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You are here: Home / Archives for Aaron Clement

Aaron Clement

Death Squared Review – Nintendo Switch

September 20, 2017 By Aaron Clement

Death Squared broke me.

Now, I don’t mean broke as in a “made me break stuff” kind of way. Rather that on multiple occasions Death Squared reduced me to a near-blubbering mess of a person struggling to comprehend just how I’d solve the puzzle facing me. Yet eventually I’d overcome it, but that fleeting euphoria would last as long as it took for the next level to appear. I’d even go as far to say that there were definitely times where it invoked memories of another isometric problem-solving game from my past, one that also featured two characters who drove me head over heels insane at the best of times…

Reminiscence aside, Death Squared is a 2017 3D isometric cooperative puzzle game from Sydney gamedev SMG Studios. It’s based around an incredibly simple concept: Move your AI ‘bots from point A to point B. That’s it! Sounds easy in concept, right? Once you start throwing lasers, moving platforms, and needing to coordinate moves into the mix, suddenly you’re heading towards ‘broken’ territory. As an added bonus Death Squared is as couch co-op friendly as it gets, meaning that it’s another delightful game to play with people you don’t want to have to like for much longer.

While Death Squared can be enjoyed with up to 3 other people, I opted to spend the bulk of my time slogging through the 80 level single player story mode. I started out simple enough – move from the starting point to the round circles that serve as the goal. As the levels progress, more and more elements are introduced that forced me to use the tricks I’d learnt in a completely different way. The progression feels natural, and I never found the difficulty being artificially ridiculous just for the sake of slowing my progress down. There are times where it does feel like a struggle to push through lots of levels in a single sitting, with my 20 minute bus ride each day feeling like an optimal playtime before I started feeling broken and needing to stop. Your mileage may vary here, but it’s something that is negated by the more people you have to play it with.

Trying to enlist some celebrity assistance

So what about the story you ask? It revolves around a slacker named Dave (Voiced by Rice Pirate Mick) and his virtual assistant IRIS (also voiced by Rice Pirate Mick!). Dave’s a level 1 supervising technician at a futuristic robotics company who has one job: to monitor the AI Test ‘Bots (you!) as they go through their paces. Mick’s delivery and timing on his lines is fantastic, and really sells the banter between the two. This all plays out in the background as you work through the story mode along with the odd company email load screen, and complements the mode well.

When I’m Sixty-fouuuur

It’d be harder if the controls were unwieldy, but beyond a couple of times where I did something dumb and found myself getting stuck on the geometry, the twin-stick control method works pretty well. Left stick moves the Red ‘bot, while the right stick moves the Blue ‘bot, and this setup even plays into the puzzles in later stages. This can make for some rather tricky times when playing solo, as my brain would often assume the left stick corresponded to ‘bot on the of the screen, only to have the other one suicide off a ledge. I even tried giving one of the Joycons to my 5 year old, but he proved to be more frustrating than trying to just do it myself. To him, watching the colourful square dive off the edge and explode was the absolute height of hilarity! The edge detection on the platforms can be a little touchy at times, as I’d find a bot tumbling to its doom despite swearing I had ample space to maneuver. These moments were rare though, which is reassuring for a game that involves some fairly precise movements at times.

Booooom

One thing I’ll say is that this is a game that feels more at home on the Switch than any other platform I’ve seen it on (which is to say, Death Squared is on pretty much everything!). Given the Switch ships with two Joycons by default and the “pick up and play” nature of the system, this makes Death Squared a really good first game to grab if you’ve just gotten the console and want some co-op games to play. Add a pro controller or two into the mix, and there’s a party right there!

Did I mention it’s also only $14.99 on the Nintendo eShop (and slightly higher on other platforms)? Given there’s a good 8-10 hours of play in the story mode, and many, many more hours in the Party or super-hard Vault, Death Squared is definitely worth checking out.

Death Squared was reviewed on the Nintendo Switch. Played story mode to completion, and ran through a handful of the Party mode levels. Review code provided with thanks to SMG Studios.

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blahjediAaron Clement
Tassie based retro gaming guy. Co-host of the Press Play On Tape Podcast. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

Filed Under: Modern Gaming, Retro Gaming Culture, Reviews Tagged With: Aaron Clement, blahjedi, Death Squared, Joycon, Nintendo Switch, Review, video game

Supanova Brisbane 2016 Cosplay

November 17, 2016 By Aaron Clement

As one of the longer running pop culture festivals in Australia, Supanova was one of the first events to really give our nation’s cosplayers a place to get together and show their amazing talents to the world. 2016 marks the 13th time the Expo has been on in Brisbane, and this year saw a massive turnout of some amazing costumes. My good friend David was on hand for all 3 days of Supanova, and was kind enough to share some of his cosplay photos from the show.

Enjoy!

Rory Mercury from the Gate Manga and Anime series
rory

The Batman with a classic, and a modern Harley!
bats_harley

Keeping on the Batman theme, here’s Armoured Bats!
battfleck

Janna from League of Legends (Beke Cosplay)
beke_cosplay

Black Cat and Captain Marvel (Heroine for Hire)
black_cat_ms_marvel_heroineforhire

Lilith from the original Borderlands
borderlands

Marianne from Lucasfilm’s Strange Magic (Toreo-o Cosplay)butterfly

Not cosplay, although you won’t see a balloon Shenron from Dragonball Z every day!
dbz_dragon

D.Va from Overwatch, sans Meka
dva

Eleven from Stranger Things (Twerkin Gherkin)
eleven

Suicide Squad Joker
female_joker

A Game of Thones trio: Melisandre, Dany, and Jon Targ.. sorry, Snow
got

That’s not Margot Robbie, it’s none other than The Infamous Harley Quinn!
harley_quinn2

Aloy from the upcoming PS4 game Horizon Zero Dawn (The Winter Sirens)
horizon_zero_dawn

Jessica Rabbit
jessica_rabbit

Suicide Squad’s Killer Croc (Leon Julius) and Katana
killercroc_sunfire

Fai from Tsubasa Chronicle (Kisimul Kat)
kisimul_cat_cosplay

Leon Julius again, this time playing canvas for a fantastic Muppets Christmas Carol mural
(art by QLD Body Artists Society)
leon_julius_muppet1

leon_julius_muppet2

Feeeeed me Seymour! Little Shop of Horrors duo (Audrey II, Twerkin Gherkin, and ggthesnail)
lilshop

Majora’s Mask Link comparing ranged weapons with The Infamous Harley Quinn
majora_link_harley

Marceline from Adventure Time (Nichameleon), with Poro from LoL (Winter Sirens)marceline

Mileena from Mortal Kombat
mileena_titiana_costuming

Mortal Kombat group (Cassie Cage, Shang Tsung, D’Vorah and Kotal Khan), along with Jaylah from Star Trek: Beyond
mkx_group

Negan posing with Lucille
negan

Some more Overwatch – this time Roadhog, along with Mercy in her Valkyrie outfit
overwatch_roadhog

Silent Hill’s Pyramid Head (Connor Rainbow), along with Sailor Ariel
(Sailor Moon meets Little Mermaid – by Phishee Cosplay)
pyramid_head_ivy

Jinx from League of Legends with Fishbones (Pinipy Cosplay)
sharkzooka

The Avengers!
the_avengers

Thor of Oz as Thor!
thor_of_oz

World of Warcraft’s Tarecgosa, of the Blue Dragonflight (Lunadust Cosplay)
taracgosa

All photos taken by David Smith and used with full permission. Thanks Bro!

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blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

Filed Under: Retro Gaming Culture Tagged With: blahjedi, Cosplay, Cosplay at Supanova, Pop Culture Event, Supanova, Supanova Brisbane

NES Classic Mini: Review

November 16, 2016 By Aaron Clement

nes3Disclaimer: If you were one of the unlucky ones who missed out on getting a NES Mini, then what I’m going to say below will probably not help. Aimed firmly at the nostalgia-fueled retro gaming market, the Mini sets out to recreate Nintendo’s beloved 30 year old console for a modern audience. Yet despite the baffling stock issues, and some odd design choices, they’ve succeeded.

controller_close

Nintendo brought the original NES to Australia in 1987, and while it wasn’t an immediate hit like in the US and Japan, come the early 90s, we all knew at least one person who had the console (if not yourself!). A neighbourhood favourite, the NES taught us platforming, how to play with (or against!) friends and introduced us to the likes of Mario, Green Mario, Mega-Man, Simon Belmont and a host of other memorable gaming characters. So when Nintendo announced that they were working on a miniature version of the venerable NES, the reception was (initially) incredibly positive.

controller_box

One of the biggest questions prior to the Mini’s release was how Nintendo would handle the hardware side of it. Thankfully, Nintendo opted against utilising a cheap “NES on a chip” setup, and instead built the Mini around a quad-core processor with 256MB of RAM, running a variant of Linux. Sounds pretty hardcore for emulating an 8-bit system right? The extra power is well used though, as the NES Mini offers three different display filters and the ability to output in 1080p, along with room for up to four save states per game!

Older brothers posing with the new arrival!
nes_family

The included display filters are Nintendo’s answer to the problem faced by anyone trying to run old hardware on modern TVs, and getting stretched or blurry images. The default mode is 4:3, which sets the display to the aspect ratio the NES displayed in and still manages to look fairly clean and clear. CRT Filter applies a scanline effect to the picture, which gives it a blurrier “old school” look. Lastly, there’s the Pixel Perfect mode. This mode makes every pixel a perfect square, which Nintendo describes as letting you see the games exactly as designed (at the cost of the picture being slightly narrower than the other two modes). When it comes to emulators, I’ve always disliked CRT/Scanline effects and this isn’t an exception, as I found the fake blurry look to be a real turn off. My personal preference is the Pixel Perfect or 4:3 modes, with the former looking much better on larger TVs, while the latter looks better on smaller sets.

Bub helping compare the different display filters
bb_screen_modes

On the software front, instead of running with existing Virtual Console releases for the games, Nintendo’s NERD (Nintendo European Research & Development) division opted to create a slick new emulator for the Mini to get the feel “just right”. I remember playing Super Mario Bros. on the Wii Virtual Console and being put off by the controls, with the movement feeling laggy or “off”. Here, Mario moves and jumps with pinpoint precision, just like it was when I played it on my full-sized NES. I’m also a big fan of the front-end Nintendo has designed for the Classic Mini, as it’s clean, fast and gives you everything you need straight away (although I would’ve loved to have seen some history for each game!).

Mega-Man 2 still looks and plays brilliantly!
nes_mm2_pp

The attention to detail doesn’t stop with the hardware and front-end either, as the included controller is a near-perfect replica of the original. Picking it up will definitely trigger memories of the last time you used one, and feels like the same uncomfortable grey rectangle we all grew up with. Sadly, the 1.5-2m long lead the original NES controller had didn’t come for a ride, as for some baffling reason Nintendo made the Mini’s controller cords 50-60cm long (at best)! This means you need to get the Mini really close to you, or sit right up against the TV in order to use it comfortably and avoid sitting with your nose against the screen. There are already third party extension leads and wireless controllers available, but this is something that really should have been sorted out before the launch.

Classic controller look and feel, but with an teeny, tiny lead
nes_controller

As the Reset button on the system is how you return to the main menu or to utilise the Save State feature, it could be why they’ve gone with the shorter leads. Either way, it’s still incredibly inconvenient and really flies in the face of the polish given the rest of the unit. I can understand not building a reset button into the controller in order to be faithful to the original design, but we’re dealing with a modern recreation of a 30 year old system, so “authenticity” has already gone out the window! After using it for the last few days across a number of TVs, I’d suggest getting a longer HDMI lead so you can sit the NES Mini near you – or look into a number of the previously mentioned third party options.

Some of the best games made for the NES in one easy to use menu
menu

And what about the games? The list of 30 pre-installed games are all worthy of the Nintendo Seal of Quality™, with very few among them that wouldn’t feature in at least one person’s top 10. The single best part though, is that we’ve received the original 60Hz NTSC versions with the Mini. That means not only is everything running at full speed (Bubble Bobble is significantly more playable than its PAL release!), but it also means no more black borders at the top and bottom of the screen.

Double Dragon II in glorious 60hz full-screen is fantastic…
dd2

One minor, but interesting point is the lack of seemingly random graphics above and below the playfield that was present in a number of PAL region games. These were the result of a programming trick that took advantage of “hidden areas” on NTSC televisions to store graphics to be used later in a level, and was invisible to our friends in Japan and the US. For Australia, games like Double Dragon II would frequently show these random sprites due to the smaller display area. It’s a minor thing, but Nintendo’s choice to use NTSC games on the Mini means we’re seeing these games as they were originally intended.

…While this is from the 50Hz PAL version with the “hidden” sprites showing
dd2_pal

There’s a lot to love about what Nintendo’s done with the NES Mini. The included games are arguably a snapshot of some of the best the system had to offer, even if you’re not able to add any extras games to it. The overall presentation from the menu interface and save state support, to the physical design of the Classic makes this a slick little nostalgia machine. While there’s questions around how many extra shipments we’ll see, if you love the NES and the opportunity comes up to get one for the RRP, then it’s well worth it. Just don’t pay hyper-inflated eBay prices!

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blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

Filed Under: Retro Gaming Culture, Reviews Tagged With: NES Classic Edition, NES Classic Mini, NES Classic Mini review, NES Mini, Nintendo Classic Mini, retrogaming, Review

Press Play On Tape: Atari’s 8-Bit Legacy

September 12, 2016 By Aaron Clement

pressplayontape18The tape is rewound, the counter set to zero, and that means only one thing: it’s time to Press Play on Tape! This month, Alex, Daz and Aaron are joined by Aleks ‘Serby’ Svetislav from Weird and Retro to take a look back at Atari’s 8-bit computer range. Alex runs us through Atari’s lineup, spanning from the Atari 400 to the ST-inspired 130XE, before handing over the Serby to discuss his beloved XE Games System!

After picking Llamasoft as publisher of choice for this month, the crew discuss the many weird and wonderful games they’ve given us over the years. The group also discovers that Jeff Minter’s games were responsible for them getting the Atari Jaguar, Nuon and the PS Vita!

On a more subdued note, it’s with great sadness that this episode sees co-hosts Alex and Darren leave the Press Play On Tape podcast. Both have made the difficult decision to step down from regular hosting duties in order to focus on other projects. The show will go on, but they both will be missed.

Thanks for listening and hope you enjoy this month’s episode!

This episode of Press Play On Tape along with all previous podcasts can be found on Podbean and also iTunes – we’d love it if you gave us a review while you’re there. It all helps!

____________________________________________________________________________________________________________________

blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

Filed Under: Podcasts, Retro Gaming Culture Tagged With: Atari, Atari 400, Atari 8-bit, Atari 800, Atari XE, Atari XEGS, Atari XL, podcast, press play on tape, press play on tape podcast, Retrocomputing

Press Play On Tape: The Commodore Is Still Keeping Up With You

August 29, 2016 By Aaron Clement

PPOT17_TitleAs Commodore 64 month draws to a close, episode 17 of Press Play on Tape rolls in to prove that the Commodore is still keeping up with you! Hosts Alex and Aaron are joined by Ant Stiller and Hellfire64’s Rob Caporetto on a round-table discussion on everyone’s favourite 34 year old breadbin.

The group discusses what makes the system special to them, how they’ve been celebrating C64 month, and if there’s anything they’d ever do to change the system. There is also a look at some of the brand new releases that have caught their eye in recent times, and a few of the upcoming titles on the horizon.

The audience were challenged to come up with what game defined the Commodore 64 for them. The lads definitely weren’t ready for the overwhelming response – definitely proving that people are still keeping up with the Commodore!

This episode of Press Play On Tape along with all previous podcasts can be found on Podbean and also iTunes – we’d love it if you gave us a review while you’re there. It all helps!
____________________________________________________________________________________________________________________

blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

Filed Under: Podcasts, Retro Gaming Culture Tagged With: C64, C64month, podcasts, PPOT, press play on tape, press play on tape podcast, retro computing, retrocomputing podcast

Review: Western Press

July 28, 2016 By Aaron Clement

Taking you back to an era when the duel abided, Western Press is a fast-paced duelling simulator best enjoyed with a bunch of friends, or by people with super-human reflexes.

WesternPress_Front

When I was growing up, one of the Commodore 64 games my circle of friends used to like playing as a group was Law of the West. A single-player only game, you were tasked with attempting to Sheriff a lawless town, but gave you the chance to start a gun duel in order to settle a discussion. We’d often sit there as a group taking turns to insult people, then try to get the draw on them to shoot first, only to suffer through a long load time when we failed for the next person to have their go. That’s probably as close as the similarities go, but for me Western Press’ pixel-art graphics and gun duelling invoked memories of this nearly forgotten retro-title.

WesternPress_pic1

The first release from Melbourne-based indie studio Bandit-1, Western Press calls itself “the most historically accurate frontier duelling game ever (probably)”. And to be honest? While I’m unsure if the gunslingers of the wild west needed to press 10 random buttons in order to shoot, I’m more than happy to accept this claim. Featuring 12 unique characters, several different local and online multiplayer modes for up to 16 players, Steam Workshop support (for creating your own duellists or stages), and a single player Skill Tester mode, there’s a reasonable amount of content on offer here.

WesternPress_pic2

Matches in Western Press play out in a fairly straightforward fashion: pick your character, select what input method you want to use, then get set to reel off 10 commands as fast as humanly possible.  First person to complete their key combination in the fastest time, or with the least amount of mistakes wins. While it sounds deceptively simple, you’ll need insanely good reflexes to beat your opponent – press first, think later! One thing that is surprising is the different variety of controllers Bandit-1 have included support for. Allowing you to choose from keyboard input to XBox or Playstation joypads, and even Dance Mats (but sadly no steering wheels or Power Glove), the game will even automatically change the on-screen icons depending on what you’re using!

WesternPress_pic3

As with similar games in this genre, I found the most fun I had with Western Press was against other people, and not trying to outsmart the AI. My attempts to best the skill tester left me angry and frustrated, as my poor old reflexes just aren’t up to the task of beating a perfect, immortal machine! If you’re someone who digs local co-op competitive multiplayer games and wants something else to add into the catalogue of games to play with mates, you won’t go too far wrong with giving Western Press a shot.


trailer source: Bandit-1

Western Press is available now from Steam for Mac and PC. Review copy provided by Surprise Attack Games.

____________________________________________________________________________________________________________________

blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

 

Filed Under: Modern Gaming, Reviews Tagged With: Aaron Clement, Bandit-1, blahjedi, indie dev, Indie Games, Review, Surprise Attack, video game review, Western Press, Western Press review

Press Play On Tape: The One Where Sega Released A Computer

July 24, 2016 By Aaron Clement

PPOT_16_SegaIs it See-ga or Say-ga? This and many more interesting things are discussed as the Press Play On Tape podcast hosts take a look at that one time Sega entered the home computer market. Joined by Tim Arnold from the Retro Domination and +3 to Geekdom podcasts, the lads explore Sega’s history in the lead up to, and following the release of their SC-3000 computer.

The guys discuss the different versions of the SC-3000 and where it was released, before taking a peek under the hood to see what hardware drove it. Listen in as they talk about the accessories Sega made for their home computer – including what might be one of the most expensive floppy disk add-ons ever! It’d be a boring computer without games, and given Sega’s arcade history, there’s plenty to be discussed. The team runs through some of the games for the SC-3000, including a unique hidden gem from two of Sega’s greatest developers that you’ll only find on the SC-3000 (and SG-1000)!

This month Daz finally gets his chance to pick Activision as the publisher of choice. As the world’s first independent games publisher, Activision had a huge library of games to choose from, yet the audience still manage to pull a few out from left-field!

Regardless of how you pronounce Sega, the Press Play on Tape team won’t judge you. Hope you enjoy this month’s podcast!

PRESS PLAY ON TAPE podcasts are available on iTunes and Podbean

____________________________________________________________________________________________________________________

blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

Filed Under: Podcasts Tagged With: Activision, PPOT, press play on tape, press play on tape podcast, retro computing, retrocomputing podcast, Sega SC-3000

Review: Shadow Of The Beast

May 18, 2016 By Aaron Clement

Coming some 27 years after Shadow of the Beast first graced the Commodore Amiga, Heavy Spectrum’s Playstation 4 remake turns out to be a surprisingly enjoyable release that doesn’t rely solely on the nostalgia card to succeed.

The original Amiga Shadow of the Beast started life as a graphical tech demo to see what the system was capable of. Eventually this demo ended up being developed into a full game and released by publisher Psygnosis in 1989 to much fanfare. Beast’s detailed sprites, multi-layered parallax backgrounds and sublime soundtrack gave Amiga owners something to brag about to their 8-bit micro or Atari ST owning friends. The game would go on to spawn two sequels, and eventually be ported to a number of different systems creating quite a legacy in the process.

Shadow Of The Beast

When it was announced in 2013 that British-based newcomers Heavy Spectrum would be developing a remake for the Playstation 4, the initial reaction was mixed. A studio comprised of 7 members, Heavy Spectrum all identified as fans of the original Psygnosis release, and wanted to bring it into the current generation to ensure the game’s legacy would continue to live on. As someone who loved the art, but never particularly liked playing the original games, I went into this unsure how I’d find it. Would it prove to be a game capable of standing on it’s own, or another release that relied on nostalgia to drive the experience? I can say that Heavy Spectrum have done a good job of bringing Shadow of the Beast into the modern era, although it’s not without a few rough spots on the way.

Shadow Of The Beast

Shadow of the Beast  is a 2D action adventure with a heavy focus on combat and exploration, along with a handful of puzzles spread throughout the game’s world. Set on the world of Karamoon, it tells of Aarbron’s quest for revenge after being kidnapped as a baby by the tyrant Maletoth, then turned into the titular beast. On the surface the story doesn’t evolve much beyond “find things, fight them, get revenge”, instead the mystery behind the Beast’s story is left in the player’s hands by way of finding hidden Prophecy Orbs. These orbs are spread across the stages as a part of the game’s item hunt, and are crucial towards getting 100% completion on each level.

Shadow Of The Beast

Given the combat focus, Heavy Spectrum have given Aarbron a number of new tricks to go along with his upgraded appearance. In addition to his basic attack, he can stun or throw enemies, as well as block, dodge or parry incoming attacks. Once found, you can also equip your Beast with a number of Talisman that offer enhanced abilities, although sometimes with added drawbacks. Rounding out the toolset are a number of attacks that use the game’s Blood mechanic. Blood is a resource earned by killing enemies, and can then be spent for a variety of benefits, like healing or recharging Aarbron’s Wraith. Accumulate enough blood and it allows the usage of Rage Chains, which triggers a frenzy mode that give you quick-time prompts on either side of the screen to help quickly dispatch his foes.The higher the combo multiplier gets, the better your score, and with it ways to further upgrade the Beast’s abilities or unlock other special features.

Shadow Of The Beast

While the blood resource is central to the game mechanics, it feels like there’s a touch too much emphasis on the bloodletting side of things. While not as up close and visceral as say Mortal Kombat, there are times where Aarbron ends combat bathed in blood, or finding it splattered over the screen. And it’s this last part that feels the most jarring, as I encountered several situations where this splatter effect caused distraction, or worse, rendered me unable to see an incoming enemy leading to Aarbron getting hit (and resetting my multiplier). There’s some stunning environments to explore, however there were times where I felt the overt blood thirst was a little too out of place.

Shadow Of The Beast

The visuals have a familiar feel to them, from the opening on the Grass Plains of Karamoon, to the desert area outside the Hydrath’s Castle. During my playthrough, I spotted several nods to the original games, as well as denizens and environments inspired directly by Roger Dean’s box art. Adding to this is usage of parallax scrolling to help bring depth to the world, although there were times when it caused me some headaches. In some occasions where it ended in a mistimed jump, or other situations where moving to one side of the screen resulted in foreground objects obscuring big chunks of the playfield (and enemies!). With that said, the game moves incredibly smoothly and I never encountered a single moment of slowdown across the entire playthrough, even during some of the more hectic encounters!

Shadow Of The Beast

Those dedicated to blowing through a game as quickly as possible will find themselves hitting the end after a couple of hours on normal difficulty, although you’ll land the worst ending in the process. On top of the different difficulties, every area has leaderboards for speed running, time to complete with 100% collection rate, and high score. There’s also a number of secret encounters in the game that need to be unlocked by performing better in combat, and completing these is key to earning gold or platinum for the stage, and in turn unlock some of the better endings.

Shadow Of The Beast

As a bonus, Heavy Spectrum have included an emulated version of the Amiga Shadow of the Beast as an unlockable extra. Given the difficulty, they’ve kindly added an infinite lives cheat, but also a video runthrough for those who would rather watch someone else do the playing. Along with this, you’re also able to unlock David Whittaker’s soundtrack from the 1989 release to replace the modern in-game music. I have to admit that while the default music suits the game well, I found myself leaning more towards the original soundtrack the moment I could access it.

Shadow Of The Beast

So overall, despite finding the violence a little too much at times, and wanting to see more areas like the Hydrath’s castle with an emphasis on exploration and puzzle solving, I enjoyed my time with Shadow of the Beast. Heavy Spectrum have put together a solid package that has appeal for both fans of the original, and those new to the game. Considering it’s priced less than a movie ticket and popcorn, it’s well worth taking a look at.

Shadow of the Beast is available now on the Playstation Store for $22.95. Review copy provided by Sony Entertainment. Played to completion on Normal difficulty for the purpose of the review.

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blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

 

Filed Under: Modern Gaming, Reviews Tagged With: Modern Gaming, PlayStation 4, Shadow Of The Beast, Shadow of The Beast PS4, Shadow Of The Beast reboot, SoTB, video game review

Retrospective: A Tale Of Dick Smith’s Wizzard

May 9, 2016 By Aaron Clement

It was the 1980s, Dick Smith Electronics (DSE) stores were packed with people and stocked to the gills with an extensive range of components and electronic gadgets. We’re going back to a time when the brand’s adventure-seeking namesake was setting records with his helicopter, or pulling practical jokes on the nation with plans to bring icebergs to Sydney harbour. Video gaming hadn’t crashed yet, and during this time the home computer market was also starting to take root, with Commodore, Acorn, Apple and friends all competing for market share.

DickSmithWizzard

Due to the “off the shelf” nature of a lot of these early systems, you’d often see electronics manufacturers clone a popular system and release them under their own brand. DSE weren’t immune to this, ranging a number of rebadged or clone systems like the Dick Smith Cat (an Apple IIe clone), the System-80 (a Hong Kong made clone of the TRS System-80 Mark 1), or the VZ200 (VTech System 200), all sharing shelf space with juggernauts like the Commodore VIC-20. And beside them all was a system I never knew existed until recently: the Dick Smith Wizzard.

DickSmithWizzard_innards

Released in 1982 for $295, the Wizzard was a rebadged version of VTech’s CreatiVision games system. At a glance the two integrated controllers and general design make it similar to Mattel’s Intellivision, which was still going strong at the time. One part joystick and one part keypad, the Wizzard’s two controllers fit neatly into recessed slots on top of the system when not in use. However a major difference is that when clipped in, the controllers form a fully-functioning QWERTY keyboard (although “functional” is debatable – the full-sized keyboard add-on was a must if you wanted to do any typing!). The unique controllers look great, but much like the Intellivision, the awkward shape and the ‘floating’ nature of the joystick make for a poor experience.

DickSmithWizzard_controlpads

Even though it was predominantly cartridge-based, $89 would land you a tape drive add-on and was essential for any budding BASIC programmers who weren’t masochistic types that enjoyed re-typing their code each and every time! In addition to the tape drive, other add-ons included a 16KB RAM expansion and a serial/printer port adapter, but with VTech discontinuing the system around 1985, planned add-ons like the disk drive and modem never actually materialised.

Press Play On Tape!
DickSmithWizzard_TapeUnit

Going under the covers, you’ll notice that the bulk of the components powering the Wizzard also drove a number of other popular computers and consoles of the time. In addition to 1KB of system RAM, processing duties are handled by the ubiquitous Rockwell 6502A running at 2Mhz, which is based on the same 6502 chip found inside the VIC-20, Apple II and BBC Micro! Video output is covered by another stalwart of the time, the Texas Instruments TMS9929, coupled with 16KB of video RAM. Found in systems like the Sega SC-3000, Colecovision and variants of the MSX, this chip enabled the Wizzard to push a respectable 32 sprites on screen at a maximum resolution of 256 x 192 pixels, all in 16 glorious colours (or 15 colours plus transparent if you want to get technical). For the sound and music, VTech chose a Texas Instruments SND76489 chip, which offers a fairly rudimentary 4 channels for software to play with, and whilst it’s no SID chip, it does the job.

The heart of a Wizzard
DickSmithWizzard_CPU

Another hardware oddity is the power supply. My first introduction to the Wizzard was a friend talking about how he was getting parts to rebuild a supply for this “Dick Smith thing”. The power supply is unlike any other system of the time, as it runs both 9v and 16v to the console! This means that if you break it or need to repair one, it’s going to make your life difficult – something to keep in mind if you want to hunt a system down!

Between the Wizzard, Atari 5200 and 7800, you’ve got obscure power supplies covered!
DickSmithWizzard_PSU

It’s only fair that given the Wizzard’s design influences the games library would also clone other popular arcade games of the time. All of the cartridge games were designed and developed in-house by VTech, although DSE did release a number of simple games of their own on cassette that required the BASIC interpreter to run. If you’re a completionist, then you’ll be happy to know that the Wizzard has only 16 cartridges in total – 14 games, a music maker and the BASIC interpreter.

The cartridges forgo complex art for a straightforward, but effective look
DickSmithWizzard_leftside

Retailing for $39.95 each, the line-up featured games like Crazy Chicky (Pac-man), Auto Chase (Rally X), Sonic Invaders (Space Invaders), Chopper Rescue (Zaxxon), Police Jump (Donkey Kong) and Locomotive (Burger Time). The quality varied, although most are still fairly serviceable versions of the games they’re based on. One difference worth mentioning is that several of the games (like Sonic Invaders and Crazy Chicky) actually feature cooperative multi-player modes, something Space Invaders and Pac-Man didn’t offer! Every game also came with game themed overlays for the joypads, which helped show which buttons on the joypad were required (and to drive collectors crazy in the hunt to find them!).

Mouse Puzzle challenges you to keep moving and avoid the cat. Easier said than done!
DickSmithWizzard_MousePuzzle

Cloning computers or games wasn’t without risk though, as sometimes the copy ended up being just a touch too close to the original for comfort. VTech discovered this with their release of Crazy Pucker, which features a round yellow blob travelling around a maze eating dots, avoiding ghosts and trying to do everything possible to avoid Namco’s attention. They failed. To avoid further legal issues, VTech would re-release the title as Crazy Chicky, turning the main character into a chicken who now laid eggs to fill the maze while avoiding the foxes trying to eat you.

Crazy Pucker on the left, Crazy Chicky on the right. Any similarities to Pac-Man are entirely intentional!
DickSmithWizzard_CrazyChicky

These days there’s a few ways to get your hands on a Wizzard, and none of which will get Luggage angry with you. Despite being a locally released system, they’re surprisingly uncommon to find for sale in decent condition with a working power supply (or at a reasonable price!). Games are a little more common, although tracking down both the cartridge, box, and overlays can prove to be a feat of magic in itself.

The overlays add flair, although aren’t essential
DickSmithWizzard_overlays

That leaves only one other option: emulation. If this interests you, I’d recommend spending some time looking at Luca Antignano’s excellent website CreatiVEmu, which is dedicated to all things CreatiVision (aka. The Wizzard). Luca has a wealth of information on the various versions of the CreatiVision, including emulators and everything else you’ll need to know to get running.

FunnyMu makes emulating the Wizzard easy, with plenty of built-in info for every game
DickSmithWizzard_FunnyMu

As a Wise Man once said, “Do you not know that a man is not dead while his name is still spoken?”, and I’m a firm believer that this also applies to classic computers and consoles. The Wizzard stands as a unique and interesting piece of Australian video gaming history, and owning, emulating, or even just reading about it ensures the Wizzard’s legacy lives on.

Thanks for keeping it alive!

Police Jump is an enjoyable take on Donkey Kong
DickSmithWizzard_PoliceJump

Adding 2 player co-op to the well known classic, Sonic Invader was the Wizzard’s pack-in game
DickSmithWizzard_SonicInvader

Air/Sea Attack
DickSmithWizzard_AirSeaAttack

Featuring a drain comparable to Pin·Bot, Astro Pinball has your silverball fix covered!
DickSmithWizzard_AstroPinball

Two panels either side allow usage of the controllers while the keyboard is attached
DickSmithWizzard_keyboard

The Wizzard’s voice
DickSmithWizzard_SoundChip

Additional images and higher quality versions of the images from this article can be found here.

Special thanks to Tim H. for helping with photos, and Damian A. for his loan of additional hardware.



____________________________________________________________________________________________________________________

blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

Filed Under: History, Retro Gaming Culture Tagged With: Aaron Clement, blahjedi, Dick Smith Wizzard, DSE Wizzard, retro computing, Retro Gaming, Retrospective, Wizzard computer

Arcade and Pinball Sale Of The Century

April 16, 2016 By Aaron Clement

So it was at some unholy hour on a warm Saturday morning back in early January that I found myself standing outside of an old office supplies warehouse in North Hobart along with a whole range of people from all over Australia. Why you ask? Inside was a significantly large assortment of pinball tables, jukeboxes and arcade cabinets, all for sale or auction by one of the oldest operators in Tassie.

Proof that we do get warm, clear days in Hobart!
SaleOfTheCentury_Sign

If you’ve ever spent time in Hobart, you may have passed a building on the corner of Patrick and Campbell streets with a faded sign advertising “Pinballs from $400”. The building is home to Automatic Music, a local family-owned amusement operator founded by a guy named Erwin Boot back in the 1960s. While their focus now is mainly pool tables and jukeboxes, Erwin had kept a lot of the older and unused machines stashed away at various locations across the state. So with retirement looming, there was only one thing to do; open the warehouse to the public and sell, sell, sell!

I want a $400 Pinball machine!
SaleOfTheCentury_pinballfor400

Quite the line-up!
SaleOfTheCentury_pinballslineup

 Jukeboxes were the major theme of the sale, with easily a hundred or more out on display, although it was hard to miss the entire wall lined with some 30 to 40 years of pinball history! With machines ranging from early electromagnetic releases like Sky Jump (Gottlieb, 1974), Sky Kings (Bally, 1973), Lawman (Gottlieb, 1971) and Super Star (Williams, 1972), through to more recent titles like Star Wars (Data East, 1992), Judge Dredd (Midway, 1993) and Dr. Who (Midway, 1992). There were definitely bargains to be had, although the cheaper the machine, the better your repair skills had to be!

Smaller than their solid state descendants, the electromagnetic Pinballs of the 60s & 70s are unmistakable
SaleOfTheCentury_pinballsEM

The most expensive machine sold on the day wasn’t a pinball table, it was a 1959 AMI Continental Jukebox that was snagged by a Gold Coast man for $6100! On the pinball front, Star Wars, Playboy (Bally, 1978) and Dr. Who all cleared the $3000 mark, with the cheapest going for just over $200 (for a mostly incomplete, non-working machine I might add).

The Doctor is in the house!
SaleOfTheCentury_pinballsDocWho

Given my holy grail was well out of reach (I’ll own Star Wars one day!), I was happy to just attend and spend time walking amongst all of the amusement history on display. Although there’s another long time amusement operator down here with an equally large warehouse of machines, so maybe we’ll see another sale sometime soon…

Oh my, $50 for a Taito Thunderbolt!
SaleOfTheCentury_Thunderbolt

No tabletop dancing on these old beauties!
SaleOfTheCentury_tabletops

Let’s go Raving!
SaleOfTheCentury_RaveRacer

Even Judges need repair from time to time
SaleOfTheCentury_pinballsJudge

Rock ‘n’ Wrestling – A good combination!
SaleOfTheCentury_Wrestling

We’re only playing it for the multiballs, right?
SaleOfTheCentury_playboy

Sweet sounds of Wurlitzer
SaleOfTheCentury_Wurlitzer

Shoot’em up gallery
SaleOfTheCentury_ShootingUp

Checking out the lethal merchandise
SaleOfTheCentury_Checkingout

It’s seen better days, but you can almost hear Sweet Georgia Brown
SaleOfTheCentury_Harlem

Feeling like a superstar!
SaleOfTheCentury_SuperStar

More awesome pics from the arcade and pinball sale of the century here!

____________________________________________________________________________________________________________________

blahjediAaron Clement
Tassie based retro gaming guy. Father of 3 and married to the very tolerant Kellie Clement. Coffee powered!

Follow Aaron Clement on Twitter and Instagram

 

 

Filed Under: Pinball, Retro Gaming Culture Tagged With: Aaron Clement, Arcade, Arcade auction, jukeboxes, pinball, Pinball auction, Tasmanian arcade and pinball auction

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