the screen.
development of the game. By which time I was quite good » [Arcade] Arthur lights up the screen, and sends the dead As in the original game, to reach the final boss
scampering, with a charged-up magic attack.
at it, although not keen on paying to play! you had to play through the game twice – only then,
providing you collected the powerful Psycho Cannon
How much help did you receive from Capcom?
We didn’t get any, really. We received a board from US Gold
and that was it. Fortunately it was one with a debug mode,
so I do remember Andy Threlfall [the graphic artist] spending
quite a lot of time staring at the test graphic pages. Apart
from that it was just a case of playing the game over and
over. It was a hard job but someone had to do it.
BOSS RUSH The chief architects of evil
and how to topple them
CERBERUS
QThis boss leaps from the flames that engulf the end of the
second stage. The ‘Hound Of Hades’ blazes across the screen,
leaving behind a fiery – and deadly – trail. He also conjures up
deadly fireballs that rain from the sky. All of this ensures you
receive a toasty reception.
How to beat it: The best technique is to crouch in the centre of
the screen (to avoid his leap) and then hit him when he lands.
Don’t forget to dodge the falling fireballs.
90 | ARCADE CLASSICS
ULTIMATE GUIDE: GHOULS ‘N GHOSTS
OHME
QThe biggest boss in the game is several
screens in length and appears to be
some kind of rotting fish beast. Ohme
doesn’t actually move but its bloated body BEELZEBUB
secretes maggots and worms that try QOstensibly the final boss, this giant fly blocks the exit to the fifth and final
and prevent you from destroying their stage. It continually changes between his true form and a swarm of smaller
disgusting host. Eww. flies that buzz around the screen. It will also fling green blobs of death at you,
How to beat it: Avoid the maggots and just try to concentrate on plucked straight from its abdomen.
shooting the boss’s protruding innards. Begin with the middle one How to beat it: Run to avoid the swarm and then hit it hard when it forms into a
and then work outwards. fly. Using the dagger’s doppelganger magic will make quick work of this one.
ARCADE CLASSICS | 91
CONVERSION CAPERS How the various home
versions measured up
COMMODORE 64
QThis C64 game is held in high regard
and it’s easy to see why – it’s a conversion
masterclass. The graphics, the animation,
the attention to detail: everything about it
is impressive – and, of course, Tim Follin’s
SID tunes are simply out of this world. It’s
hard to imagine how Software Creations
could have executed this any better. It’s
real ‘lightning in a bottle’ stuff.
ZX SPECTRUM MEGA DRIVE
QTopping Elite’s Spectrum version of Ghosts ‘N QThis was one of several early titles that
Goblins wasn’t going to be easy but Software highlighted the Mega Drive as a capable platform
Creations managed it, just. There isn’t much for coin-op conversions. It’s not arcade perfect
colour or background detail on display but all of – the animation is a little choppy and some
the stages are here and it plays really well. The visual tricks are missing – but it’s nonetheless
128K version is the one to go for, as there’s no a very fine version that unsurprisingly became
annoying multi-load and it features Tim Follin’s an import favourite. The ‘practice’ mode is a nice
excellent AY tunes and effects. addition, resulting in less hair-tearing.
ATARI ST AMIGA
QIt took Software Creations 12 months to create QArriving a few weeks after the ST release,
the ST version and it was time well spent. The Software Creations went back and enhanced
colours are muted and the scroll isn’t as smooth the graphics for the Amiga version. Compare
as you’d hope but it’s a faithful conversion. the screenshots: the Amiga version features a
Once again Tim Follin worked his audio magic, taller display and includes more detail, such as
producing a series of original compositions the clouds and background trees. The only thing
alongside arrangements of the coin-op’s tunes. missing is the parallax scrolling effect.
92 | ARCADE CLASSICS
ULTIMATE GUIDE: GHOULS ‘N GHOSTS
GHOSTS ‘N GOBLINS:
SUPER GHOULS ‘N GHOSTS MAKAIMURA ULTIMATE GHOSTS ‘N GOBLINS GOLD KNIGHTS
PLATFORM: SUPER NINTENDO PLATFORM: WONDERSWAN PLATFORM: PLAYSTATION PORTABLE PLATFORM: MOBILE/IOS
YEAR: 1991 YEAR: 1999 YEAR: 2006 YEAR: 2009
QSNES owners rejoiced when Capcom QThis often-overlooked fourth entry QFollowing the two Maximo spin-offs Capcom QArthur returned for this new two-part
announced that the third game in the series was was released exclusively in Japan for the returned to the series roots with a classic 2D challenge – and he wasn’t alone, as you could
a Nintendo-exclusive title. It was essentially monochrome WonderSwan. Despite the title, entry that benefited from wonderful 3D-style now choose to play as different knights with
more of the same, with Arthur blessed with new and the return of enemies from the earlier backgrounds. Arthur was now more athletic unique abilities. The gameplay was largely
weapons and abilities, including the all-important games, this was a distinct entry in the series that than ever, being able to block, dash, climb and unchanged, though it was more forgiving than
double jump. The graphics and animation featured imaginative stages and bizarre bosses. even fly. His task was no easier, however, as the before (a good job, given the touchscreen
were great, although the game suffered from It was also brutally difficult, as you’d expect, trademark difficulty returned with a vengeance controls). Various ‘cheats’ could also be
slowdown when the action intensified. without the double jump to save your skin. (though there was a novice mode). purchased for real-world money. Hmm…
Ghouls and other Capcom titles, such as Strider to challenge him. All of these versions were enhanced
and Final Fight, helped establish the CPS-1 board as by Tim Follin’s fantastic audio work.
an arcade mainstay. As the titles were 2D and sprite- Versions for the Master System and the PC Engine
based they lent themselves to home conversions and SuperGrafx followed. There was no version for the
many followed. The first conversion of Ghouls hit the Super Nintendo – it instead received Arthur’s third
Japanese Mega Drive in August 1989. It was coded by outing, Super Ghouls ‘N Ghosts, as the series made
Yuji Naka, who would go on to head up Sonic Team, the jump to home systems (see box out). There was
and was admirably close to the coin-op (Fujiwara once also the Gargoyle’s Quest series for Nintendo systems,
joked that the Mega Drive version even featured the where one of the flappy little demons that menaced » [Arcade] Excuse me! The party gets out of hand as the
same bugs as the original, suggesting that the 68000 Arthur became the protagonist. The entertaining 3D end of the night draws near.
code was ported to some degree). spin-off Maximo was released for PlayStation 2 in
In Europe US Gold picked up the Ghouls licence, 2001 and this was followed by a sequel.
as part of its ongoing deal with Capcom, and In 1994, six years after the arcade debut of Ghouls
commissioned Software Creations to develop it for ‘N Ghosts, the first arcade-perfect conversion arrived
home computers. The 8-bit releases were generally on the Sharp X68000 Japanese computer. Ports for
very good (the C64 version in particular being a the PlayStation and Saturn arrived in 1998 as part of
highlight), with the only real omission being the final the Capcom Generations series that also included
battle with Lucifer (these versions ended when the first and third games in the series. The games
you swatted Beelzebub, the giant fly, although the also appeared on Capcom Classics Collection for
» [Arcade] Watch out for the giant mud hands as you
Spectrum version did throw up an extra platforming PS2 and Xbox in 2005, and PSP the following year. navigate stage four’s slimy slopes.
section which led you to the princess). The ST and Ghouls was absent from the recent Capcom Arcade
Amiga versions were both solid titles and they did Cabinet collection, raising the possibility that Capcom
feature the Lucifer fight, with the only difference being has future plans for the game. Hopefully, Arthur’s
that you didn’t have to battle through the game again adventure isn’t over just yet…
ARCADE CLASSICS | 93
the evolution of
I
f there’s one franchise that has and a franchise that would alter the gaming
changed the shape of gaming as landscape forever, something that would shape
we know it more than any other, us as gamers and change our perceptions
it has to be Street Fighter. Having of what games could and should be. Call it
a friend or rival watch over your shoulder as hyperbole if you want, but we defy anyone to
you set a new high score and keenly input your name a more influential or important game than
initials (most likely in the form of some kind of Street Fighter II – some on a par, perhaps, but
shorthand profanity) is great and all, but having none that could claim to have had a quantifiably
them eat humble pie from a plate made of your greater and longer-lasting effect on gaming as
own skill? Priceless. we know it.
Street Fighter may not be solely responsible But it’s an odd tale all the same, one where
for the concept of competitive gaming, nor an innocuous fighter is somehow the basis for a
was it the first game to introduce the idea. But sequel that takes the world by storm and spawns
by allowing us to select a character we could a million imitators. Later follow-ups proved SFII ’s
identify with and make work, the Street Fighter quality to be no fluke; Capcom’s success story
series without doubt forged many of the tenets seemingly wrote itself as the franchise evolved.
by which we currently (and probably always And while Street Fighter II might be the one
will) go head-to-head with each another under game that stands out as defining the franchise,
the watchful eye of a digital referee. each chapter has its own story to tell and its own
And Street Fighter has done so much more relevance in the grand scheme of things.
for us, too. It’s given us the perfect way to vent The original’s sketchy special move
frustration with the real world by wailing on commands; the sequel’s unexpected brilliance;
virtual schmucks at the end of a bad day. It’s III ’s unwavering determination and peerless
given us a forum in which to chase our ideals quality despite a dying market; IV ’s ballsy
of developing gaming skill, while so many rejuvenation of a genre long thought dead. Hell,
other games just want to take us on a nice all this rags-to-riches story is missing is a John
“experience” holiday or patronise us until we Parr soundtrack and a kickass montage. Join us
can’t see straight. And it has defined, more than them as we retread the steps that took Capcom
any other series, the rules under which modern to unexpected greatness and established a
gaming competition takes place. franchise to be forever remembered as one of
It came from nowhere, another also-ran the classics. Not many games make it to 28 and
fighter somehow paving the way for a game still look so spritely, after all...
94 | ARCADE CLASSICS
While Street Fighter II
stands out as defining the
franchise, each chapter has
its own story to tell
拳
龍
昇 ARCADE CLASSICS | 95
Humble Beginnings
I
f it’s true that the mightiest of oaks » Special move inputs don’t always register
can grow from the smallest acorn, properly, making on-demand fireballs tricky.
it’s no great surprise that the
unstoppable force that is the Street
Fighter franchise came from something so
microscopic in importance.
Street Fighter was just one of any number of
competitive fighting games to emerge in the mid-to-
late Eighties, the only things really separating it from
the rest of the pack being little more than gimmicks
– a deluxe version of the cabinet featured large
pressure-sensitive buttons rather than the simpler
version’s six-button layout, while electing not to inform
the player about the existence of Ryu’s special moves
gave the game an air of mystery and excitement. The
deluxe cabinets were later phased out as, predictably,
heavy-handed use in the search for the strongest
attack led to damage, though the standard six-button
system employed by many modern fighting games
started life here.
While the game itself was somewhat
unremarkable in many respects, it did help launch
the careers of some big names in Japanese
development. The production and direction team of home computer system at the time to mixed effect.
Takashi Nishiyama and Hiroshi Matsumoto would go Tiertex, the studio responsible for handling the ports,
on to join SNK and work on rival franchises Art Of even went so far as to release its own unofficial sequel
Fighting and Fatal Fury, while Mega Man legend Keiji in the form of Human Killing Machine, a fighter of
Inafune got his break at Capcom drawing up character questionable content based on the same engine as the
portraits for Street Fighter. version it developed for the ports of Capcom’s game.
The game proved fairly popular despite its simple Cheeky, perhaps, but the 8-bit era was hardly a hotbed
premise, later being ported to just about every major of morality…
96 | ARCADE
RETRO GAMER
CLASSICS
THE EVOLUTION OF STREET FIGHTER
it
what
o d u ced
intr ve buttons to
re-sensiti ck
Q Pressu ths of atta
h various streng b utton
unleas d six-
w-standar
Q The no g htin g games
r fi
layout fo g ’s most icon
ic
of gam in
Q Some lar c h arac ters
and popu
before
street
fighter
Heavyweight Champ
While not perhaps a spiritual forerunner
to modern one-on-one fighters, Sega’s
arcade machine is acknowledged as
» Considering the artistry of later games, the » Letting a second player interrupt the action was a being the first competitive fighting
original’s portraits are ugly by comparison. bold step in the right direction for Capcom. videogame. Side-on boxing isn’t the best
representation of the sport, mind.
Yie Ar Kung Fu
Konami’s fighter paved the way for
Street Fighter and the developer must
have been kicking itself – Yie Ar Kung Fu
is probably the better game, in truth, but
Capcom beat Konami to the punch with
a stellar sequel.
» With Adon defeated, it’s just Sagat to go. Good » Two or three meaty hits from the Muay Thai Way Of The Exploding Fist
luck with that – the dude is a total beast. master is all it takes to end a round in his favour. A far more accurate portrayal of martial
arts than one that includes blazing
what happened next the competition fireballs and gravity-defying spins,
Beam’s game worked on a points
Not very much, to be perfectly honest. Street Fighter It was an interesting time for the fighter, the genre
system rather than employing energy
was just one of many games looking to further still very much in its infancy. The few games Street bars, just like real-life competitions.
develop the concept of the one-on-one fighter, Fighter had in the way of competition all found
though Capcom’s take on the idea wasn’t really that themselves in the same boat, albeit pushing in
much more inventive or professional than any of its different directions, to try and turn an interesting
peers. Indeed, it was a fairly quiet few years for fight concept into a clearly defined genre. IK+ enjoyed
fans, following the release of Street Fighter, with very some success, the three-way fights (and ability to
little on offer. Home computer gamers would enjoy drop your trousers) setting it apart from similar games,
the likes of Palace’s far more satisfying Barbarian while various publishers would try other angles –
and EA’s somewhat terrible Budokan for competitive Barbarian toyed with extreme violence, Ninja Hamster
fighting, but little did we know that Capcom was with cartoon-style silliness and Galactic Warriors with
hard at work on a game that would change gaming mech-based combat. Nobody had a clear advantage
history forever. over the fledgling genre... well, not yet, at least.
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CLASSICS
The Game
That Changed
Everything
Q
uite how Capcom went from
shipping such a run-of-the-mill
fighter to creating one of the most
SFII’s influence on the genre and
important games of all time in the
space of one sequel is beyond us. But everything
about Street Fighter II is just… right. The cast of
on gaming cannot be understated
characters, spanning a handful of stereotypes and
clichés, are easy to identify with. The controls, now Even when it got things wrong, Street Fighter II » Scoring fights is an arbitrary hangover from older
games, though modern fighters still do it.
tuned to actually keep up with quick player input and still ended up being right. The ability to cancel
properly register special move commands, are fluid normal moves into specials was, believe it or not,
and responsive. And the music… Main composer a bug rather than a design choice – a bug that has
Yoko Shimomura may not have been particularly shaped an entire genre and one that without which
fond of fighters but she absolutely nailed it with the the fighting game as we know it would be really
amazing selection of character-specific themes. You quite different. The concept was later embraced by
only have to look at all the cover versions, remixes Capcom, who developed it into a fully-fledged feature
and repurposed theme tunes that litter the Internet with hit counters and everything, though it’s hard to
to see just how much impact these pieces of music believe that just a staple of the genre came about
have had. by accident.
98 | ARCADE
RETRO GAMER
CLASSICS
Regardless, its influence both on the genre and home conversion and remarkably, it’s still to this day in the space of a few years with slightly different
on gaming in general cannot be understated. This Capcom’s best-selling game. The first official arcade takes on the one-on-one brawler. Midway’s Mortal
was the game that developed the idea of direct variant came in the form of Champion Edition, letting Kombat was another key competitor, digitised
competition rather than asynchronous, back-and-forth players use the four boss characters and addressing graphics and controversial levels of gore helping it to
score attack. This was the game that cemented several issues, while Hyper Fighting was Capcom’s mainstream success. Even home platform exclusives
the idea of having separate characters with unique way of going toe-to-toe with all the board hacks doing started trying to best official ports of the Capcom
move sets as a must-have feature. And this is the the rounds. Super later added new four characters, game; the likes of Team 17’s Body Blows, Eternal
game that, for many, represented the first steps into with SSFII Turbo finally unleashing Super Combos on Champions and Clayfighter were among those that
the world of gaming, be it a daunting few plays in a the world. wanted a slice of this booming genre.
dingy arcade or the thrill of having what seemed like a
perfect arcade game in your own home. This was the
game that changed everything.
the competition
The cutthroat arcade scene wasted little time in
other
what happened next
jumping on Street Fighter II ’s spectacular success
and for several years, the market was awash with
street
The insane popularity of the arcade original
spawned myriad home conversions and coin-op
fighters looking to pull the rug out from under
Capcom’s accidental classic. SNK came to the fore
fighters
updates, some less legitimate than others. The during this time, with Fatal Fury, Art Of Fighting, Street Fighter Alpha: Warrior’s Dreams
SNES port was, for a long time, the most faithful Samurai Shodown and King Of Fighters all emerging Developed as a prequel series to Street
Fighter II, the Alpha games fleshed out the
characters and introduced new ones to
develop the franchise’s universe. Technical
elements like the super meter arrived, as did
new features like the Alpha Counter.
what
it Street Fighter Alpha 2
ed
n t r oduc A continuation of the original Alpha’s ideas,
i r
aracters fo ility Alpha 2 introduced Custom Combos – a
ab le ch
Q Select rep laya b system that let players burn super gauge in
pth and
ented de mple of a order to unleash unique strings of moves and
unpreced re’s first e xa
hting gen by mistake g
specials that might not otherwise combo. Oh,
Q The fig em, albeit and a handful of new characters too.
st amin
com b o sy
co m petitive g
he ve ry notion of in g tu rn s and
QT ative to tak Street Fighter Alpha 3
alte rn
as an g scores
comparin The pinnacle of the sub-series and still
one of the greatest fighters ever made.
Selectable fighting styles and a wealth of
characters offered even greater freedom
and depth – hardly surprising, seeing as how
this came out after Street Fighter III.
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RETRO GAMER | 99
CLASSICS
Desperate Times...
W
ith the world and its dog having But determined to buck the trend and take back its
developed a bunch of 2D fighters crown from the genre’s new 3D pretenders, Capcom
and saturated the market to the came good with a gorgeous and inventive return
point where not even the hardcore to form. A brand new cast (with the exception of
could really bring themselves to care, the late returning fighters Ryu and Ken) gave willing players
Nineties wasn’t a good time to be a beat-’em-up an entire new roster of archetypes to learn and the
fan. Capcom had been plugging away with the Street Parry system – while not exactly embraced at the
Fighter brand through the popular Alpha spin-off time of release – would go on to create a moment
franchise but when it came to develop a full sequel, that will go down in gaming history forever. At the Evo
apathy had set in within the fighting community to 2003 tournament, the high-level feature seemed like
a dangerous degree. And with 3D fighters starting something beyond the grasp of many, but when Daigo
to really come into their own as well, it seemed like parried all 15 hits of Justin Wong’s Chun-Li Super Art
Capcom was fighting a losing battle. and responded with a perfect combo to win, the room » Some players could never bring themselves to fly the
nest, sticking with good ol’ Ryu and Ken.
SFIII was determined to take back its erupted and the entire world stopped to take notice of
fighters once more. There could literally have been no
crown from the new 3D pretenders better advert for 3rd Strike.
100 | ARCADE
RETRO GAMER
CLASSICS
other street fighters
Street Fighter EX Street Fighter EX2 Street Fighter EX3
With the 3D revolution But that didn’t stop a A PlayStation 2 launch
in full swing, Capcom sequel from surfacing, title, but not one of
didn’t want to be too improving matters the better ones. The
late to the party it slightly but still not to an same dodgy 3D visuals
helped start. It did, extent where the game returned, joined this
however, turn up has any worth above 2D time by a tag mechanic
horrifically dressed and versions of the game. A similar to the Versus
half-cut – Street Fighter, it seemed, side mode did pave the way for SFIV ’s series and Tekken Tag Tournament. Not
was not cut out for life in 3D. character-specific Trials, though. one of the series’ high points.
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CLASSICS
A Legend
Is Reborn
T
he eight years between Street Fighter entire cast of world warriors from the series’ most Combos, offered similar depth – many newcomers
EX3 and IV represented the longest popular game while mirroring its accessibility. could throw out hopeful Ultras, but most characters
the series had ever gone without a SFIV was designed to be instantly familiar and could combo into their ultimate attacks with the right
new game, largely because many that proved to be one of the core strengths of this set-up. Street Fighter was back on top.
senior Capcom figures weren’t exactly behind late return. But as well as ensuring a low entry
the project. But relatively unknown Capcom barrier and a balanced playing field, Capcom also what happened next
producer Yoshinori Ono pushed relentlessly for a did a great job of making IV a multi-tiered affair With the current hardware generation poised to
new Street Fighter game despite opposition from that could be employed by players of all skill levels. overflow with me-too shooters, Capcom’s timing in
his peers and superiors. Take the Focus Attack, for example. Newcomers bringing back Street Fighter was absolutely perfect.
After the roaring success of the HD remake of could use it to stun hesitant opponents for a free Long-dormant fighting fans rose from their slumber
Super Street Fighter II, though, the Capcom suits combo, intermediate players could use its armour to seek out arcade units, with the improved home
were left little choice but to sit up and pay attention properties to absorb single blows in a similar way version bringing competitive fighting back to the
to Ono, who was put in charge of bringing back to SFIII’s Parry (using a dash to cancel recovery or masses just like SFII had done 17 years before. The
Street Fighter properly. The thinking behind the activation of the actual attack) while pros could use Super version added new characters and selectable
belated comeback was simple – set between SFII it to cancel attacks, leading to some of the game’s Ultra Combos, and Arcade Edition bringing a further
and SFIII, Street Fighter IV would bring back the flashiest combos. The comeback mechanic, Ultra four to bring it in line with the latest coin-op version.
102 | ARCADE
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CLASSICS
the Future
other street fighters
Thanks to the success of Street Fighter IV, the Marvel Super Heroes Capcom Vs SNK 2: Mark Street Fighter
franchise is once again big news and it will come
Vs Street Fighter Of The Millennium 2001 X Tekken
as no surprise to learn that Street Fighter V was
Pitting Marvel’s finest Not strictly a Street While hardly retro (on
announced in 2014. What is surprising however
nonsense warriors Fighter game perhaps account of having come
is the amount of effort Capcom is putting into the against a host of but Capcom’s out this year, SFXT gave
game, and it appears to have been taken on all the Capcom’s martial representatives in CVS2 a mammoth cast of
feedback from Street Fighter IV. artists may not have came predominantly Street Fighter stars the
By far the biggest news about Street Fighter V seemed fair. But by from its leading fighting chance to beat down
turning everything up brand. Of all of the older 3D fighting’s finest. And
is that Capcom is revamping many of the classic to 11, Capcom managed to make it a crossover fighters, this is easily the one they did – though the SF guys and gals
characters, so they look and play differently. It’s a frenetic and exciting crossover. that still holds up best. work way better in a 2D game.
bold move, but one we’re confident will be pulled
off. It’s also bringing back plenty of old stalwarts,
including Birdie, Nash and R. Mika, but has
introduced plenty of new characters soon. Needless
to say, we can’t wait until the game hits in 2016.
what
intr it
oduc
Q The Fo
cus Attac ed
crumple k: a charg
that abso eable
rbs blows
used to c and can b
Q Full on an ce l attacks e
line integ
whole wo ration, turn
rld into yo ing the
Q Trials m ur very o
ode, an in wn arcad
practically ventive w e
teaching ay of
combos
and skills
CLASSICS | 103
The World Warriors
I
II I
I
I III I II
II II
II IV I III
III III
III Guile
Guile II IV
IV IV
IV III dudley
dudley
I C.Vip
C.Viper
er I
joe IV abel
abel
II guy II
III III
I IV I I IV I
II Balrog
Balrog II II hugo
hugo II
III III III III
I
IV I IV II IV IV
Mike
Mike II cody
cody remy
remy Cammy
Cammy
III
III
IV
IV
rufus
rufus
I alex
alex france england
II
III germany
IV
Ken u.s.a
mexico
jamaica
I
II
III
IV brazil
spain italy
T.Haw
T.Haw
T.Hawk
k
I
II I
III II I I
I IV I III II II
II Blanka
Blanka II IV III III
III III Dee Ja
Jay
y IV
IV
IV IV Vega
Vega rose
rose
El Fue
Fuerte
rte sean
sean
kenya
I I I
II II II
III III III
I IV I IV I IV I
II Q II gill
gill II seth
seth
II
III III III III
IV IV IV IV
twelve
twelve elena
elena
M.Bis
M.Bison
on urien
urien unknown
104 | ARCADE
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CLASSICS
THE EVOLUTION OF STREET FIGHTER
I I I I
II II II II
III I III I III I III
IV II IV II IV II IV
Birdie
Birdie III necro
necro III Makoto
Makoto Retsu
Retsu
III
IV IV IV
Zangie
Zangief
gief Gouken
Gouken E.Hon
E.Honda
da
I I I I
II II II II
III russia III III I III
I IV
IV IV IV II
II Geki
Geki
eagle
eagle oni
III Ibuki
Ibuki III
IV IV
Akuma
Akuma
sakura
sakura
I I
II II
III III
IV IV
oro Ryu
I
II
japan
III
IV
Evil
Evil Ryu
Ryu
Hong china
kong
india
south
korea
I I
II II
III III
Turkey thailand IV IV
I I I
yang
yang Chun
Chun-L
n Li
Li
II II II
III III III
IV IV IV
juri
juri Fei Lo
Long
ng yun
I I I I
II II II II
III III III III
IV IV IV IV
hakan
hakan I Adon
Adon I dan I lee
II II II
III III III
IV IV IV
Dhalis
Dhalism
lism Sagat
Sagat gen
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CLASSICS
IN THE KNOW
» Publisher: Atari Inc
» Developer: Atari Inc
» Released: 1980
» Systems: Arcade, Various
» Genre: Shoot-’em-up
Retro Gamer takes a definitive look back on the development team, though,
with Dave in particular being affected
by the game’s theme and gruelling
at a classic arcade game and unravels its development schedule and suffering
nightmares as a result.
Nuclear nightmares aside, there was
brilliance through those who know it best no denying that Missile Command was
an incredibly good game that instantly
became a huge success when it was
released in arcades. It became a huge
money-spinner for Atari, and it has
been firmly ingrained in popular culture,
with the hulking cabinet appearing in
everything from Chuck and Fast Times
At Ridgemont High to, appropriately,
Terminator 2: Judgment Day.
We’d argue that Missile Command’s
success was down to a combination
of its topical setting, the popularisation
of the shoot-’em-up genre that was
brought about by the release of Taito’s
Space Invaders, and for also being an
incredibly tight game that requires
real skill to play – we’ve never been
hat you’re even reading enter the picture, the gameplay soon able to get anywhere near Tony
the sequels
Despite the lack of a true Missile
Command 2, there are several spin-offs
Liberator
Top tips to help you Released: 1982
reach the finish line Aside from Missile
Command VR – a virtual
in record time reality offering that appeared
QDON’T PANIC in 1994 – there were no
The fundamental rule with arcade sequels to Missile
» In the event of a nuclear war, we want Tony to be
manning the missile shields. this game is not to panic. Command, which is very
There is a lot going on, and players tend strange considering how
It felt good, of course. It was nice to be to lose control, firing shots off all over popular it was. Liberator,
recognised for the achievement. I wasn’t the place. This will not help your game then, is like a spiritual
splashed all over Time magazine or at all. There is no need to fire three sequel to Missile Command
anything, but it’s nice to be listed in the missiles up to take out just a single one that was based on the popular Atari Force comic series.
Guinness book. The most pleasing thing coming down! And if you are playing in The game is essentially an inverted take on the Missile
was simply beating a score that many marathon mode, remember you get a Command concept in that players must destroy bases
people saw as impossible, and to start bonus city every 10,000 points. rather than defend them. Targets are situated on a rotating
flying the flag for us here in the UK. No planet, and players launch their attack via four immovable
one had come near to the world record QTHE RIGHT BASE spaceships that are positioned in each corner of the screen.
in over 20 years, so it was seen as big Try to use the appropriate Moving a targeting crosshair with a trackball, players must
news in classic arcade gaming circles. missile base. If a missile destroy all the targets before their ships are destroyed.
I think it did a lot to resurrect interest in is coming down the right-hand side of
the game – I know of a few guys in the your screen, try to use your right-hand Super Missile
USA who went out and bought a cab as base to take it out. Command
a result of seeing my score. Released: 1994
QSAVE THE The Lynx has many
Q Did Roy Shildt congratulate you MIDDLE MISSILES underrated gems and this is
for beating his record? You’ll notice that the one of them. This excellent
Actually he did. As the previous record missiles from the centre base do travel update to Missile Command
holder for over 20 years, he was at a slightly faster speed than those offers all the thrills and
surprisingly gracious – much to his from the side bases. Try to use your spills of the original arcade
credit. I don’t think he was particularly two side bases’ missiles first, and save game, but also a few neat
happy about it – who would be? – but your middle ones – they come in handy twists too. In addition to
he acknowledged my ability, before when shooting down the smart bombs introducing new enemies
going off on one about trackball settings, on the later waves. Work on your and updating the graphics rather nicely, by far the best
Twin Galaxies, his comic book, The King ‘spreads’ – a line of missile clouds you upgrade to the game was a new power-up system whereby
Of Kong, Arnold Schwarzenegger and can create about halfway up the screen players were awarded money at the end of each stage,
Billy Mitchell’s hot sauce. Roy tends at the start of the later waves. This which could then be put towards specific power-ups that
to get a little worked up about quite tactic buys you a bit of thinking time. either boosted your missile capabilities or your defences. It’s
mundane things. He has what I think we a solid follow-up that also featured a similarly decent update
could call ‘passion’. Or maybe he’s just QTHE TRACKBALL of Asteroids on the same cartridge.
5150; I’m not sure which. Get used to the speed of
the trackball. Every one is Missile Command
Q Is it true that there’s a fierce rivalry different – some are really responsive VR and 3D
between you? and others you have to fight hard with. Released: 1995
Well, I suppose there is, yes. People Once you’ve got the feel of it, you can Missile Command 2 never
have built up this King Of Kong scenario start to play more instinctively. This got beyond the prototype
around us – but the reality is slightly is key to getting high scores. Things stage as Atari presumably
less gripping. Roy shouts loudly about should start to become second nature, struggled with how best to
Missile Command and Tony Temple and you’ll find yourself shooting things extend the original concept.
every now and then to whoever will down without thinking about it. It would be 14 years before
listen to him, and I just sort of shrug my fans got an arcade follow-
shoulders and get on with life. Roy is QPLANES AND up, and this came by the
a colourful character and can be pretty SATELLITES unusual way of Missile
difficult to deal with. He’ll tell you that As a general rule, try to Command VR, which ambitiously took the core gameplay
he’s the true champion, and that he shoot planes and satellites down as and, as its title implies, blasted it into the computer-
could beat my score any time he likes. soon as they appear. Removing the generated world of virtual reality. Split into three stages,
I’ve never met the guy but I suspect I danger early is a good idea anyway, this sequel saw players trying to defend bases from hostile
will play him soon, head to head, which plus the quicker you remove them, alien invaders. Virtuality, the game’s developer, released the
will be quite something. Many people the quicker you’ll get an opportunity to game for the Atari Jaguar as Missile Command 3D, where
want to see that happen, and I’m shoot more, generating more points. it’s the only title compatible with the console’s VR headset.
warming to the idea now.
BUTTONS
Obviously a key element to the game!
These are sealed switches that aren’t
made any more. The start buttons
are illuminated in red; the fire buttons
are standard. You can also find these
buttons on the old Atari Sprint and
Asteroids cabinets. Getting hold of
replacements is really difficult, and as
they are sealed units, they cannot be
fixed. When they go, they go!
MONITOR
Standard 19-inch Wells Gardner
monitor. Archer put a NOS
one in during the restoration
process. These raster monitors
are becoming very difficult to
source now. The bezel is actually TRACKBALL
smoked glass – again an idea The trackball is quite a complex bit of kit and is what makes
Archer had, just to add his own the game so challenging. The trackball itself is actually a
signature to the restoration and standard candlepin bowling ball, would you believe! I have
the machine. This was custom a brand new one that I must get round to fitting. It sits on
made and cut at a glass factory, two rollers on the X and Y planes. The faster you roll the
and had the lettering screen ball, the faster these spin. Optical sensors track the speeds
printed on. The bezels on of the two rollers in relation to each other and the gubbins
standard machines are Perspex. inside the game translate these movements to the position
Again, it just makes the cab a of your crosshair. They are pretty easy to maintain – two
little different, but keeps it true to drops of sewing machine oil every couple of months in the
the original machine. bearings keeps things nice and smooth.
MARQUEE
Dave Theurer, the guy who wrote
developer Q&A
the game, is notoriously quiet and We speak to Rob Fulop, the man behind two of the Atari 2600’s
reclusive about his time at Atari.
Luckily, I managed to get a lead, best conversions: Space Invaders and, of course, Missile Command
and via a friend, he agreed to sign
some bits and pieces for me. I sent How were you involved with available base instead of the three in the original
my marquee off in the post to him, the 2600 port? coin-op. It is very easy to make a game like Missile
and Dave very kindly signed it, as We had a brainstorming Command overly difficult, and it is also pretty easy
you can see. As far as I know, this session to come up with to make the game very easy to beat. The trick is
is the only signed Missile Command possible new 2600 games. to find the balance between the two and craft a
marquee in the world, which makes On the list were two very ‘difficulty ramp’ that kept getting a little harder
my machine particularly unique. popular Atari coin-ops, each time. Missile Command taught me all about
Missile Command and the importance of creating a dedicated system
Asteroids, both of which that allows the programmer to easily tweak a lot
were deemed impractical to pull off on the limited of variables. There was actually a development
COIN SLOTS 2600 hardware. Over lunch, Brad Stewart started
discussing various approaches to each game, and
version of the game where I could change values
on screen while the game was running. This was
We’ve kept these to take original
that lunch turned into a whiteboard-filled scribble- invaluable in finding the right combination of
quarters – I think they could be
fest, after which we pitched the 2600 programming speeds and timing variables so that each level
adapted to take UK coins. I have
team our ideas about how both games could be could deliver the challenge that was needed.
20 quarters dated from 1980 – I
done. We each were given 30 days to come up
know that’s pretty nerdy, but they
with a live ‘kernel’, which would display the main Were you happy with the final result?
were a gift from Walter Day – and
game elements on the screen. Yeah, I remember adding the final explosion at the
the coin mechanisms do work fine,
end, after the player loses, and playing it through
but I tend to keep the machine on
Did you work with Dave Theurer on the project? and really feeling good about it.
freeplay for ease of use. If you look
I had gotten to know Dave from the year before.
closely, you’ll see that Archer did a
Prior to my work on Missile Command, I had Can you tell us any interesting anecdotes about
particularly personal modification for
delivered a version of Space Invaders for the Atari your time working on the game?
me on the coin slots themselves…
800 where I had decided to not One Friday, I had gone out to
copy the original, and my ears a long Mexican lunch with a
were ringing from the criticism that bunch of fellow programmers,
I received both from the market which included a few rounds of
and my peers as a result. People margaritas. This was a typical
just wanted the game they knew Friday activity, although it was
from the arcade, end of story. So unusual for me to drink, since I
when I sat down to make Missile wasn’t a big fan of drinking during
Command, I decided that I would the day. But for whatever reason
make as faithful a rendition as I this day I had consumed half a
possibly could. As the 2600 version pitcher or so of strong margaritas.
was coming together, I would drop in and chat with So now I basically stumble back to work at 2:15
Dave about the finer points of Missile Command. in the afternoon, flat-out drunk. I sat down at
RESTORATION I remember looking at the original attack tables my workstation and had the presence of mind
Archer believes that my cab is and the smart bomb algorithm. And, of course, the to decide that, given my condition, it would be a
probably of better quality than those scoring system was a straight-out copy. good time to make a backup of my current version,
that rolled off the production line. It which hadn’t been backed up in a few weeks – all
wasn’t cheap, but then I felt I was Did you ever receive feedback from him about the of our work was kept on eight-inch floppy disks
investing in something special. He finished game? How did he feel about it? at the time. So I dug out the Missile Command
is particularly proud of the job he The coin-op group was very doubtful that any backup disc and put it in the spare drive next to
did – and rightly so. I’ve had it for sort of good game could be made on the Atari my original development disk, which I worked
six years, and despite being moved 2600. They had built all of their games on custom off every day. Then I promptly copied my two-
around a fair bit and two boys in hardware with whatever amount of memory they week-old backup version over my current version,
the house, it’s held up well. The needed to get the job done. I remember them effectively throwing away my past two weeks of
community estimate that there are being quite impressed when they played the work in one single drunken keystroke. I was so
fewer than ten Missile Command finished game, not as much with my work, but with disgusted! Needless to say, I came in at 7:30am
uprights in the country right now, what was possible with the 2600 hardware. I think the next morning and worked all day Saturday and
so it really is a piece of history. Your Missile Command and Asteroids changed people’s Sunday to restore the game to its pre-margarita
readers may have played it at one of perception of the 2600 as a development platform. state. Along the way I swatted a few nasty bugs
the many retro shows it’s been to. that had crept into the code somehow, and overall
How long a deadline did you have and did any improved a lot of the game’s performance. This is
other staff work on it with you? typical of what happens whenever I’ve blown away
There was no official deadline, but it was assumed something in a game and had to revert to an older
that a single game should take from 5-9 months. I version. Rewriting the code always improves it.
think Missile Command was done in seven months.
Finally, have you played any other conversions
What was the hardest thing about the Atari 2600 of the game? How do you think yours holds up?
project, from a technical viewpoint? I really haven’t played many other versions of
Getting the right feel of the onslaught and figuring Missile Command other than my own, and the
out how to balance the game with only one original obviously.
01 03
V
B rs
e
e i
st o
n
01. Atari 8-Bit Command ports, this two silo bases, it still plays scenario, as detailed in and satellite enemies from featured both a classic
[Best Version] version was missing a full a faithful game of Missile the game’s manual. the arcade game. Sadly, and ‘ultimate’ mode that
The version that Atari complement of missile Command, and what it players still only had a swapped out the silos
put out for its 400/800 silos, limiting the depth of takes with one hand – 03. Atari 5200 single base with which to for spaceships and also
line of computers was a its gameplay. Regardless, there are no bombers or The 5200 also received defend their six cities. As added alien enemies,
great effort that featured this is still an impressive- satellites – it gives back a decent conversion of such, this version feels CG cut-scenes, bosses,
a few nice improvements looking conversion. with the other by allowing Missile Command that more like an enhancement and allowed players to
over the 2600 port. This Incidentally, this version players to influence the featured a number of of the Atari 2600 port spend points earned
included vapour trails also appeared as a built-in behaviour of the missiles improvements over the rather than a more faithful on purchasing shields
being left behind the game for Atari’s ill-fated and speed of the target 2600 port, although arcade conversion. and upgrading their
enemy rockets, and XEGS console. cursor. This port was also that is probably to be missiles. The PC version
the inclusion of the the first to do away with expected. As well as a 04. PC and is the one to play as it
bombers and satellite 02. Atari 2600 the Cold War setting, crisper and more colourful PlayStation supports mouse controls.
enemies. Sadly, like all Even though the Atari replacing it with a less nuclear war, this version This game was an official Essentially a baby trackball
of Atari’s 8-bit Missile 2600 version is missing contentious alien invasion also included the bombers remake from Hasbro. It controller that’s been
SPECIAL THANKS TO TONY TEMPLE FOR HIS HELP AND ASSISTANCE THROUGHOUT THIS ARTICLE
04 06
05 07
W r
V
o si
e
r o
st n
turned on its head and touch-screen controls version features redrawn which is official, is simply on the Xbox controller – terrible version. Here, you
given buttons for feet, and its automatic silo graphics, allows you called Missile Command, it’s just a crying shame command two missile
it’s a control system that, selection, the game takes to dual-wield silos and and also features an movement with the silos, actuated by the A
as you would expect, a while to get challenging, includes a two-player obligatory graphically analogue stick isn’t all and B buttons, while the
works quite well for but it’s still a good port. head-to-head mode. Sadly enhanced remake – one that fantastic. target cursor is steered
dragging cursors around The game featured two no classic mode, though. that supplants the missile using the D-pad. Sadly,
the screen. modes, classic and ultra, silos with electricity 07. Game though, the visuals,
with the latter throwing 06. Xbox 360 pylons that direct energy Boy Color animation and gameplay
05. iPhone in new enemies and As we’re clearly happy into the sky. Sacrilege. [Worst Version] are where the game falls
Atari also released, but cleaning up the visuals. to fill this page with late The Live Arcade version After purchasing Atari down. The explosions
then oddly pulled, a Atari recently plugged the adaptations that push does feature a classic properties, Hasbro flicker, hang in the sky for
decent iOS version of gap left by its mysterious the very definition of the mode that attempts to released a portable ages and are too tiny. It
Missile Command for disappearance with an word ‘conversion’, we had replicate the one-button- conversion of Missile makes the action feel far
Apple’s devices. Due to update called Missile to include the Xbox 360 to-one-silo control system Command for the Game too imprecise – a big no-
the immediate nature of Command Ultra. This port of Missile Command, with the face buttons Boy Color. Sadly, it was a no for Missile Command.
F
or a man who single-handedly turned his country into a
nation of videogame junkies, and without whom Shigeru IN THE KNOW
Miyamoto claims he would not even have joined the
game industry, Tomohiro Nishikado is a surprisingly
unassuming and down-to-earth kind of chap. Since 1996 he’s
been running his own operation, a 22-strong development studio
called Dreams, just down the road from Sega in Tokyo. It’s a quiet
and unnoticed developer that seems to be deliberately avoiding the
limelight – the discography on Dreams’ website is nothing more than a
list of generic terms: ‘Action game for PS2’, ‘Communication game for
DS’, and so on. So it’s quite odd to think that 37 years ago, when in his
tenth year at Taito, Nishikado alone produced a global phenomenon in
the mesmerising and boldly innovative Space Invaders.
Let’s head back to 1978. “At the time,” says Nishikado, “the
block destruction [Block Kuzushi] game Breakout was really
popular in Japan, and I was hooked on it myself. I’d made a few » PUBLISHERS: TAITO
games up until that point, but when I experienced Breakout it
» DEVELOPER: TOMOHIRO NISHIKADO
made me want to drive myself to develop a game that would
» Ex-Taito visionary, Tomohiro Nishikado. » RELEASED: 1978
surpass it.” But where many developers would have been more
than content to code a superior clone of Breakout with a few » SYSTEMS: ARCADE, VARIOUS
clever enhancements (which is precisely what another Taito » GENRE: SHOOT-‘EM-UP
designer, Akira Fujita, would do a decade later), Nishikado took a
completely different stance as he sought to surpass the addictive
‘bat, ball and block-breaking’ system of Atari’s 1976 classic.
Thanks to his keen perceptive powers, Nishikado was able to see
beneath the surface of Breakout and identify the mechanism that
was causing him and so many other young Japanese to put their
100-yen coins in the slots of Atari’s cabinets.
“For me,” Nishikado elaborates, “the really interesting element
of Breakout was the art of deciding on a number of targets and
that sense of achievement you’d get from destroying a whole
group of blocks simultaneously to clear the stage. I analysed
the exhilaration players felt when playing Breakout like this, and
I eventually decided to capitalise on this [gameplay design]
by trying my hand at a shooting game where Breakout’s
quadrilateral targets would be replaced with targets that had
more interesting forms.”
Had Taito’s top man not told Nishikado to make changes to the
design of his project, Space Invaders would have ended up with
people taking the roles of those “interesting forms” Nishikado
was looking for. “During the development process, I had the
enemy targets set as humans,” he reveals, “but Taito’s
then-president told me to stop using humans in such a
way. I initially thought, ‘Okay, if I substitute the humans
with monster-like creatures, that should work out fine’.
But then I saw a newspaper article saying that Star
Wars had been extremely well received in America, so
I decided on using space aliens instead of monsters.
Star Wars had just hit the theatres in America and was
about to be premiered in Japan, so there was a bit of
a ‘space boom’ happening. And that’s why I opted to
make my game’s targets aliens from outer space.”
With that settled, Nishikado continued with his
work as an independent entity within Taito, which is
how he liked to operate in those days (even today, he
seems to value autonomy: his Dreams outfit works
with/for 20 or so Japanese soft cos, maintaining
complete independence). Apart from the cabinet
design and some sound work, Space Invaders was
exclusively Nishikado’s baby: “I let a new employee
America and was about to be premiered required, and who better to produce them than the engineer-
programmer himself?
in Japan, so there was a bit of a ‘space “There really was no microcomputer hardware in Japan
during the late 1970s,” Nishikado laments, “so I used American
boom’ happening … That’s why I decided hardware [including the Intel 8080 CPU] as a reference point
and then took it upon myself to remodel it. Also, there was
to make my game’s targets aliens from no game development environment to speak of, so I began to
create my own development tools from scratch. I drew up a
» Space Invaders spawned many copycats, but far » The ‘Nagoya shot’ technique in action: finding invulnerability as the Invaders encroach was just
from irritating Nishikado, he takes an ‘imitation is one of the tricks discovered by Japan’s fanatical players of the game in 1978.
the greatest form of flattery’ approach.
» The population of Japan took the title screen’s encouragement to ‘Insert Coins’ to excess, children
and adults alike.
DEVELOPER
HIGHLIGHTS
» Space Invaders‘ clear outline of its high-score system ensured that players would try to play » Tomohiro Nishikado’s work remains relevant 37 years on from its conception, marking the game
cleverly and keep on returning. out to be, what we already knew, one of the greatest ever to grace our planet. » SPEED RACE DX
SYSTEM: ARCADE
YEAR: 1975
for the inhabitants of Japan in 1978. The coin-op was an instant to be said – a relatively short-lived phenomenon. On the one » SPACE INVADERS PART II
(PICTURED)
hit, zapping games right into the core of Japanese culture and hand, Nishikado reckons: “Sales of Space Invaders were really
even reportedly causing a shortage of 100-yen coins as a by- much higher than I had anticipated.” But on the other, matter of SYSTEM: ARCADE
YEAR: 1979
product of its phenomenal success. When we mention this myth/ factly, he tells us: “The following year, once sales of the game
legend to Nishikado, he seems like he wants to laugh it off as a had started to decline, I was asked to produce Part II, which I » LUNAR RESCUE
fanciful exaggeration, but it definitely holds an element of truth, developed dutifully, but it wasn’t such a big hit [as the original].” SYSTEM: ARCADE
as he concedes: “The effect of Space Invaders was certainly 1978 was a hugely significant year for Taito and games in YEAR: 1979
noted among businesses using 100-yen coins a lot, but I don’t Japan in general, but in terms of the volume of notable games, it
know whether the coins actually became less common because would be superseded year on year thereafter. As early as 1979,
of the game…” Nishikado was seeing his compatriots gaining ground, even if
Nishikado can’t take credit for the housing of his PCB, mind, much of the basis for their successes had been laid by Space
as he had nothing to do with the coin-op cabinet’s design: “The Invaders and what Japan collectively termed the ‘invader game’
cabinet was designed and produced by a separate team,” he boom: “When I saw how smooth the movement was in Namco’s
says. Like the Western versions of Space Invaders manufactured Galaxian – and how colourful it was, too – I remember thinking
by Bally/Midway, Taito’s Japanese Space Invaders cabinets Space Invaders had lost [the battle]. There were many shooting
were eventually presented in different flavours – some upright games that used Space Invaders as a basis after that,” Nishikado
machines, some in a cocktail-table style. After some comparison concludes, although he doesn’t sound at all bitter about that
work, Taito’s preference was for the table format, as Nishikado situation. Without Space Invaders, there’s a chance that
relates: “Originally, the cabinet was intended as an upright Japanese shoot-’em-ups would not have developed,
design. The table-type cabinet saved a lot of space, though, so or at least not in the amazing way they did during
that version ended up supplanting the upright model.” T.T. Space the 1980s and 1990s. It’s not merely Taito that owes
Invaders, as it was dubbed by Taito in Japan, was a sensationally Nishikado a (metaphorical) debt, but also the other
popular machine. Later on, however, Taito would release an Japanese developers (Namco with Galaxian included)
upgraded version of the upright, which would ultimately prove to who took inspiration from Space Invaders and, on a
have a longer life in Japan’s quickly changing game centres. The global scale, the millions of people whose first experience
later addition of proper colour graphics (a notable improvement of the power of videogames was the heroic act of saving
on the ‘black-and-white graphics with colour overlay’ solution) the Earth from invasion by pesky aliens who were wont to
cemented Space Invaders’ place as a ‘safe bet’ in bars, game scuttle their way towards the planet’s surface.
centres and other locations. Nishikado isn’t keen on the latest examples of shooting
The legacy left by Space Invaders is so immense and multi- games – “In recent years, I think that such games have
branched that it’s almost impossible to quantify the game’s become too difficult and too centred on catering to enthusiasts,”
influence on the world. It has appeared in countless TV shows, he tells us – but he remains committed to the enduring
either by way of a passing reference or as a central theme; it has phenomenon that began in his office at Taito in early 1978: “I still
provided the impetus for numerous musical projects (search want to make simple shooting games,” he smiles.
Google Images for the sleeve to 1981 dub LP Scientist Meets
the Space Invaders); it has even inspired artistic movements.
Yet in Japan, the game itself was – like most trends here, it has
»SEGA
»ARCADE
» RETROREVIVAL
» 1989
Golden Axe is a strange game. It’s not the greatest side-
scrolling beat-’em-up ever made, and it rips off plenty of other
superb titles, but good grief, is it fun to play through. After all,
what other game from the era allowed you to carve up skeletons, ride around on
mythical creatures and cast powerful magic? None, that’s what.
While the likes of Rastan and Rygar featured a similar theme neither
contained the fantastical environments that Golden Axe boasted. Indeed, in the
half hour it took me to complete the game (I’ve still got the magic touch) I visited
a besieged village, journeyed across the back of a giant turtle, before finally flying
to Death Adder’s domain via a gigantic flying eagle. Quite a journey I’m sure
you’ll agree.
The enemies you face are no less exotic and consist of Harryhausen-styled
skeletons (some of the hardest foes in the game by the way) mace-wielding
giants, busty Amazonians and gigantic, armour-clad knights that carry swords
longer than your actual character. Yikes! Then, of course, there’s the final
showdown with old Death Adder himself: a huge monstrosity of a man who
wields the titular Golden Axe.
Your able warriors, the stout Dwarf Gilius Thunderhead, beefy barbarian Ax
Battler and the sexy Tyris Flare are more than able to deal with Death Adder’s
minions, and if you get bored of hacking them up with swords and axes you
can always hop on the back of one of Golden Axe’s many mythical beasties and
smoke ’em with a handy fireball. If all else fails then there’s your magic potions to
rely on. Each warrior favours a certain element: lightning for Gilius, earth for Ax
and fire for Tyris, which can be powered up by kicking the occasional pixie in the
arse and grabbing it’s dropped potion. Who says crime doesn’t pay? When your
gauge is finally filled you can let rip with anything from a minor earthquake to
summoning this big fella on the right. I love the smell of burning Death Adder in
the morning…
D
ragon’s Lair is the most Mattel, where he developed handheld
divisive of games. For some, LCD games, Rick set up Advanced Micro
it doesn’t even deserve to be Computers in San Diego. Working out of
called a game, as it’s seen his garage, he created a fantasy-themed
essentially as an interactive adventure game that used a roll of cash
movie where the player does little more than register paper as its ‘display’. On the paper
prod Dirk away from danger. For others, the Rick added various scenes, each with a
title alone is simply enough to excite the hand-drawn picture and a text description.
synapses and whisk them back to 1983 when The player would choose their desired
goggle-eyed gamers bumped and jostled multiple-choice option and the computer
to get a glimpse of this extravagant new would quickly spin the roll to display the
game that featured cartoon-quality sound required scene.
and animation. For those amazed by the Rick went on to replace the paper roll
attract mode, amused by Dirk’s screams and with a strip of film, then added sound via a
confused by Daphne’s one-piece when the tape recorder, and later still transferred his
game first arrived in arcades over 32 years adventure game to a LaserDisc. This new
ago, there will always be something special – technology allowed him to randomly and
magical, even – about Dragon’s Lair. almost seamlessly jump between scenes,
While fans are always incredibly quick to but he was still using static images. The
argue that Dragon’s Lair is more than just whole thing was a bit flat. He needed to
a movie, the title has certainly benefited breathe life into it, and having seen the
from the type of bonus material you’d find animated feature The Secret Of NIMH at
attached to treasured films. Releases on the cinema, he knew who he wanted to do
CD, DVD and more recently HD-DVD and just that.
Blu-ray have featured mini-documentaries The Secret Of NIMH was the first film
and interviews with the creators along from LA-based Don Bluth Productions, the
with deleted scenes and other extras. studio formed by Don Bluth, Gary Goldman
As such, the story of how Dragon’s Lair and John Pomeroy following their well-
came together is rather well known, publicised resignation from Walt Disney
but it’s always worth recapping simply Productions. Life as an indie was hard
because the game’s origins are actually so however. NIMH opened to limited success
surprisingly primitive. in June 1982 and production of the
The concept was first developed by second film was derailed by industry-
Rick Dyer in 1979. Having quit his job at wide strike action.
DRAGON’S SPAWN Sequels to – and spin-offs from – the original arcade game
1984
1990
1993 2002
1991
too, though fair, and there are plenty of nods to the approach, but the cel-shaded visuals are spot-on and
original arcade game to spot. the animation is authentic. A ‘nice’ game.
1991 2004
CARTOON T1ME
QCartoon serials based on hit videogames have occupied
Saturday morning TV schedules for years, stretching right
back to the early Eighties. Dragon’s Lair was a better fit than
most, being based on a game that actually boasted traditional
animation itself. Ruby-Spears Productions developed 13
episodes that were initially broadcast on the American ABC
network between September 1984 and April 1985.
In each 30-minute show, Dirk (who now spoke rather than
just shrieked) would rescue Daphne or protect the kingdom from Singe the
dragon and his conniving cronies. The animation was adequate, the stories were
diverting and the whole thing was good fun – providing you were eight years old.
Co-creator Gary Goldman singles out
the series as the one the main reasons
why Dragon’s Lair remained in the public
D
uring that summer of ‘83 it READERS REMEMBER consciousness long after the game’s
seemed that everyone was popularity had cooled in the arcades.
Q“I remember seeing it when I was but a
playing – or at least standing in The show has been re-run several
youngster and being amazed at the graphics
line waiting to play – Dragon’s times on US television over the years
(compared to anything else in the arcade at the
Lair. It was massively popular. Operators and in 2011 Warner Bros released the
time). The kid I was watching must have played
plonked TVs on top of machines so that complete series on Region 1 DVD.
it to death, as it seemed I was watching a full
punters could more easily watch the game
cartoon. I thought it was easy. I popped my coins
being played. The fact that it cost twice as
in and lasted about ten seconds… Didn’t play
much to play as other machines (fifty cents game as a wide-eyed nine-year-old, he’s
it much after that.”
per credit in the US, rather than the usual currently putting together a feature-length
quarter, to cover the increased outlay for NOKGOD documentary entitled Inside The Dragon’s
the LaserDisc technology) didn’t dampen Lair. “I walked into the arcade one day and
the enthusiasm. a crowd of people were all huddled around
“We were awestruck,” admits Gary. waiting to play. It was like the lines to see this one game,” he says. “My young brain
“Not only by the results of the Chicago Raiders Of The Lost Ark.” could barely even comprehend what was
convention preview, but by visiting the One of those waiting impatiently in the going on. Two of my favourite things,
arcades in the LA area. It was kind of crazy, line for Dragon’s Lair was Jeff Kinder. animation and videogames, coming
seeing the crowds around the machine. “I was on vacation with my family in together in such harmony that it felt like a
We were invited to come to The Largest Wildwood, New Jersey,” says Jeff, who wish come true. I was in a state of euphoria
Arcade in the World in Denver, Colorado, years later would establish a Dragon’s Lair and I hadn’t even played the game yet.
where they had the game, spot lit, all alone, website. “As I walked around an arcade I Once I did get to play the game, however, it
separated from the other games with a noticed a huge crowd around one of the did to me what it did to many other gamers
red carpet and gold-coloured ropes for games. A TV that was sitting on top of – it took my fifty cents and killed me
the players to line up to play. They had put the machine and when I quickly. My attraction wasn’t diminished
three TV monitors on the top of the arcade saw the screen I said to though. It was such a different concept at
allowing the crowds of kids to watch the myself ‘That’s nice, they’re the time that there was no way I could ever
action from several directions. There were showing cartoons on the forget it.”
at least 75 to 100 players standing in line TV’. When I finally edged The game was a success for all parties
through the crowd and saw that involved. Don Bluth Productions, who
those cartoons were actually part initially viewed Dragon’s Lair as a stop gap
of the game I just couldn’t believe between movie projects, ploughed the
it. My jaw hit the floor. After waiting
15 minutes for my turn, my game lasted
about 15 seconds. But I was hooked.”
Someone else clamouring to play
was Martin Touhey. Spellbound by the
» Despite the limitations of the platform, this remained an impressive » At least when you die you’re rewarded with a funny
conversion that captured the spirit of the original game. fatality scene. Get used to it as you’ll see it often.
profits into videogame development. Its what we did! Writing Dragon’s Lair for the
second LaserDisc game, the sci-fi romp C64 was an absolute blast.”
Space Ace, arrived in 1984 and this was READERS REMEMBER John’s C64 version was released in late
followed by a Dragon’s Lair sequel. Gary Q“When this came out, I couldn’t believe my eyes. It was expensive 1986, with Spectrum and Amstrad CPC
says: “The money flowed and the profits but I had to have a go. I died almost instantly and never played it versions following a few months later.
funded Space Ace and 70 per cent of again having felt utterly cheated out of my pocket money. I just Review scores were so-so, with many
Dragon’s Lair II.” 70 per cent? In March watched everyone else waste their money instead!” critics bemoaning the game’s tough-as-
1984, distributor Cinematronics pulled the boots difficulty level, but the allure of
FREDGHOSTMASTER
plug on the sequel despite it being close Dragon’s Lair was still strong and the game
to completion. It appeared that the novelty was a solid chart hit. In 1987 Software
of LaserDisc games had rapidly worn off Projects created a fresh set of levels based
and their popularity was on the wane. The on arcade scenes not featured in the Adam
craze was short-lived and it pretty much
began and ended with Dragon’s Lair. Yet
“WE F1RST RELEASED original and released it on C64, Spectrum
and CPC as Dragon’s Lair Part II: Escape
the game’s legacy was to live on.
THE AM1GA VERS1ON From Singe’s Castle. A ‘new’ plot involved
Dirk venturing back into the castle to steal
AT THE WORLD OF
H
it coin-ops end up in the some of Singe’s gold – presumably to keep
home and Dragon’s Lair was Princess Daphne in the pre-kidnap lifestyle
no different, despite it being
impossible to convert the game COMMODORE EVENT she was accustomed to.
In 1988, Randy Linden and David Foster
READERS REMEMBER
Q“I was completely mesmerised by Dragon’s
Lair and loved the intro, but then again I was only
around six or seven years old when I first saw
it and never had the chance to play it. Back then
I thought what I was seeing was actual game
graphics rather than just stock footage running
off a LaserDisc.”
TOXIEDOGG and not so much having to memorise
all the exact moves and timings. We make
sure that the helpers can be turned off
Following its successful debut on the for those interested in the true Dragon’s
Amiga, versions for the ST, PC and Mac Lair experience.” The game also included
were released. ReadySoft then converted several new scenes designed in-house
a second set of scenes and, like Software at ReadySoft.
Projects, released them with the subtitle
T
Escape From Singe’s Castle. For Dirk’s he brisk sales of these home
»Dragon’s Lair was released
challenge of optimising processor usage on various high definition return, ReadySoft introduced some player versions demonstrated that
and maximising disk space. The finished formats, meaning anything aids in the form of three difficulty levels, Dragon’s Lair still resonated
product shipped on six full-to-the-brim with a remote can play the save game slots and clearer on-screen with gamers. It wasn’t too
iconic game.
floppy disks and yet featured just 15 per hints. “I think the helpers make the game surprising then when interest was shown
cent of the arcade game. much more accessible to casual gamers,” in the partially completed sequel. Leland
It was a huge hit regardless. “We says David. “We have found that most of Corporation approached the Bluth team
couldn’t produce them fast enough to our customers are interested in getting and offered to finance the completion,
meet the demand,” says David. “We first through the game and seeing all of the and in 1991 Dragon’s Lair II: Time Warp
released the Amiga version at the World of animation, bringing back the memories, finally arrived in arcades. “I’m not sure
Commodore event in Toronto in December
1988 and we had to keep running back to
the office to get more stock. We ended
up selling more than 1,000 units at the
“THE PHENOMENON 1S THAT 1T
show alone. In the first three months we
produced 60,000 units, times six disks each.
WAS A H1STOR1C AND MEMORABLE
We had a custom disk format designed to
fit more data on each disk and also thwart
MOMENT 1N THE L1VES OF THOSE
piracy, so we were going flat out copying
disks on reworked Amiga external drives
WHO SAW 1T WHEN 1T F1RST
with the rotation speed tuned down. The
drives kept breaking down and we would
APPEARED 1N THE ARCADES”
have to keep buying new ones.” COCREATOR GARY GOLDMAN
LEGACY
FMV game, Data East’s Cobra Command was
actually released in arcades in 1984. Gameplay
is a mix of shooting enemy craft and rapidly
Seven games that owe following directional commands which are
relayed over the chopper’s radio by your officer.
a debt of gratitude to The animation from the Toei studio is great and
Dragon’s Lair the action barely lets up for a second. Forms
1
n 1997, Digital Leisure (the new name to the original backgrounds and some
for ReadySoft) released versions of animation cells.” These were provided by
Dragon’s Lair with vastly improved the original co-creators who had a hand
video for CD and DVD. This year also in the development. “They were very
saw the launch of Jeff Kinder’s LaserDisc helpful in providing original art assets,
gaming website, which he initially created » This version was started by Derrick Rowson and finished by Paul Hodgson and Andy Walker. giving us creative art direction, and on
to document the restoration of a battered occasion, visiting the studio to assist and
Dragon’s Lair arcade machine that he’d answer questions. I remember Don Bluth
bought. “I was so excited to finally be came by my office and looked at the 3D
able to own one of my all-time favourite READERS REMEMBER Daphne model I was creating and gave me
games,” says Jeff about the machine. Q“One of the video rental shops in town had a bunch of arcade very helpful advice on how to adjust her
“Since the cabinet was in really bad machines, and one day I was there I saw this amazing game people proportions to make the model look more
shape, I figured I could rebuild the cabinet were crowding around. It was truly a thing of beauty, and I dearly like the 2D animated version.”
with new wood and restore it back to its want that Dragon’s Lair film to happen.” In 2006 the focus returned to the original
original condition. As I worked on this NORTHWAY game with the first HD release from Digital
project, I took pictures and put them on Leisure. This proved to be painstaking
the internet to show others my progress. work for David Foster and his team. He
After a month or so, I started getting tons says: “We went back to the original film
of emails from people commending my that had been in a vault for 20 years and
work and asking if I knew where they could had it transferred to a digital format in
find a Dragon’s Lair machine or if I had
any other information about the game or
other LaserDisc games. Back in 1997 there
was very little information about LaserDisc “THERE WERE AT LEAST 75 TO
game on the internet, so I started doing
research and making connections with 100 PLAYERS STAND1NG 1N L1NE
WA1T1NG TO PLAY. 1T WAS L1KE
people who had other games. Over a
short period of time, many of these people
T
his HD print has been used “It’s the animation,” says Gary, when The project is coming along quite nicely. We’ve interviewed
in subsequent releases for asked about the game’s timeless appeal. about 20 people so far including animators Don Bluth and
many platforms including Wii, “It’s well executed and still entertaining, Gary Goldman. We’re still in production and will be launching
PlayStation 3, Xbox 360, iOS even to the children of those who played a Kickstarter campaign to help with the additional production
and Android. So what next for the original it during the Eighties. It’s not a great costs as well as post-production. As it stands right now the
Dragon’s Lair? A 3D version? A 4K version? game, it’s a memory game. I think the release date of the film is up in the air, but we’re shooting for
“We always have Dragon’s Lair plans phenomenon is that it was a historic the first part of 2014.
in the pipeline,” says David. “However, and memorable moment in the lives of
we’re sticking with the core game. We’ve those who saw it when it first appeared The various home releases over the years have included
discovered that this is what fans want the in the arcades. It’s one of those first- documentaries and interviews with the creators. Why
most. If a Dragon’s Lair feature film was time experiences that takes place at an should fans check out your documentary?
ever produced then there might be interest impressionable age, like going to see your I’ve seen the mini-docs and interviews, but what I find
in a movie-themed version of the game.” first animated film in a theatre. It scars missing from them is a solid compelling
Talk of a Dragon’s Lair movie has the brain and you remember it forever, narrative. We want to create a film that tells
circulated for many years. Over to Gary especially if you were entertained by it and a story that everyone can appreciate and
Goldman: “It’s still on our list of feature everyone your age was talking about it. enjoy, not just Dragon’s Lair fans. It’s all
films we want to make. We’ve probably “We know that there are still plenty of about creating a film with a narrative and if
done twelve rewrites on the script. It isn’t fans out there. We continue to receive mail you have all the right elements in place and
about the game. It’s the backstory about from fans expressing their gratitude and they’re hitting on all cylinders then you’ll
Dirk, Daphne, their history. It’s a prequel to inspiration to seek a career in animation. end up with a film that’s greater than the
the game.” That’s pretty amazing.” sum of its parts. So far all I’ve seen out
there is parts.
» The cel-shaded visuals in
Dragon’s Lair 3D clearly evoke the You can follow the documentary’s
original game. progress on Twitter (@dragonslairdoc)
and Facebook (facebook.com/
dragonslairdoc).
» Documentary director Martin Touhey, at Don Bluth’s house (photo by Justin Maine).
Special Coin
Mummy Multiplier
Enemy Coin
Firebomb Robot
Powered-up Jack Drill
ebuting in arcades in 1984, Bomb sprites and brilliant backdrops. Anyone Yes you can position yourself to lure
Jack was developed by Tehkan, with a passing interest in gaming can enemies, and use platforms as barriers
the Japanese videogame easily identify the game, in particular the to block their movement, but in Bomb
company that would later opening round with its iconic pyramid and Jack you have much more freedom of
change its name to the more familiar sphinx background. It has become a classic movement and control over your character.
Tecmo. Bomb Jack was something of a videogame image. Rapidly tapping the jump button to hover
departure for the firm, as most of its earlier There’s also the audio. Jack zips along is a key skill, as is pulling down to descend
titles were far more elaborate in execution. Its to various tunes (including, in a bizarre more quickly or up to ascend higher.
1981 debut, Pleiads, was a multi-stage shooter bit of music licensing, The Beatles’ Lady Bomb Jack is also a high-score junkie’s
in the style of Phoenix, while 1983’s Senjyo Madonna), but it’s the shrill sound effects dream. Quickly gathering up all the bombs
utilised a smart 3D trick to simulate advancing that are most memorable. There are and moving onto the next round is fine, but
alien ships. Star Force, released the following bleeps and chimes that are impossible to do it in style you must follow the ignition
year, was a super-slick vertical shooter of some to adequately communicate in print – no sequence and only collect bombs with
repute. So Bomb Jack, with its single-screen combination of ASCII characters can sparking fuses (‘firebombs’). On top of this,
platforming antics, certainly wasn’t pushing illustrate them. And who can forget the you need to build up the score multiplier
any boundaries. tense alarm sound that accompanies the by grabbing the bonus coins that appear
Yet it has become a title that’s instantly occasional presence of the ‘Power Ball’ – a on-screen. For such a ‘simple’ coin-op, the
recognisable. At a time when new coin-ops special pick-up that allows Jack to thwack scoring system is really clever and one of
were released at a rate of knots, and were enemies for a short amount of time. the keys to the game’s lasting appeal.
often similar in style and appearance, The Power Ball is probably why the Of course, when we talk Bomb Jack
Bomb Jack stood out in even the gloomiest game is often likened to Pac-Man, as the we’re not just contemplating the coin-op.
arcades thanks to its colourful, cartoon two titles really have little else in common. The game was converted to many home
Bomb Jack was brilliant, but let’s not forget about the firm’s other classic coin-ops
Star Force (1984) Tehkan World Solomon’s Key Rygar (1986) Silk Worm (1988) Ninja Gaiden (1988)
Known as Mega Force in some Cup (1986) (1986) Not to be confused with Taito’s A side-scrolling shooter with a Tecmo’s most enduring
regions, this vertical shooter is Released to capitalise on the Created by Michitaka Tsuruta, Rastan. While they’re similar neat gimmick. In co-op mode franchise, which has graced
so good that it almost belies its 1986 World Cup, this fantastic Solomon’s Key mixes puzzle games, Rygar is faster-paced (which is the only way to play many home systems over the
age, but it really was released football game would be enjoyed and platforming elements. It’s and more fun. Our hero romps really), one player pilots a years, actually began life in the
in 1984. It’s a relentless blaster long after the competition perhaps better known outside through mythical lands, chopper while the other drives arcades as a scrolling beat-’em-
that looks as good as it plays. It ended. It popularised the top- of the arcade thanks to the carving up beasts with his a jeep, working together to up. Overlooked but not forgotten
was later converted to several down viewpoint used in later many home conversions, but spiky weapon. A belated 3D destroy enemy forces. Like a – the coin-op version was
home systems including the football games and featured a the original remains one of the sequel was released for PS2 lot of Tecmo games, this was a included as an unlockable bonus
NES and MSX. trackball controller. jewels in the company’s crown. and Wii years later. hit in the arcades and at home. in Ninja Gaiden Black on Xbox.
Atari XL/XE
Like the MSX-2 version, this homebrew
release was reviewed in Retro Gamer
(Issue 58) and awarded 90 per cent – a
fair score for this impressive Atari 8-bit
conversion. A quick glance at those SG-1000
chubby sprites reveals that this is based The Master System never received a version of Bomb
on the divisive Commodore 64. It’s an Jack yet the game did appear on the earlier Sega
improvement though, with extra space console, the SG-1000. And it’s a fine attempt, courtesy
to manoeuvre and more responsive of Sega itself, who obviously knew how to get the best
controls. The game requires a hey out of the modest hardware. The character graphics
320Kb of RAM, so running it on real are crude and the bombs look like boxed pumpkins,
hardware may be tricky. But it’s worth emulating to see how the C64 version could have but the gameplay is fast, tight and admirably close
turned out with some extra work. to the coin-op original. Years later Bomb Jack was
unofficially released for the MSX-1 and it was this
version that was ported rather than any of the other
ZX Spectrum MSX-2 Z80 releases.
This is one of the most celebrated arcade conversions Released in 2004 by the Kralizec
on the Speccy and it’s not hard to see why. It features team, this heady homebrew port was
nicely detailed graphics, decent sound effects (the reviewed in an early issue of Retro
old beeper putting in a lively performance) and quick, Gamer (Issue 13, back issue fans) and
responsive controls. It’s basically as close to the coin-op awarded 90 per cent. The high score
as Speccy owners could genuinely expect. Perhaps the was definitely deserved as this is a Game Boy
only problem is the backdrops which, while well drawn, sterling piece of work. The graphics Released in 1992, this version might have been late to
are slightly too prominent, causing Jack and his enemies and sound are authentic (the in-game the party but it was well worth the wait. The Game Boy
to sometimes get ‘lost’. A minor issue though, and it music from the coin-op is carried over, was oen burdened with overly-ambitious conversions,
certainly doesn’t take the shine off this great game. unlike other home versions) and the so it’s pleasing to find that Bomb Jack ’s single-screen
gameplay is equally true to the original. If you discount the PS2/Xbox versions, which play is a perfect fit for the Nintendo handheld. The
are arcade perfect, this is the best, most faithful Bomb Jack conversion available. graphics are crisp and show up well on the tiny display
and the game zips
along at a nice speed.
The sound is great too,
featuring a couple of
compositions that play
over the main menu and
the Game Over screen. A
top job all round.
PC-8801
The NEC computer, obscure outside of Japan, was home to a surprisingly large
videogame library that included a reasonable conversion of Bomb Jack. Graphically
it has to be the most ghastly version ever released! The colours are garish beyond
belief and to top it off, the platforms and borders are all rainbow-coloured. Character
movement is a bit choppy and prone to flickering, but the game plays well enough.
The PC-8801 featured a capable sound chip that’s put to good use, rattling out some
tap-along tunes.
Commodore 16
The C16 was often home to horrible coin-op ports, and in
that dubious regard this doesn’t disappoint. The graphics
are messy, movement is jerky, sound is spasmodic –
and that’s being kind. Due to lack of memory, there are
only two backdrops, and to view the second you have to
load the other side of the tape! The real killer though is
the difficulty level which is ridiculous. It’s possible to get
chomped by a bird within two seconds of starting a game.
This is one platform where Bomb Jack II was better.
ST/Amiga
Arriving several years aer Elite’s 8-bit attempts, you’d expect the ST and Amiga
versions to be pretty much arcade perfect. Visually they’re not far off, but both suffer
Amstrad CPC from sluggish and twitchy character movement. Being able to zoom smoothly around
No sign of a lazy Spectrum port here, thankfully. This the screen is one of the coin-op’s key assets but it’s just not represented here and
dedicated CPC version is genuinely delightful – there’s a it really spoils things. There’s a curious STOS/AMOS feel to the whole game. Both
copious amount of colour splashed around and plenty versions are more or less identical, which explains them being grouped together,
of authentic arcade sounds accompanying play (it’s just although the sound on the Amiga sound is slightly better.
a shame there’s no option for in-game music). While
colourful, the characters do lack detail. Jack’s face,
for example, is just a white blob, so some of the fun
expressions seen in other versions are missing. Overall
though, this is (just about) the best of Elite’s Bomb Jack PS2/Xbox
conversions for 8-bit computers. The versions for the PlayStation 2 and
Commodore 64 Xbox are identical to each other so can be
The SID chip is given a good run-out here, with catchy spoken about in the same breath. Both are
tunes (care of Mark Cooksey) popping up at every included in Tecmo arcade compilations
opportunity. This is not to the detriment of other areas and are essentially arcade perfect – the
as this is a decent enough conversion featuring the fast, emulation really is spot on. A few additional
fluid gameplay of the original. But visually something game options would have been welcome,
is a little off, at least when compared to the coin-op. as those that are included are just the
The sprites are too chunky so the action plays out in coin-op’s dip switch difficulty settings (you
somewhat cramped conditions. On the upside this can alter the speed of the birds, the number
enhances the game’s cute, cartoon feel. The C64 version of enemies and so on). Screen settings are
is not poor or wrong, just different. limited to zooming in and out.
How Alberto Gonzalez and Ricardo Fernandez ported Bomb Jack to the Game Boy
How did you land the Bomb Jack game. I didn’t know much about » Ricardo (left) coded the conversion while
Alberto handled the audio.
job initially? the sound of original arcade so I
Alberto Gonzalez: At the time our composed new music, although for
employers, New Frontier, were the in-game music I used the Atari
working very closely with the ST version as a reference. There’s a
European publisher Infogrames. We video of me on Facebook playing a
did many 8-bit versions of its 16-bit prototype ROM with the very same
games. Infogrames got the licence Game Boy I used for composing the
and entrusted the conversion to us. music (tinyurl.com/nle67p4).
program on the Spectrum and
Did you have access to the arcade Because the Game Boy screen the assembler code is very similar
version during development? was small, did you ever consider between both machines so it
AG: Yes, they sent us the arcade making the display scroll like Taito wasn’t hard to adapt. It took us
board but we had no place to plug did with the Game Boy version of approximately four months to
it in! So in the end we used the Bubble Bobble? finish the game. For a conversion
Spectrum version as a reference. Ricardo Fernandez: No not really. of this kind you can’t use too much
We did have some input from For us it was very important to from other versions, so
Tecmo to polish it, mainly relating see all the action at once, so we the graphics, code and
to the control of the character like immediately ruled out any kind music all had to be
pressing down on the pad while of scroll. created.
falling to fall faster.
How did you find coding for the
Tell us a little about the music. Game Boy?
AG: I composed and programmed RF: It was not hard, it was
all the sounds and music in the actually pretty fun. I learned to
Arcade games that never made it home
MACH BREAKERS
Q Developer: Namco Q Year: 1994 Q Genre: Sports
QBy the mid-Nineties, regular athletics games to allow even first-timers a fair chance of success.
were no longer enough for gamers – or at least, This is aided by the game’s structural improvements
that was Namco’s perspective. Eschewing the over the original Numan Athletics – events are now
charms of real-world athletes like Daley Thompson, easier to pass and players are offered a choice
Numan Athletics was a cult hit featuring superhuman of events after the initial sprint is complete. The
athletes. Namco was pleased enough with its game is visually appealing too, with the kind of
performance that it quickly put a sequel into gigantic sprites and scaling effects that had become
production, and Mach Breakers arrived the next year. commonplace in 2D games by the mid-Nineties. In
Mach Breakers offers players a choice of seven fact, much of the game’s appeal lies in the sense of
extraordinary individuals with ordinary names, like humour conveyed by the visuals, as it conjures up CONVERTED ALTERNATIVE
the American all-rounder Johnny and the Japanese some ridiculous sights. Our favourite is the Godzilla
speedster Makoto. They’re pitted against each other stomp that follows a failed monster-hauling session.
NUMAN ATHLETICS 1993
in a variety of events, and while the opening sprint It’s not hard to see why Mach Breakers didn’t Mach Breaker’s predecessor Numan Athletics
is just extraordinarily fast, things quickly turn bizarre. make it home, as it’s one of those titles which clearly is similarly awesome and features events
There’s no 110-metre hurdles event here – instead illustrates the differing expectations of the home and including train-pushing and building-jumping.
your chosen superhuman needs to kick their way arcade markets – there’s simply not enough content If you’re looking to pick up the home release
through thick walls of ice. Even stranger events here to justify a home release, especially given the though, you might be in for a bit of a struggle
await, from monster-hauling to missile-chucking, and multitude of conversions that would have been – it was released exclusively in Japan.
even miniature shoot-’em-up sections that resemble needed in the generational transition of the mid-
a light version of Atari’s classic Tempest. Nineties. It’s a multiplayer classic that is at its best
It’s a rather excellent multiplayer game, with up when swallowing coins, and we’re glad that Namco
to four players able to join in and simple controls recognised that.
» It’s clear that the athletes in Mach Breakers are more than just
human, with manga-style superhero flourishes accompanying
many of the most impressive in-game actions.
QLord Of Gun aims to offer variety to While Virtua Cop arrived in the same year
players, with each stage offering a different as Lord Of Gun, it’s a little unfair to draw a
setting and new weaponry. However, almost comparison between the two – they were
every aspect of the game is laughably bad. developed for very different markets by
The visuals are awful, featuring unattractive companies in wildly different positions.
sprites with some of the most atrocious However, it’s harder to forgive the fact that
animations to have appeared in a Nineties Lord Of Gun struggles in comparison with
arcade game. This would be forgivable if the Operation Wolf, a game released seven years
game played well, but there is no semblance earlier. By failing to recognise the advances
of a difficulty curve on show. Hostages are made in the intervening years by games
often identical to enemies, meaning that like Alien 3: The Gun and Steel Gunner,
players will be relying on shouts of “I’m a IGS doomed Lord Of Gun to irrelevance.
hostage” to identify them – always a solid Thankfully, the developer left the genre alone
design choice in noisy arcades. entirely in the following years.
HOT SHOCKER
Q Developer: E G Felaco Q Year: 1982 Q Genre: Maze
CONVERTED ALTERNATIVE
MIDNIGHT RUN 1995
QHot Shocker is one of the stranger As we mentioned, Winding Heat ’s
releases of the early arcade market. predecessor did manage to make
The game resembles Konami’s early it home. A PlayStation version was
release Amidar, but has moved from released in 1997, exclusively in Japan.
a grid format to an octagonal maze Be warned, though – before you rush
that resembles a spider’s web. You’re to import it, know that the conversion
tasked with avoiding enemies, while is no classic, thanks to some jerky
visiting every part of the maze with visuals and sloppy handling.
wire in order to connect phone lines
and move onto the next level. Most of
them move around the web and only
serve to slow you down in order for the
WINDING HEAT
more lethal enemies to catch up to you,
Q Developer: Konami Q Year: 1996 Q Genre: Racing
but a lightbulb appearing at the fringes
will zap careless players. QKonami certainly waited a long
» Each stage has a distinct colour scheme, including one The main addition to the Amidar time to follow up on Road Fighter
with an invisible web.
formula is that of a power-up, which – despite making its debut in 1984,
gives your hero a temporary boost a sequel didn’t appear until the
in the form of speed and invincibility. It resembles an enemy with different mid-Nineties. Luckily for fans of that
colouring though, so it’s easy to miss. Hot Shocker’s failure to leave the sequel, the 1995 release Midnight
arcade is easy enough to explain – as the only game manufactured by E G Run, a new game was much quicker
Felaco and a pretty derivative one, there was no mileage in licensing the to arrive as Konami released Winding
game for home systems. And if you were a clone programmer, was there any Heat just a year later.
sense in skipping the innovator to clone the imitator? No, there was not. Winding Heat offers a surprisingly
large number of cars, with 14
available – each of which also has » There might only be four racers, but the battles are always
intense on Winding Heat ’s mountain passes.
multiple tuning options. The excess
CONVERTED ALTERNATIVE continues in the on-track action, as With market preferences shifting
while only four drivers take part in towards more realistic racers like
AMIDAR 1981 each race, they’ve got to contend Gran Turismo, arcade racing games
Amidar was the obvious inspiration for Hot with heavy traffic as the races take were having a hard time attracting
Shocker, and is easily the more famous game. place on public roads, which bring attention in the console market.
Konami’s game was only converted to the Atari to mind the mountain passes of the It’s likely that Winding Heat didn’t
2600 officially, but a large number of unofficial Initial D series. Races are fun and make it home for that reason – its
clones exist for a variety of formats including frantic thanks to some track design predecessor, which did manage to
Cuthbert Goes Walkabout, Traxx, Crazy Tracer that holds up well, but the handling is reach the PlayStation in 1997, never
and Crazy Painter. disconcertingly loose. gained much of a reputation.
JUST A BIT OF
I
t’s amazing what effect alcohol can
have on you once it’s swilling around
your innards. Some people get an HARMLESS FUN
Don Traeger may have been
increased sense of confidence, while instrumental to Paperboy’s
others suffer from a lack of judgement final success, but that didn’t
that sees them making decisions they’d mean that Dave and the rest of
otherwise normally never consider. In the the team liked to make
things easy for him (all in the
case of John Salwitz (currently senior
name of a good joke, you
development director at Electronic understand). “I remember that
Arts) and Dave Ralston (a designer for we made this bogus earnings
Locomotive Games) the aforementioned report for him,” recalls Dave,
alcohol consumption allowed them to which instantly jogs John’s
memory and sends him into
overcome a stumbling block on one guffaws of merriment.
of the most popular games of 1984: “It was our first field test when
Atari’s Paperboy. you’d put the game out in an
“Back in those days Atari was famous arcade, and I think Don must
have gone on vacation right
for having Beer Fridays,” laughs Dave
after it happened. Anyway, he
Ralston who, along with Will Noble, was went away for a whole week
Paperboy’s designer and lead artist. “We and while he was absent we
had a tapper there on the premises and got somebody in marketing
one particular Friday there had been a (probably Jackie Sherman) to
type up an earnings report so
party; when John and I came in the next that it looked like all the others,
day there was still plenty of beer in the » As the week progressed, the obstacles got harder and harder to negotiate.
except of course, the earnings
keg. Anyway, we dragged it outside onto were horrible. It just showed
this atrium and did some brainstorming.” 40-minute interview and it soon becomes a very good view of the action in our that the game had absolutely
“I think that was the magic moment obvious that the two friends both have a game and that it would work far better tanked and then I just wrote
across the front of it ‘Project
when everything clicked,” agrees John, huge amount of respect for each other than a side scroller or a top-down. As Cancelled’. We just left it on
Paperboy’s lead programmer. “Dave and the game that they brought kicking for the game itself it grew out of the fact Don’s desk and waited for him
had these wonderful storyboards that and screaming into the arcades after a that there were five boys in my family to come back from vacation.
showed a projection of the entire street 24-month gestation period. But where and I was the last one and we were all It was far from the truth as it
actually tested very well.”
and we literally populated it that very day. did the original concept first come from? paperboys, so I just took it from there. I
We probably knocked out around 60-70 “There had been a game that had just think I was a really good paperboy. In
percent of where all the characters in the come out in the arcades called Zaxxon fact, I seem to remember that I was a
game would finally end up.” which had this really cool isometric great paperboy,” he continues. “The one
“We were probably stupid for never perspective and it felt really fresh,” recalls thing I can remember about those days
doing that sooner,” laughs Dave. The Dave. “We saw it and realised that is driving around as a family and seeing
laughter continues throughout our the isometric perspective would offer newspapers on roofs and in bushes and
stuff. Not everyone was a good paperboy
in real life and I think that was at the heart
of the idea. I just thought it would be an
interesting twist for a game.”
Interesting Paperboy most certainly IN THE KNOW
was. Most games of the time saw you
shooting down wave upon wave of
vicious aliens, negotiating mazes or
jumping across simplistic platforms; they
certainly didn’t allow you to participate in
your part-time job.
Set over seven days, your task was
to deliver papers to subscribers, while » PUBLISHER: ATARI
ready to set off on your delivery route “For some reason when people rode have had the safety commission coming
through suburban America. With its down the street they just didn’t expect down on us even more.”
brightly coloured houses, traditional mail to see them,” continues John. “Which is Despite numerous playtests, stressful
boxes and copious amounts of speech, strange,” interjects Dave who, like John, is focus groups and snapped handlebars
you could almost imagine that you were once again fighting back laughter. “I see at various points in its creation, Paperboy
actually riding down a sidewalk and these things all the time.” was a huge success for Atari and remains
delivering papers. To further add to the Dave may well be used to seeing the a beloved classic to many gamers today.
realism, John and Dave ensured that the grim reaper and unicycle-riding punks With the benefit of 30 years of hindsight
majority of obstacles you encountered whenever he goes for a Sunday drive, but we are eager to know what changes John
also added to the authenticity. Therefore, one thing that is noticeably absent from and Dave would have made to the game » At the beginning of each day you’d be immediately
dangerous dogs would chase you up the Paperboy is the ability to play as an actual if they’d had the time and opportunity. told how many subscribers you had left.
street, huge cars and motorcycles would girl. As John explains, the absence of a “One thing we did think about at the
zip across each road’s junctions, and there female delivery girl was down to memory time was to ship Paperboy as a serialised
were even remote controlled cars and restrictions and not for any other reason. game,” reveals John. “At the time
self-aware lawn mowers to avoid. While “Physically, our ability to put more than everything in arcades was based on how
the hazards would get stranger the further one character into that hardware would much replay you would get out of it, so
you progressed, they were nothing like have been very expensive at the time,” we did once consider shipping out just
the obstacles that John and Dave had he tells us. “The system constraints just Easy Street and then releasing the other
originally intended to use… stopped you from doing a lot of things two roads three to six months later. I think
“Initially, we wanted Paperboy to have a and you were literally counting every byte if we’d gone with this serialised release
surreal feel to it,” explains John, about the you were putting into things. The central we would have sold more units.”
game’s distinctive look. “We went crazy character of the game used an enormous “Man, that’s greed, pure greed,” laughs
» As a reward after finishing your paper round, you got
for a while and the focus groups that amount of memory, particularly graphics Dave. “If I was to return to Paperboy to ride along an obstacle course.
saw it just didn’t get it,” says Dave. “We memory (EEPROM) so the storage of that today the only element I can think of
had things like speedboats going down would have been very prohibitive. So we expanding would be the whole BMX
the middle of the street, giant snails at were really stuck with a single character biking side of the game and maybe
the various junctions and even ducks in no matter what we did. As for the choice working a trick-based scoring system
business suits that would walk up and
down the sidewalk. Just really bizarre
stuff like that,” he chuckles. “The actual “OUR ABILITY TO PUT MORE THAN ONE CHARACTER
perspective was the same, the look of the
art style was the same, and it was just
INTO THAT HARDWARE WOULD HAVE BEEN VERY
all these wacky characters that weren’t
received very well.
EXPENSIVE AT THE TIME... YOU WERE LITERALLY
COUNTING EVERY BYTE” JOHN SALWITZ
between whether it should have been a into it. You could have style points for
paperboy or a papergirl, you just kind of throwing papers while in a jump, or doing
go with the thing that’s the most obvious, a flip or whatever. I think that would have
except of course for the giant snails and worked really well…”
all those other things… I’m sure we talked While Dave muses about his
STILL GOING
Amazingly, Atari’s Paperboy is
about it at the time, but there would have super-athletic Paperboy that was never still wowing gamers, and it’s on
been no practical way for us to get more to be, we were keen to ask John why he Microsoft’s 360 of all things.
than one character in the original game.” thinks their creation remains so enjoyable Converted by Digital Eclipse, the
With the thought of what didn’t make to so many of today’s gamers. “We had Xbox Live version of Paperboy
features online leader boards, a
it into the game still fresh in their minds, a wonderful team,” he concludes after variety of achievements (some
we are keen to ask the pair what other a brief pause, “and the people involved of which are incredibly hard
aspects of Paperboy ended up on the are still my very dear friends. We had a to earn) and an assortment of
cutting room floor. really good time working together, and to online two-player games.
Sadly, while the game is as
“Well, I remember just how much be able to work with four or five people
enjoyable as ever – although if
trouble we went to in trying to give the and have each of them focused on a we’re brutally honest, the 360’s
Paperboy a throwing animation,” muses completely different part of the game and D-pad isn’t a match for the
Dave as he ponders the question. “In still be able to talk about it afterwards is arcade machine’s handlebars
the end though it was proving to be a really rare and wonderful experience. I – taking the title online wasn’t
perhaps the smartest move that
such a nightmare we just decided that feel Paperboy was successful because the Digital Eclipse has ever made,
he shoots them out of his head.” Other team was successful.” mainly because it’s just so
missing features included proper physics damned laggy.
and motion that would see newspapers Still, it’s certainly not bad for
400 points (around £3.50) and
bounce off walls or get caught in hedges;
while an updated look would
a larger obstacle course, which at one have been nice it certainly beats
stage was even going to be the basis for being a paperboy for real.
a sequel; and the ability to ride down the
other side of the street. “I particularly liked
this one,” admits Dave, “and we talked
about how we would implement it for
ages. We initially talked about going down
the other side of the street and having it
» Mindscape’s sequel was so bad, this is the only mention we’re
go in the reverse direction and bringing » Successfully finishing the obstacle course saw you being
going to give it. The N64 version wasn’t much better. more traffic into play, but then we would treated with a pleasant congratulations screen.
»ATARI, INC
»ARCADE
» RETROREVIVAL
» 1979
Ed Logg is a genius. When he worked at Atari
he was involved in a large number of hit games for
the company, from Super Breakout to Gauntlet and
Centipede. One of his most memorable achievements, however, is
this incredible shooter from 1979, which he designed alongside Lyle
Rains and Dominic Walsh.
As with many arcade games of the golden period, the concept
of Asteroids is simple: shoot down as many asteroids as possible.
Of course, while the idea is simplistic, the gameplay is anything but.
Asteroids appear on screen and you shoot them down. As they are
shot, they break into smaller pieces, meaning there’s a higher chance
of colliding with smaller debris.
Your ship is far from defenceless, equipped with a thruster, but this
must be managed carefully as it takes a while to slow down, meaning
it’s all too easy to fly into an errant asteroid. As more pieces fill the
screen, the game gets incredibly tense as you try to find a safe place.
You can send your ship into hyperspace, which may get you out of the
way of an incoming rock, but the more you use it, the more time you’ll
have added somewhere you don’t want it.
Add a couple of highly accurate flying saucers that appear at certain
stages to hurry you along, and Asteroids is a game like no other. Every
game plays out differently, meaning it is always fresh and exciting.
Although it received several ports and sequels in the years that
followed, nothing is as good as the original. A true arcade classic.
Artwork © Taito
you’re still not convinced, try playing version it’s possible to finish the n addition to the English and
bonus ‘Warning!’ screens can be
the game with your hand covering the game by completing just three Japanese versions there’s a accessed by using a cheat.
end of the gun. No light no firefight. stages. However such hastiness further intriguing variation:
is penalised. If you don’t complete original and emulated. If
Communication Setup, for example, you’ve played Operation Wolf using
the number of enemies increases MAME, or on the ‘arcade perfect’
in each stage (because, as the story Taito Legends collection released
goes, the enemy is able to radio in in 2005, you may have noticed that
reinforcements). Similarly, the Village a few things don’t tally with your
stage rewards you with a health memories of playing the game in the
boost while Power Magazine tops up arcades. The most obvious omission
your ammo. As such the Japanese is a ‘boss’ encounter at the end of
version includes an element of the Jungle stage where you have to
strategy as you can choose which of shoot an army general who’s holding
» [Arcade] Grenades are a great option when armoured
vehicles rumble onto the screen. the initial stages are worth the effort. a female hostage. Also missing are
The coin-ops that followed in the
wake of Operation Wolf
MECHANIZED ATTACK 1989
QSNK’s answer to Operation Thunderbolt
was released just a few months after its
inspiration and actually managed to top it
in the pure action stakes. And if shooting
thousands of enemy soldiers wasn’t
enough the game also threw Terminator-
style robots and oversized end-of-level
bosses into the mix.
FM TOWNS AMIGA
QThe enigmatic Japanese computer received a QThere was essentially zero difference between
fantastic version that was unique in a number of the Amiga and Atari ST versions, with Amiga
ways: there was a laser sight option, a ‘3D Scope’ expert Benoit Aron deftly converting the ST
mode (that supported 3D glasses) and a full CD- source. The sound was slightly better on the
audio soundtrack, making it the only version of Amiga, as was usually the case, and it came on
Operation Wolf to feature in-game music. There two disks rather than three, but owners of either
are no half measures here. machine would be happy.
PCDOS NES
QThe PC often lagged behind when it came to QThe first version of the game to hit console
coin-op conversions but not here. The colours was something of a misfire. The graphics were
were slightly off and the sound was lacking but too small and only a limited number of sprites
overall this looked and played very much like the appeared on the screen so it often felt a bit
68000 versions. In terms of content the only real sparse. It did deserve points for supporting the
absence was the ‘Warning!’ scene that appeared NES Zapper, although it’s debatable whether
in some other versions. using the gun improved things much.
ATARI ST
MSX
QAs you can tell from the screenshot this
paid off for
Ocean. In the To beat the Hardy Jones.
Taking on the
QOcean France did a fine job here. The game
featured all of the stages – the bonus ‘Warning!’
was a quick port of the Spectrum version.
What you can’t tell is that is runs quite a
UK Operation
Wolf was
game you basically enemy with
a pal was
scene was slotted between stages one and two,
and the Jungle boss made an appearance – and
bit slower, affecting the playability a little.
A homebrew version for the MSX-2 was
crowned best-
selling title of
had to kill the undeniably
fun, even if the
visually the game was close to the coin-op. There
were just some frame-rate issues that dragged
released in 2006 that was quite similar to
the NES release, but it suffered from jerky
Christmas 1988
– and it stayed
population of a sheer number
of on-screen
it down a notch. character scrolling. at the top of
the all-formats
small nation enemies was
absurd. To
chart for a further three months. It beat the game you basically had to kill
was a fan favourite too, winning three the population of a small nation.
awards at the 1989 Golden Joysticks Rather than using lightguns the
(as voted for by C&VG readers): Best sequel utilised a pair of positional
8-bit Coin-op Conversion, Best 16-bit guns that directly controlled invisible
Coin-op Conversion and Overall 8-bit cursors on the screen (although they
Game Of The Year. could be made visible by collecting
More home versions followed the new laser sight upgrade). It’s
over the next two years. Taito not clear why Taito didn’t use
itself developed the PC, NES and
Master System versions, while Ving
produced a deluxe disc edition for the
FM Towns computer that featured
MASTER SYSTEM PC/PS2/XBOX an exclusive CD soundtrack. Perhaps
QVisually the Master System version was QOperation Wolf was one of 29 games even more interesting was NEC’s PC
quite close to the NES game, with perhaps included on Taito Legends, released in 2005. Engine port which was the first and
better use of colour and more graphical detail. However, as mentioned in the main article, the only version of Operation Wolf to
But the playability was vastly improved and the game wasn’t ‘arcade perfect’ as advertised as team up two players for some co-op
game stood out as the best and most complete it was missing both the ‘Warning!’ scene and action. There’s no prize for guessing
8-bit version available. Support for the Light Jungle boss. The games also, sadly, lacked where NEC got that idea.
Phaser sealed the deal. lightgun support. » [Arcade] The sequel features three separate bosses,
including this eyepatch-wearing commando.
peration Thunderbolt
debuted in Europe at wasn’t a Christmas chart-topper.
the Amusement Trades It debuted in fifth position on the
Exhibition International all-formats chart over the festive
show in January 1989. The reaction period, with Ocean’s conversion of
was slightly muted compared to another Taito coin-op, the fantastic
the original – it was a sequel after Chase HQ, racing to the top spot. The
» The Taito Legends collection all, treading roughly the same versions themselves were a mixed
features the first two games along
many other titles from the firm’s
path – but it was still expected to bag. The Amiga and ST versions,
rich arcade past. do the business for Taito. coded by Ocean’s John Brandwood,
C&VG’s Clare Edgeley were commendably close to the
wrote: “Judging original. On the other hand the 8-bit » [Arcade] Helicopters are tough, particularly armed ones.
Take them down with a carefully aimed rocket.
by the success of versions were lacking, perhaps due
its predecessor I to added complexity of the coin-op. including the sci-fi-themed Space
expect Operation Andrew Deakin returned to code Gun (1990), the four-player Gun
Thunderbolt will the Spectrum and CPC versions Buster (1992) and cops ‘n’ crims
make a killing." Robin and the results were a little messy, shooter Under Fire (1993). Yet Taito
Hogg from Newsfield particularly during the 3D stages. wasn’t done with the Operation series
enthused about the The C64 version, meanwhile, was and in late 1994 it would attempted to
extra firepower: “The an infamous misfire due to the resurrect it with a two-shot salvo.
carnage with just original coder exiting the project late The first was a belated home
one gun was pretty in the day and members of Ocean’s version of Operation Thunderbolt for
in-house team having to pick up the the Super Nintendo that introduced a
pieces. Given the circumstances it bunch of console-exclusive features.
wasn’t as terrible as it In a nod to the ‘Japanese’ version of
might have been. Operation Wolf you could choose the
In the years order in which you played the initial
following the stages. You could also select from six
release of Operation different soldiers and it was all a bit
Thunderbolt Taito pointless anyway as the characters
would release you picked had no effect on the
several more game. The stages were straight
gun games from the coin-op but it wasn’t arcade
perfect. Perhaps tellingly the game
was not released outside of the US.
Then, almost six years after the
Special release of Operation Thunderbolt,
than ks to Steve at the third game
k.org in the series hit
ArcadeArtwor
for supplying arcades. With the title
the original Operation Wolf 3 you
k
arcade artwor might think it was a follow-up
to the earlier games, but it was
an in-name-only sequel. Roy and
Hardy were gone, replaced by male
and female commandos codenamed
peration Wolf 3 was like a you’ve got your own personal arcade
return to the staid shooting then it surely needs a gun game, and
gallery games of old. few gun games are as imposing or as
Indeed, it even featured a iconic as Operation Wolf.
bonus scene where you had to shoot
glass bottles and clay pigeons. It was
a case of wolf by name not by nature,
» [Arcade] Operation Tiger, the fourth and final game in the
and it fell far below the ranks of the series, debuted in arcades in 1998.
DOCTOR, DOCTOR. . .
“AT THE BEGINNING of the project we planned ideas by making simple one-page
pencil drawings. We had about 60 of these idea sheets lined up so we could consider
the variety. On one of them I had written ‘Save the old geezer’, and that was the start of Dr
Don and Dr Dan. They became mascot characters and ended up being painted on the side of
the cabinets. The characters’ look was decided by gathering ideas from all the designers on
the project and holding a contest. I made a rough sketch just to show them my initial ideas for
the characters – one round, the other tall and thin. It must have made quite an impression on
them, because all of the submitted mascot candidates were almost identical to my original
sketch! I wanted them to look like sombrero-wearing Mexican brothers, but the final design
was kind of ‘safe’ – a Sesame Street-type odd couple.” » Ninjas can be
deadly. Even
cardboard ones.
» I was stung by a bee once. Twenty quid for a » The octopus stage was apparently very popular » Don’t count your chickens before you frag them.
jar of honey! with the ladies. Nobody knows why. Seriously, there’s no time.
I
t’s been 26 years since Strider highly enjoyable game, even if it’s not
Hiryu first swung his Cypher quite as good as the 1989 original.
sword and made that dizzying “I have never felt that Strider became
run down an exploding successful,” reveals original creator
mountainside that captivated all Kouichi ‘Isuke’ Yotsui, when we ask
who saw it. Since then he’s been him about the popularity of the ninja he
something of a recluse, using his ninja helped create in 1989. “However, while
skills to hide in the shadows and only we were making Strider, we always felt
occasionally coming out to shine, but that we were in middle of creating a
otherwise content to simply cameo very entertaining game.”
in a number of other Capcom games, He’s right as well. Strider is an
particularly versus fighters where his incredibly enjoyable game, one that
insane ninja skills are put to extremely pushed graphical boundaries when it
good use. was first released. Taking on the role
To celebrate his 25th anniversary, of Strider Hiryu, your aim was to bring
Capcom unleashed a brand new game, down the evil dictator Grandmaster
Strider, which aimed to appeal to the Meio, armed with just your Cypher laser
» This section of Strider’s last game tests gravity and your
orginal fanbase, as well as a brand new sword and your insane agility. Hiryu
reflexes. Wimps need not apply. generation of gamers. It’s actually a could swing up gantries, run down
at
We always felt th dle
we were in midery
of creating a v
e
entertaining gamKouichi Yotsui
mountainsides, leap huge chasms and even exploding mountainside to hitching rides on the » Hiryu even alien and unique. You never forget the time you
manages to look
operate in zero gravity. He was quite simply backs of various dinosaurs, while his travels took cool when he dies. flew around the anti-gravity boss, desperately
magnificent, but he also caused issues for Yotsui, him from the snowy slopes of Siberia to the Bless him. pummelling the fire button before you’re flung
who struggled with the technology limitations of heart of a floating battleship. Variety was the into a nearby wall, or watching a group of
» He might be a
the time. “We had trouble keeping the amount spice of life in Strider, and this was none more sub-boss, but he’s still Russian dignitaries transform into the hammer
of data under what was available,” he admits. apparent than when facing off against created with lots of and sickle-wielding Ouroboros. It’s a testament
“Hiryu’s various action movement data had taken its insanely nutty bosses. “We created care and attention. to their timeless design that so many have
up more than half of the whole graphic data multi-cultural and unfamiliar looking been included in Double Helix Games’s reboot,
amount space.” enemies to surprise players,” continues but which is Yotsui’s favourite? “I like the
And yet many would argue that it’s worth it. Yotsui when quizzed about Strider ’s visual style of Lago Mechanic, the abilities of
Watching Hiryu in motion as he climbed walls, exotic art design. “Creating these Anti-Gravity Device, Mecha Pon’s charm and
sliced his way through enemies and nimbly enemies was also important to expand the clever functions which Ouroboros has,”
avoided enemies was mesmerising, and it’s the world within the game.” he tells us, clearly warming to the subject.
pleasing to see that new developer Double Helix And what magnificent creations those “I like Solo’s coolness, Kuniang MA Team’s
Games has managed to retain his deadly grace enemies were. Robotic gorillas, brash beauty and the dignity which Grandmaster
for its reboot. As far as Yotsui was concerned, Amazonians, metallic dinosaurs and an Meio has. Yes, it’s safe to say I like all
Strider’s graceful animation was always the airborne pirate all vied for your attention, of them.”
thing that drove his game. “It was the most while even the lowliest of enemies felt
G
important thing,” he explains to us. “This is an amers agreed, and Strider became
action game, therefore the player should be a big success for Capcom, no
able to enjoy it by just controlling Hiryu. We at
The gamemthak
doubt helped by the Manga comic
tried to make players be entertained by just
Grin was ing that had been released in 1988 (in collaboration
making Hiryu run, jump or go through unknown with Moto Kikaku) and the 1989 NES game that
environments. By adding movement such as followed a few months after Yotsui’s arcade
jumping, running, sliding, clinging and climbing It’s widely known that Capcom had commissioned Grin to make game. The NES game is quite interesting
it will be even more entertaining. We felt that a game about Strider as far back as 2008. What isn’t known is because it’s a completely different beast to
defeating unexpected enemies that appear in what type of game it was going to be. Aer extensive digging an Yotsui’s effort, playing to the strengths of the
front of you by using all those movements would anonymous source was able to confirm a few things about the title. host hardware but clearly losing out as a result.
give the players extreme pleasure. To enable all “Grin made the deal with Strider overlapping Bionic Commando You still play as Strider Hiryu, but the pace
these cornerstones, Hiryu’s agility had to be the before anyone knew how Bionic Commando would be received. At of the game is greatly diminished, making him
most important [thing] of all.” that time I think that relations with Capcom were good. I guess they feel slightly less effective as a result. The story
In addition to Hiryu’s impressive athleticism, started to outline a new project thinking Bionic Commando would be a is also different to the arcade game, and a little
it was the game world itself and its weird and hit.” We’ve thought this ever since Grin was revealed as the developer, more detailed due to the nature of the platform
wonderful bosses that really helped separate as Strider would have fit perfectly into its two-game template. it’s on, making it more in line with the story told
it from its arcade peers. Strider had dramatic Our source goes on to reveal the following about Strider’s in Tatsumi Wada’s original manga anthology.
set pieces that ranged from running down an gameplay. “It took many different turns. First we did a super There are Metroidvania-like design aspects to
abstract design that was completely unique. That was the first take. the game as well, with the ability to return to
Then the project landed in the hands of Grin Barcelona. From that previous levels once new power-ups have been
point I have absolutely no idea.” acquired. While it’s a fun addition to the Strider
Capcom went on to approach Grin with other smaller titles, canon, it lacks the grace and fluidity of Yotsui’s
including mentioning Mega Man, but the ideas were eventually
dropped, the Bionic Commando Rearmed team was separated and
Grin itself closed down a year later.
: ‘
y and gamep lay
us the storon vel
©John Szczepaniak
a are tra
we re se nt to Sib eri
the ir test weapons.
on them and ap on s. Mecha Pon is on
e of
types of we
developing new
s base completed
t was sent to thi
of the ma nu fac turing teams tha ing the Anti-Gravity
One By us
Flying
ve noticed that the
I am sure you ha items to the
4 Mosqueman is the
traitor Hiryu. Th
one who
is was a small ha
de liv
ras
ers
sm en t towards Meio
Hiryu is fighting
against
by the manufactur
ers that were se
nt to Siberia.
10 enemies who ha
like movements
an d pe
ve dance-
rform
While Hiryu was tiful Ta ijutsu (a sort of martial
8 running through
Siberia, he was
chased
beau
art). Kuniang MA
als o sk y pirate s,
Team, who are
know of Meio’s
MA Te am’s Balrog, as they
by Kunia ng flying battleship,
airship group an
d suffered owered by it in
have been overp
k. Hiryu
a surprise attac the past.
ships itude and
flies between air a super-high alt
name Hiryu is now at
to fight them.
Hiryu means ‘Fl
Th e
ying
s freely
9 being pushed to
the enemy’s ship
an
his limits
d tak ing it
. He
ov
is
er.
invading
This was
Dragon’, so he flie tion scene
mine, as this ac
In arcade game
s, the an d es se ntially a real pleasure of vie!
in the sky
7 second lev
rta
el
nt
ca rries a
rule. We have
becomes a drago
n
Siberia.
originated from
an old pir ate mo
ve ry im po running across
who have
to make players
’s controls on
learned the game
lev el thi nk , ‘we want
the first
s game!’
to see more of thi
t pu rpo se , we added
For tha
pe d scenarios
speedier-develo
mo re ve ntu res ome
and
tch between
changes. The ma
pla ye rs an d us always gets
the
cond level.
settled on the se
» Capcom kindly supplied us game, a thing that becomes while working on the home sequel. “Not a great
with some amazing concept far more noticeable when using deal,” he honestly tells us. “I believe it was only
art from Strider 2.
wall jumps or climbing. You ‘cult’ popular really.”
never feel quite as in control of Strider II went on to receive decent scores
Hiryu as you do in the arcade on home computers, with the Spectrum version
outing, which takes away from the game. It’s still being particularly popular. It’s not a good game
a robust action game – something Capcom could though, failing to capture the sheer atmosphere
turn out in its sleep during its NES period – but it that the original game oozed from every pixel.
pales in comparison to Yotsui’s interpretation of Despite this, Chris feels that Tiertex did get some
the ninja. things right, revealing, “I think it captured the
Home conversions of the arcade game soon main gameplay elements of Strider, the agility.”
followed, with the majority of home computer The Mega Drive, Master System and Game
versions being handled by US Gold, which Gear versions came out a little later and were
passed coding duties to Tiertex. Sega did its known as Journey From Darkness: Strider
own conversion of Strider for its Mega Drive Returns in the US. Considering the power of
and Master System, while the long-gestating PC the host machines they were all far weaker
» A huge amount of behind- Engine game (it was first announced in 1990 but than the home computer counterparts, let
the-scenes detail went into released in 1994) featured animated cut-scenes, down by clunky controls, drab-looking levels
the creation of enemies.
Red Book audio and a brand new level. Tiertex’s and poor stage design. While Strider Hinjo no
conversions were hit and miss for the most part, longer transforms into a robot, his new shuriken-
with its 16-bit conversions fairing better, although throwing shenanigans add little to the game
it’s impressive just how much of the original and it’s little wonder that Capcom conveniently
arcade game the various conversions could fit ignores all versions of Strider II.
in. The Sharp X68000 is the clear winner, It may have ignored the dull platformer it had
but was hardly a fair comparison due to allowed US Gold to licence, but Capcom certainly
its sheer amount of power and its actual wasn’t ignoring the fact that Strider still appeared
cost (around £1,000). to be popular with gamers. In fact, Capcom was
Tiertex nevertheless managed to planning a sequel of its own…
impress Capcom, and soon secured the Capcom had released Marvel Vs Capcom:
rights to make a console and computer Clash Of Super Heroes in 1998 and tested the
sequel, 1990’s rather disappointing Strider II. waters by including Strider Hiryu as a prominent
Interestingly, it starred a brand new Strider, playable fighter. Gamers were instantly drawn
» Solo returns in Strider 2, called Strider Hinjo, who now sported a to the acrobatic ninja, giving Capcom the
so he’s been given a suitable gun in addition to his Cypher but could also confidence to continue with its own sequel. It
» The design of Strider 2 upgrade over his first look.
follows on closely from the turn into a laser-spewing robot when engaging wouldn’t be easy however, as Yotsui had long
original arcade game. bosses. He was otherwise identical to Strider since left Capcom. In fact he’d already made his
Hiryu, with his own one-man crusade against own spiritual successor to Strider in the form of
a new superb villain. Chris Brunning, who Mitchell Corp’s delightfully nutty Osman.
worked on the home computer versions, Step forward Sho Sakai, who found himself as
did tell us the reason for the similarities art director on the highly anticipated sequel, which
between the two Striders. “The character was first released in arcades in 1999 before being
was the same in the versions we did, just ported to Sony’s PlayStation in 2000. Strider may
re-coloured,” referring to the sprite used have seemingly lost its heart with the departure of
in Tiertex’s arcade conversions. “That Yotsui, but just one play of Capcom’s sequel was
was an internal decision as far as I am enough to know that the developer knew exactly
aware.” He goes on to reveal that there what it was doing. “There was naturally lots of
was no involvement from Capcom from a pressure,” begins Sakai about the challenging
developer point of view, which may explain sequel, “but I was also deeply honoured to be
why it’s just not in the same league as the able to work on the design of the sequel to the
arcade game that inspired it. legendary Strider, which more than compensated
This wasn’t the first time that Tiertex for the pressure I felt.”
had made a non-computer sequel to a And that pressure was palpable because
popular coin-op – HKM: Human Killing Strider’s fan base is small but incredibly loyal.
» Even the lowliest enemies Machine was a sequel to Street Fighter Sakai definitely felt it, finding himself in the same
had a large amount of – so we were keen to know if Chris and situation as current developer Double Helix
attention paid to them.
the rest of the team felt any pressure Games. “The [hardest thing was] the need to
ble Helix
The momenttoDuou
p its game
knew it had
We’ll admit to be a little concerned aer hearing
that Double Helix Games would be handling Strider ’s
reboot (although we’re happy to be proved wrong). Even
we didn’t go to the following lengths though…
“Right aer the game was announced at Comic-Con,
satisfy the diehard,” Sakai continues. “It was we got an email from a Strider fan who had dissected
tough to strike the right balance: if you keep the footage of the game found on the web,” recalls
things too similar to Strider then the sequel a bemused Jorge Osequera. “He sent screenshots of every lasting impression, which is quite an
wouldn’t be interesting, but if you change too location in the footage that had the Kazakh star flipped. He included amazing accomplishment.”
much then fans would not accept it.” shots from the original game and did side by side comparisons One of the most impressive bosses is Strider
to point out where we went wrong. We always knew that the old- Hien, who acts as a suitable nemesis for Hiryu
T
he solution was to effectively remake school fans would be the most critical, but that email was a huge and is unlockable on the PlayStation version.
Strider, with the final game featuring reality check for us. Just thinking about the process that this fan He’s the entire creation of Sakai, who revealed
two of Strider ’s original stages and went through to make sure we got the details right really inspired the following interesting revelation about him. “In
many other elements, including retreads of us to double down on the details.” If you’re reading this article my original design, he wore a long-sleeved top.
memorable set pieces and notable bosses such Strider fan, we’d love to hear what you think of the finished game. When I checked the pixel art, though, for some
as the bounty hunter Solo and the Kuniang reason he had been drawn without any sleeves
MA Team. The first three levels of Capcom’s RIGHT WRONG at all! Meanwhile, the cut-scene illustrations
explosive sequel could be tackled in any stayed true to my original design, so his sleeves
order, finishing off with a return to the floating are intact. Hien is the only character who sports
battleship Balrog and another trip to The Third summer and winter wear!”
Moon, the base of Grandmaster Meio. Hiryu himself arguably remained the star of
It was all topped off by some amazing new the show, with Capcom boosting his already
visuals that perfectly captured the spirit of the powerful moves to make him more like the one-
1989 original. Although the gaming world was man army that appears in Double Helix Games’s
actively embracing 3D technology, Capcom stages were divided into smaller sections that sequel and Capcom’s Vs games. Infinitely faster
wisely decided to make Strider 2.5D, with typically ended in a boss battle. Memorable than his 1989 counterpart, he’s now got a variety
neat 3D backgrounds giving the game some encounters include a skirmish with a robotic of useful jumps – including a double jump – for
impressive depth and slick rotation effects. wooly mammoth, riding along the back of the quickly changing direction or propelling himself
“With the move to 3D backgrounds, we were gigantic Emperor Dragon (an encounter that’s off walls and a useful boost attack that enables
able to make the levels more than just basic replicated in the new Strider) and taking out a him to launch plasma waves from his Cypher,
horizontal traversal against a backdrop,” explains huge Kraken. “Bosses are an important part of giving him a fighting chance against Grandmaster
Sakai about Strider 2 ’s distinctive look. “Some Strider for sure, and I think the highly original Meio’s many generals.
of the enemies were created in 3D as well, so designs are what makes them so memorable,” Despite being a genuinely thrilling arcade
the confluence of 2D and 3D was one of the key explains Sakai. “Although many bosses are game, Strider 2 wasn’t a success for Capcom,
aspects of the title.” quickly defeated, they still make a and while it was released across all regions it
Another key aspect was ensuring that Strider
original
remains a surprisingly low-key game, which
ROUND
showdown Tiertex sequel more good Ninja
Gaiden games
ONE
RAIDEN VS NINJA HAMSTER ZOOL VS JOE MUSASHI SCORPION VS STRIDER HIRYU LEONARDO VS RYU HAYABUSA
QNinja hamster or not he’s still just a hamster, QAlthough he’s from the Nth Dimension, Zool is Q“Get over here!” screams Scorpion as he flings QRyu immediately leaps into action, grabbing
and Raiden cuts Metal Gears in half before actually a pretty rubbish ninja. Joe Musashi easily his trusty tethered spear in Hiryu’s direction. Leonardo and pulling off his deadly Izuna Drop.
breakfast. Raiden ends the battle by stepping jumps over the Chupa Chups Zool throws at Hiryu effortlessly slides under the incoming Unfortunately for Hayabusa, cheeky Leonardo
on the hapless hamster before he’s even had a him, returning fire with deadly lethal shurikens. weapon and proceeds to slash at Scorpion with simply retracts his head into his shell, leaving
chance to squeak. Silly Zool. his Cypher. Win. Hayabusa with a broken neck.
WINNER: RAIDEN WINNER: JOE MUSASHI WINNER: STRIDER HIRYU WINNER: LEONARDO
ROUND
TWO
FINAL
WINNER: RAIDEN WINNER: STRIDER HIRYU
ROUND
STRIDER HIRYU VS RAIDEN
QConfident that he won’t lose a battle in a box
out found in a feature that’s entirely dedicated to
him, a casual Hiryu wades in. Raiden easily cuts
him down in seconds. Did we mention he cuts
Metal Gears in half before breakfast?
WINNER: RAIDEN
R
is a pity considering its actual brilliance. egardless of Strider ’s new game Strider, however, he realises his full potential
Despite his fan base, Hiryu was once again direction, it’s all for nothing if with an arsenal of powerful attacks that will
relegated to the sidelines appearing in numerous Strider Hiryu himself doesn’t feel surely test players’ skills in an extensive battle.
cameos and the occasional versus fighting like the titular ninja. After completing the It’s been a challenge to update classic bosses,
game in the intervening years. A Strider remake game several times it’s clear that Double but seeing them do all of these things that you
was revealed to have been in the works at Grin Helix knows what its doing. The controls only fantasised about as a child has been very
Barcelona in 2009, but was quickly cancelled feel fluid and precise, Hiryu himself powers rewarding, not to mention very cool.”
by Capcom at its prototype stage. Grin itself through stages, while his repertoire of tricks James also feels confident that gamers
disappeared shortly afterwards and the hope of a is extremely impressive. It may not look like a will enjoy the many new abilities that Hiryu
new game died with it. Strider game (it’s a little too drab-looking for now has at his disposal, revealing that the
Just four years later however, Capcom used our tastes) but it certainly feels like one. “The team looked both to the past and present
the San Diego Comic Con to announce the trailer first thing we did was to make sure to nail to ensure that their hero still felt like the
of a brand new Strider game – to an ecstatic Hiryu’s core movement and Cypher-slashing Strider Hiryu gamers know and love. “When
response. As the days passed gamers began gameplay,” reveals Jorge. “We knew that if developing the character for this latest Strider
to voice concerns due to the previous output of we couldn’t get that perfect, the rest didn’t game, both the recent Marvel Vs Capcom
Double Helix Games, but as new information matter. Beyond that, it was all about fleshing and arcade iterations were analysed, and
continued to drip out of Capcom HQ, it became out the world and story. We’re all fans of those characteristics which best served the
clear that the studio did understand the the original games so we really wanted to gameplay and visual presentation of the
» James Vance (top)
importance of the franchise it had been handed. capture the essence of the classics. You’ll and Jorge Oseguera character [were] implemented,” he continues.
“We love the Strider fans, both the older see familiar themes throughout the levels as have been crucial “From a visual perspective, the character has
generation and the newer generation, and we well as characters from the previous games. to the success of been updated to match the artistic design and
Strider ’s reboot.
take all the feedback from them very seriously,” Tony Barnes (Strider ’s design director) has been HD fidelity of current systems, but maintains
assures Strider’s producer Jorge Oseguera. making games for over 20 years and is a huge the silhouette, colour scheme and key
“When the game was first announced, we Strider fan. In the early [21st Century] he created poses and animations of the Marvel Vs
were all very nervous for the reveal. We were a bucket list of games that he wanted to make. Capcom series, resulting in a fresh
confident in the game we were making, but Strider was in his top five. On top of that, we yet recognisable design. The core
first and foremost we wanted to hear from the had the creative team from Capcom in Osaka, gameplay rests upon a refined iteration
Strider fans. It was such a relief once the trailer which included one of the original game’s artists. of Strider’s bedrock of running, sliding,
hit the web and the fans had positive things to I hope that gives the fans some comfort and lets jumping and climbing, and is infused
say about the reboot. I still get goose bumps them know that Strider’s in the right hands.” with actions from the Marvel Vs
watching the reaction from the crowd at SDCC The one thing that does impress with Strider Capcom series as well as an array
when Strider Hiryu first appeared on-screen.” is just how good the new boss battles are. of new abilities.”
It takes more than a good trailer to make a While a few new enemies appear, many of the Strider was released in
good Strider game however, and the biggest mayors from the original game return and they 2014 and it proved to be
surprise about Double Helix’s new Strider all put up tough, challenging fights. In short, they a perfectly acceptable
was that it plays out more like a Metroidvania, act exactly as you’d expect them to and we update of the classic franchise,
meaning the original NES game seems to be as couldn’t be more happy. “Modern technology » There are plenty although Capcom currently has no
of returning bosses,
every bit as inspirational as its arcade counterpart. and an expansive game design have provided many of which are plans for a further sequel. It’s a pity, but
What we’ve played so far suggests that is plenty the opportunity to update and polish classic boss far tougher to defeat perhaps understandable. He might not
than before. It’s a
of DNA from the original arcade game, but we game mechanics, battle length and pacing,” faithful update. have the legacy of some videogame
were still keen to know the reasoning behind icons, but there’s no denying that the
the team’s new design choices. “We wanted to character has touched a lot of gamers in
keep Strider’s fast action and fluid gameplay front the last 25 years. “From the way he moves
and centre, but we also wanted to create a much to the way he talks, he’s the embodiment of
more expansive and immersive backdrop that cool,” concludes James when we ask about
would support an adventure that takes multiple Strider’s enduring popularity with his fan base.
hours to unfold,” admits Jorge. “While I wouldn’t “But it’s a coolness born from the original design
say that we are straight up Metroidvania, we’re of the character that isn’t necessarily good or
definitely influenced by Metroidvania games, and evil, and certainly isn’t topical or trendy. He’s the
wanted to marry elements of that sort of non- timeless badass that everyone wishes they
linear adventure and exploration with Strider ’s could be – that is why it feels so empowering to
furious Cypher-slashing action.” pick up the controller and become Strider Hiryu.”
We couldn’t agree more.
Special thanks to Laura Skelly and Maiko Hinson for making this article possible
ZERO GUNNER
Q Developer: Psikyo Q Year: 1997 Q Genre: Shoot-’em-up
QYou might well be familiar with the name much has been used. With that exception, the game
Zero Gunner, but if you are it’s almost certainly feels vastly more traditional than its successor, with
because of its excellent sequel Zero Gunner 2, enemies heading down from the top of the screen.
which is one of the many worthwhile shoot-’em- There’s a nice variety of stages available, from the
ups on the Dreamcast. The original game is rather deserts of Algeria to windmills in the Netherlands,
less well-known, having never received a home but the game doesn’t look tremendously good –
conversion. Zero Gunner arrived in arcades in 1997, stage backgrounds are repetitive, with little in the
powered by Sega’s ageing Model 2 board. The way of notable landmarks. Sound is also a little
game puts you in charge of a helicopter gunship weak, with military-themed music that fits the action
in the year 2016, fighting to take back control of the
world’s militaries from terrorists. This flimsy premise
without ever grabbing your attention.
However, these weaknesses don’t change the fact
Converted Alternative
is reason enough for you to take to the skies in Asia, that Zero Gunner is underpinned by some extremely
UNDER DEFEAT 2006
the USA and Europe, blowing up all manner of other solid game design. Its conventional approach to the While Zero Gunner 2 did receive a home
aircraft as well as bosses including battleships and genre doesn’t break any new ground in the way conversion, it’s G Rev’s blaster that feels
massive planes. that Zero Gunner 2 did, but nevertheless provides a closer to the original game, thanks to the
The primary gimmick in Zero Gunner is the lock- challenging, satisfying blast. Level design is of a high limited helicopter rotation. You can pick this
on feature, which allows your helicopter to roam the standard and the bosses are excellent, with the multi- one up on Xbox 360 or PS3, but we still have
screen while still directing fire at the targeted enemy target battleship proving to be one of the game’s a soft spot for the Dreamcast conversion.
– a feature that would later be expanded upon by highlights – just as a similar section did years later in
the sequel, which offered full 360 degree rotation. In Under Defeat. If you’ve played one too many bullet
Zero Gunner, your lock-on capability is limited, with a hell shooters and grown tired of them, playing Zero
helpful bar on the left of the screen showing just how Gunner could be just the change you need.
ZAVIGA
Q Developer: Data East Q Year: 1984 Q Genre: Shoot-’em-up
QZaviga adds the extra dimension of height rarely includes any high-level obstacles
to vertically scrolling shoot-’em-ups, but to encourage you to swoop down. The
somehow manages to be less interesting top-down perspective also limits the game
than the likes of Zaxxon despite being two to two levels of height. With the game’s
years more recent. The key mechanic is most interesting mechanic rendered rather
the ability to change your ship’s height – pointless, all that remains in Zaviga is a
flying low opens you up to smashing into Xevious knock-off with uninteresting enemy
mountains and ground-based enemies, while patterns and less variety in scenery.
flying high makes it harder to hit ground- We’re not surprised that Data East backed
based enemies as you’re limited to dropping its other 1984 shoot-’em-up B-Wings, which
bombs on them. was eventually converted to the Famicom. It
The problem is that 98 per cent of the wasn’t the most memorable shoot-’em-up,
time, there’s little reason to take the extra but we’re grateful for that fact that it spared
risk involved with flying low, as the game home users this shambles.
GIGANDES
Q Developer: East Technology Q Year: 1987 Q Genre: Shoot-’em-up
Converted Alternative
MERCS 1989
QOn first impressions,
Gigandes is a mess. The It’s an obvious pick, but Capcom’s
game is visually quite ugly game remains one of the best in its
for its time, and the tiny orb genre. While Sega’s in-house Mega
spacecraft fires some pretty Drive conversion lacks the multiplayer
weedy weaponry. Thankfully, of the arcade release, it made up for
the game improves massively it with a brilliant original mode in
when you learn what that which each character packs their own
orb design is for – your unique weaponry – just like FixEight.
spacecraft is able to equip
weapons on different parts
of its body depending on
» It’s perhaps ironic that the biological horror stage offers some of the
nicest sights in Gigandes.
where it makes contact with
a power-up. Flying upwards
FIXEIGHT
into a power-up will provide
Q Developer: Toaplan Q Year: 1992 Q Genre: Shoot-’em-up
you with that weapon on top of your craft, for example. Weapons can also be
rotated around the body of the ship, allowing for four-way fire with all of your QFixEight is the sequel to Toaplan’s
weapons. This provides a thoughtful approach to the shoot-’em-up genre that cult hit OutZone, a top-down
was atypical for the time. shooter which took the Commando
You’ll need the multi-directional fire, too – while the early levels consist formula and turned everything up
largely of open air, assaults from all directions become more common and to 11. FixEight adopts the same
stage walls begin to appear, preventing frontal assaults on your enemies. It’s gameplay as its predecessor,
a shame that Gigandes never made it home, as it could have been replicated increasing the number of playable
pretty well on either the Mega Drive or PC Engine. But East Technology never characters to eight and refining
developed any console games itself, and never appears to have had a big the weapon system. Like OutZone,
enough hit for other companies to pursue licensing. FixEight allows players to utilise a
forward-facing wide shot or a straight
stream of shots that can be fired in
any direction. However, new charge » The huge explosions in FixEight convey a great sense of
Converted Alternative pads replace the single-use power- carnage, especially when battling multiple foes.
HELLFIRE 1989 ups of OutZone, making for far less buzzsaws. The music is relatively
frustration when you’re looking to bland, never quite reaching the
While Hellfire doesn’t quite offer the same change. The changes enable the heights achieved by its predecessor’s
flexibility as Gigandes in terms of weapon player to enjoy the excellent stages, tunes. However, the game is fast-
choice, it does allow the player to switch which are filled with a variety of paced and packed with carnage,
between forwards, backwards, vertical and excellent hazards. Beyond the adding technical proficiency to the
diagonal shooting to tackle some tricky stages. standard enemies, you’ll be forced excellent sprite work to produce one
The excellent Mega Drive version is pretty easy to contend with moving mid-air of the best-looking shoot-’em-ups of
to find and comes highly recommended. platforms and a maze lined with the early Nineties.
Teenage Mutant
Ninja Turtles
We take a definitive look back at one of the Eighties’ most popular
arcade games. Tonight, Martyn Carroll dines on turtle soup
Despite the Turtles being faster
than their foes and boasting powerful
specials, the game has earned a
reputation as a contemptible coin-
muncher. It’s true that the later bosses
can be a fairly cheap, but they’re
certainly not invincible. In our experience,
at the height of the game’s popularity,
players were always eager to pump in
extras credits and continue, or buy-in
and help out their buddies – surely a
clear indicator that Konami had produced
a winning coin-op that delighted both
players and operators.
eenage Mutant Ninja resist Konami’s arcade game. Based on Konami must have been pretty
T Turtles is a perennially
popular franchise (and yes,
they were indeed ‘Ninja
Turtles’, not mere ‘Hero
Turtles’ – the change of name due
to some silly censorship issues in
parts of Europe that we’ll pretend
the animated series, it was a scrolling
beat-’em-up where you went up against
evil Shredder’s army of Foot Soldiers and
various bosses including Rocksteady,
Bebop, Krang and the Shred-head
himself. It was slick, fast and fun, with
plenty of humour and jokes for fans, yet
pleased with the game too. Having
already experienced huge success
with its first TMNT outing – a platform/
adventure game developed initially
for the NES – the company wasted
no time in bringing the arcade game
home. It developed a well-received
never happened). Just when you easily the game’s finest feature was its NES conversion, which expanded
think it’s finally died a death, a new co-op play. Some versions of the cab on the coin-op by adding a couple of
comic, TV series, toy line, videogame or offered support for four players, allowing exclusive new levels. Home computer
movie reminds us all that those reptilian you and three mates to each take control rights, meanwhile, went to Brit publisher
rapscallions who shout ‘Cowabunga!’ of a Turtle and fight together. Mirrorsoft, which commissioned
and scoff pizza have been around for The move list was pretty standard for Probe to convert the coin-op to the
over 25 years, and will probably be this type of game. Bashing the attack Spectrum, Amstrad CPC, Commodore
around for 25 more. button would result in a simple combo 64, Amiga, Atari ST and PC in 1991.
But no matter how long TMNT move, with your Turtle performing Like a lot of arcade conversions, these
remains in favour, it will never be more an impromptu back kick should you releases suffered from single-fire-button
popular that it was in 1990. This was the be approached from behind. Hitting syndrome, where players had to clumsily
year when the phenomenon reached its the jump button followed by attack push up and fire to jump.
peak and TMNT became an unstoppable would perform one of three moves In recent years, the arcade game
force. The animated series was playing depending on your height: a flying has popped out of its shell on a couple
heavily on TV, the first movie was doing kick (low), a diving kick (mid) or a of occasions. It was included as an
big business at the box office, and the vertical weapon attack (high). Finally, unlockable extra in the 2004 game
tune ‘Turtle Power’ by pretend rappers hitting attack and jump together would TMNT 2: Battle Nexus, and was
Partners in Kryme was topping charts unleash your Turtle’s special move. probably the best thing about it. In
everywhere. And of course there was Leonardo, Michelangelo and Donatello all 2007, Ubisoft put the coin-op out
the TMNT coin-op from Konami, which performed a sweeping attack capable of on Xbox Live Arcade complete with
was released in 1989 but by 1990 was defeating multiple enemies with a single Achievements and a co-op mode. If
established in arcades the world over. blow, while Raphael was blessed with you’re an X360 owner looking for a
If you’d been suckered into the Turtles a unique roll-and-kick combo that was nostalgia trip, 400 MS points is a small
craze then it was simply impossible to useful against some bosses. price to pay to party like it’s 1990.
Bebop Krang
Similar to Rocksteady, only The toughest boss in the
slightly more powerful. Attack at game. Use diving kicks where you
close range, then quickly jump can, or if you’re playing as Raphael,
away before he retaliates. spam his special move.
rick s
Pat
AL t h e s e q u e l s
SURVIV Of the many Turtles games, these ones
stay true to the original coin-op
GUID E
TMNT III: The
Useful tricks to Manhattan Project
help you freak the Released: 1991
The NES already had its
Foot Soldiers own Turtles game, so the
QDO IT WITH DON coin-op was released on the
Use Donatello. It’s much Nintendo console as TMNT
» When Rocksteady and Bebop charge, jump out of the
way and they’ll smash skulls. The dolts. easier to finish the game II: The Arcade Game. This
in one credit with him, due to his long game then, from Konami,
Q Tell us briefly about your MAME attack range. It’s possible to finish was a NES-exclusive sequel
setup. What’s it like? with one of the other turtles, but it’s to the coin-op that was
I use my PC with a PlayStation 2 considerably harder, especially against essentially an extra set of levels rather than a full-blown
DualShock controller attached through a certain bosses. follow-up. The main difference was that each Turtle had
USB adapter. their own special move. These were almost too powerful,
QPOINT TAKEN particularly against the bosses, so to prevent the game from
Q How do you think the game holds Hit the rope that the robots being a walkover you lost a little energy each time you used
up 20 years on? fling toward you. Every one. Overall, it was a fun yet derivative continuation of the
I think it holds up well. The graphics are hit is worth one point even though it coin-op. Note that there was a 1992 PC game called TMNT:
colourful and detailed, control is accurate, doesn’t actually damage the enemy. Manhattan Missions but it has nothing to do with this game,
and it’s the perfect length for this type of Also, hit the boomerangs that enemies being more of an adventure game with fighting elements.
game. Most of the reviews say it’s unfair throw at you. They’re worth one point
and cheap, and that it’s designed to suck each too. TMNT: Turtles
quarters. Despite what these people In Time
say, it’s possible to finish TMNT without QKEY POSITION Released: 1991
taking any damage at all. I’ve never done Your character has more This was the true sequel
it, but I’ve come close enough to know vertical range than the to the TMNT coin-op. The
that it’s possible. enemies, so use it to your advantage. visuals were slicker (some
The best way to handle an enemy is lovely sprite-scaling effects
Q Out of all of your records, which to move above or below them, then were added), the action was
one are you most proud of? stop moving and time your attack to faster and more frantic, the
My most impressive score is 10,213,610 hit them as they move up/down to Turtles were blessed with
in Metal Slug 3 . This is a very complex approach you. new moves (included a run
game that requires nearly two hours and shoulder barge), and
to finish. The entire game must be QINCH FORWARD everything was tuned to perfection, resulting in one of the
memorised to point-press properly, To avoid being mobbed by best beat-‘em-ups to grace the arcades. Home versions
because each segment of the game is enemies, advance through followed, with the SNES version renamed TMNT IV to
unique and you never do the same thing the levels gradually. By inching your remain consistent. The Mega Drive version was titled TMNT:
twice. It took me 300 hours over way forward, you’ll only spawn one or The Hyperstone Heist and featured different stages. More
a period of seven months to finally two enemies at a time, which makes recently, the game was given a graphical makeover and
break the 10 million mark, and the the game a lot easier. released for X360/PS3 as Turtles In Time Re-Shelled.
feeling of satisfaction after doing that
was incredible. TMNT
Released: 2007
The Turtles returned
to cinemas in 2007 and
Ubisoft was on hand to
create games based on the
CGI movie. Every platform
received a generic tie-in
except for the Game Boy
Advance, which was treated
to this delightful scrolling
beat-‘em-up. The game
introduced a few RPG-lite elements, but thankfully they
didn’t detract from what was essentially a straight-up, old-
school brawlathon. The graphics were great too, making this
one title to track down and cherish. In 2009, Ubisoft released
a game for the Nintendo DS called TMNT: Arcade Attack,
which failed to recaptured the nostalgia of the Konami
coin-ops anywhere near as well as this GBA offering.
» The skateboarding stage is not as tricky as it first
appears, as it’s more about dodging than attacking.
CONTROLS
The control panel was one of the
more difficult tasks during this project.
I began by removing the old joysticks
and buttons, followed by the control
panel overlay. I found a nice NOS
TMNT overlay and discovered that the
holes for the joysticks and buttons did
not match the old holes. I drilled new
holes, which was tricky since some of
the new holes overlapped with the old
ones. After some very tedious hours,
it turned out very well. TMNT originally
used leaf joysticks, but I decided to
opt for microswitch joysticks. The leaf
joysticks are difficult to find, and in my
experience they’re not as accurate as
microswitch joysticks, particularly the
diagonal directions.
ARTWORK
Having good side art was
extremely important to me
since it’s one of the most iconic
elements of the TMNT cabinet.
I was able to find a company
that produced nice quality
reproduction side art. It came
as two giant adhesive sheets
that had to be cut to fit the
cabinet’s dimensions.
CABINET
The cabinet is in great shape. After
developer Q&A
the old artwork was removed, it We speak to Dave Semmens, the man behind the Spectrum and
was lightly sanded and repainted.
I’ve since repainted the front of the Amstrad CPC versions of Teenage Mutant Ninja Turtles
cabinet and coin door as well. The
wood is still in excellent shape, with Tell us when were
no noticeable damage. you bitten by the
programming bug?
I had a ZX Spectrum
and had a dabble at
BASIC but thought
that there must be a
PCB better way of coding
I found a working TMNT PCB on
for it. I bought a
the internet. Since TMNT is a four-
Z80 assembler and
player game and of the JAMMA
taught myself to code
standard, it uses separate wiring
on evenings and
harnesses for the third and fourth
weekends. I was a
player controls. I ended up finding
school kid at the time.
those harnesses through the KLOV
forums and, after a little soldering,
How did you get the TMNT job?
everything wired up nicely. I’ve
I was offered the contract as Probe could convert
recently acquired a Turtles In Time baddies also reused body parts (legs, body and
to most platforms but really struggled to find
PCB and am in the process of heads) and this saved enough memory to fit it
someone to take on the Spectrum and Amstrad
constructing a JAMMA switcher all in.
CPC versions.
that will allow me to run both TMNT
games in the same cabinet. The first Turtles game was a full-colour affair,
Did you have access to the coin-op machine
during development? where as you opted for monochrome graphics on
I travelled down to the south coast to play the coin- the Spectrum. What was the reason for this?
op. I took my artist with me and we had a day on DS: The detail of the isometric levels and the way
the machine. We also had an end-to-end video of the sprites moved over them did not lend itself to
the game. It was not uncommon in the early days the limited attribute colours of the Spectrum. It
to do conversions after a quick play of the game would have caused quite a bit of colour clash.
and then only having photos of the screens.
The first game was a huge hit for the publisher.
How long did the conversion take, and what do There must have been a lot of pressure on you to
you remember as being the most challenging come up with the goods.
aspects of it? The games industry was always full of pressure to
MONITOR It normally took a couple of months to code a deliver the goods so it became the normal way of
The monitor was the only part in game. Programmers had their own libraries working. We always used to have tight deadlines
need of some serious work. The of sprite routines and scrolling routines so it and it was always hard to fit as much into the
colours were washed out and the was a straightforward job to get the bulk of the conversion as the publisher wanted, so I became
picture was warped a little and over- work done. The challenge on this game was the used to it. I remember working 48 hours straight
stretched. I opted to go for a new isometric view of the levels. I had only worked in through on some games as deadline approached.
monitor. I bought a 25-inch monitor 2D previously and this game needed X, Y and Z. Thank God I was young, as it would probably kill
from a company that builds arcade The Turtles could move in and out of the screen me now.
monitors using a universal chassis and jump onto different height sections so it all
and a good TV tube. It worked took some working out. The other challenge was Were you happy with the end result?
flawlessly and looked 100 times how to store all the graphics for each level. The I was very happy with the way the game played,
better than the original monitor. answer was to split the sprites up into component and we fitted all the levels in and delivered on time.
parts so that the Turtles used the same body parts That’s fine by me.
but I overlaid their individual weapons on top. The
Did you remain in the games industry, and what
are you up to these days?
I moved onto other games and other systems
COIN MECH including ST, Amiga, PC, Game Gear, Master
Original TMNT machines used a System, then onto the newer home systems. I
dual coin door layout. However, this left the industry around five years ago. I had
cabinet used a single door with four moved from programmer to senior to lead and
slots, which I actually like more. then into team management as a producer. Finally
I decided to customise the coin I became development director at Acclaim in
slots by adding colour-coated coin Cheltenham. Unfortunately, a third redundancy
slot inserts that correlate to each opened my eyes to the fact that it was time to find
player’s colour. I think it adds a nice something more stable.
touch and it’s one of my favourite I currently work as a project manager for a
components of the machine. company in Sheffield. I still have some good
friends that live the games development dream,
but I’m happy with my life as it is now.
e
e i
st o
and I’d begun to tire of the process, which was reflected in the final
n
product. The Probe system, while very lucrative for them, was not
enjoyable for a developer. Previously I’d had much more control
over products, managing the graphics and sound, or even taking a
product to beta before selling it. Creating Probe games felt as dull
and uncreative as the quick Amiga-ST ports I’d been doing, but
whereas the ports took a couple of very well-paid weeks, Turtles
took many months. I’d say that Turtles was one of the main drivers
for me leaving the industry and going to university. I returned
to it after uni, but by then it had become big business and after
managing a large team of developers for a film tie-in, I left it about
12 years ago. With the exception of TMNT, it was fun while it lasted.
Live Arcade
o si
e
which typically flailed Unsurprisingly, the Xbox Amiga port suffers from.
behind Commodore’s Live Arcade version of It also lacks the extended
Amiga when it came Teenage Mutant Ninja and additional levels
to conversions. Turtles was an exact port that were found in the
of the arcade original. NES game, making the
05. ZX Spectrum Ported by conversion whole thing a massive
The Spectrum kings Digital Eclipse, it disappointment for fans
conversion of Teenage featured all the levels of the arcade game. The
Mutant Ninja Turtles is from the original arcade final nail in the coffin
another slick port, and game, and also boasted was a complete lack of
further testament to online play, enabling you music in the game and
Probe’s coding skills. to play with up to three extremely weedy sound
Unlike its peers, the other people online. effects. A disappointingly
Spectrum offering is in Released to tie in with bland port that could
monochrome, lacking the 2007 movie, the have been a lot better.
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ARCADE
CLASSICS
ICONIC AMAZING EPIC
GAMES STORIES FEATURES
Q DONKEY KONG FULLY EXAMINED ■ THE BIRTH OF SPACE INVADERS ■ THE LIFE AND DEATH OF ARCADES
Q MISSILE COMMAND GETS MASTERED ■ YU SUZUKI REVISITS OUTRUN ■ THE LEGACY OF STREET FIGHTER
Q PACMAN’S ORIGINS REVEALED ■ DISCOVER COMPUTER SPACE’S ORIGINS ■ HOW ATARI CHANGED GAMING
Q WHY GOLDEN AXE RULES ■ WHAT MADE PAPERBOY GREAT? ■ THE HISTORY OF OPERATION WOLF
Q CELEBRATING MR. DO! ■ TORU IWATANI ON PACMAN’S CREATION ■ CAPCOM DISCUSSES STRIDER