With a plethora of first person shooters (FPS) in modern gaming, no wonder army cadets are blurring their online experience with real life.
Source: JungleboysTV
The Pop-Culture E-Zine
With a plethora of first person shooters (FPS) in modern gaming, no wonder army cadets are blurring their online experience with real life.
Source: JungleboysTV

Those on the ausretrogamer bandwagon will be aware that I LOVE Galaga! Namco’s vertical shoot’em up trapped me in its tractor beam back in 1981 and hasn’t released me yet.
Some 30 plus years ago, while waiting for relatives to arrive at Melbourne International Airport, I noticed a tabletop machine nearby. Upon gazing at the screen, I saw a little triangular ship shooting at formations of alien spaceships streaming from the sides of the screen. My first thought was, “wow, a souped-up Space Invaders”. Once I dropped in two 20 cent pieces, I immediately realised – this was no Space Invaders. This was way better! You could shoot multiple times (as long as you had the finger dexterity), your ship could be captured in a tractor beam, and there were challenge stages to rack up those high score points. To put it mildly, I was hooked.

So, what was it about Galaga that got this child hooked all those years ago? Galaga was, and still is, an uncomplicated vertical shoot’em up with the right mix of challenge and entertainment. Blasting those pesky alien spaceships gives a great sense of satisfaction.
For those unfamiliar with Galaga, here is the low-down on this beautiful game: You control the ship at the bottom of the screen, firing at Galaga enemies, moving left and right to avoid their fire and kamikaze attacks.

The enemy spaceships fly onto the screen from the left or right side. Unless you can shoot them all while forming, they assemble in the centre of the screen – just like in Space Invaders. As you play the game, you quickly learn the formation patterns and can anticipate when and how the spaceships will fly out onto the screen.
There is one particular Galaga enemy ship that is special – these enemy spaceships take multiple hits before they are destroyed. If you do not destroy them, they can fly down the screen towards you and release a tractor beam to capture your ship. To free the captured ship, you must destroy the captor Galaga while it is attacking you, if you fail, your captured ship will be destroyed. When you free your captured ship, it will dock alongside your current ship, and you are thus rewarded with a dual firing weapon of mass destruction.

These dual ships are especially handy for blasting away enemies during challenge stages. With your dual ship you can clear stages quickly and collect some nice bonus points. Speaking of points, every 20,000 earns you an additional life (ship); and as the game increases in difficulty, every spare ship counts.
Galaga remains a firm favourite in the gaming community, especially to those who grew up in the 80s. Since dropping in those coins all those years ago, I can safely say my affinity for Galaga has not subsided one bit. Long live Galaga!
| Graphics | The star field is realistic enough to make you feel like you are flying through deep space engaging in some enemy fire. |
90% |
| Sound | Pew Pew sound effects never sounded any better. |
90% |
| Playability | Insert coins, move left or right and fire. Couldn’t be any easier, right? |
93% |
| Lastability | Galaga enemy spaceships have been fired upon ever since 1981. You do the maths on the lastability of this seminal shooter. |
95% |
| Overall | When it comes to old school vertical shoot’em ups, Galaga is at the top of its class. |
95%
|
Manufacturer: Namco
Year: 1981
Genre: Shoot’em Up
Number of Simultaneous Players: 1
Maximum number of Players: 2
Gameplay: Alternating
Control Panel Layout: Single Player
Controls:
– Joystick: 2-way (left, right)
– Buttons: 1 (fire)
Sound: Amplified Mono (single channel)

Back in 2012, a musical and cultural festival was held in Manchester – SuperByte 2012. This event had all day micromusic (chiptunes) and retro gaming aplenty. The festival turned out to be the largest of its kind in the UK and attracted visitors from all over Great Britain and mainland Europe.
For 2013, SuperByte is back and bigger than ever! From 13 to 14 September 2013, the UK and international chiptune community will descend on Jabez Clegg in Manchester for two days of live music, visual arts, retro gaming and heaps more. SuperByte 2013 is going to be huge!
Get your SuperByte 2013 tickets now.
Event: SuperByte 2013 Festival
When: September 13 – 14 2013
Where: Jabez Clegg, Manchester
Come this September, there is only one place you should be at – Earls Court in London for EuroGamer Expo – the UK’s biggest and best games show.
The Expo will feature playable versions of the latest and greatest games, and for those of us that want a hit of nostalgia, the Expo will feature the ever popular Retro Arcade zone.
Tickets are running out fast! Get yours here.
Event: EuroGamer Expo
When: September 26 – 29 2013
Where: Earls Court, London

If you have a damaged Nintendo Entertainment System (NES) lying around, don’t throw it out!
As the resident DIY expert, Igor Kromin shows you how to salvage the NES by installing a Raspberry Pi device to use the system as a NES and SNES emulator. Get those tools out!

Game: Happiness!
Developer: Blue Key Games
Cost: FREE
What is better than playing a free video game? Absolutely nothing. When the lads at Blue Key Games created the free game Happiness!, they knew exactly who their target audience were – gamers like myself that are suckers for 2D platformers. Happiness! oozes 8-bit charm with an infusion of speed running. Just like any good platformer, your timing has to be spot on to stay alive and get deeper into the game. Well, no point in me selling you a game that is totally free to play. If you have spare time on your hands, go and check out Happiness! now.
For those of you that want to know more about the guys behind this game, we rounded up the Blue Key Games team for a grilling. Here is what they had to say for themselves.
Australian Retro Gamer: Tell us a bit about Blue Key Games – how it started?
Blue Key Games: It was originally supposed to be a development team involving Tim and his brothers, started by his brother Jesse. Unfortunately his brother was already loaded down with work after getting a job as a concept artist at Telltale Games, so Tim set out to work on games initially alone under the moniker Six Sides Apart. After development began on Happiness, Tim got Chris involved with the soundtrack for the game. Shortly after, Tom came on board to work on the stories for future games and to also handle the PR side of things. Because we had effectively created our own new development team we had decided to no longer use the Six Sides Apart name and opted to come up with a new branding, out of respect for the intent of Six Sides Apart and also for the founding members of our new team. After a whole lot of headache and brainstorming we adopted the name Blue Key Games, in reference to the trope of collecting keys in games like Doom and Dark Forces and countless others, and how we hope to capture the same feelings those video games of the late 80’s to mid 90’s gave us.

ARG: What inspired you to make Happiness?
BKG: Happiness actually came about because of the precursor RPG to our next project Revahlen. Tim had been attempting to create an RPG game but was making the same mistake that every new developer makes: shooting too high too soon. The RPG project was put aside in order to develop what was initially supposed to be a simple platformer that would act as a learning experience. We looked to classics like Mario, Mega Man, and Sonic for most of our inspiration, especially on the look and feel of the game. A joke about the violence in the seemingly family friendly Mario games led to the imagery of Mario hugging goombas instead of crushing them. Over time this concept of the Anti-Mario evolved into a game where the point was to help everyone. Somewhere during development we were inspired to turn it into a sort of pop-psychoanalysis about dreams and emotions. Almost everything in the game is symbolic of some sort of emotion, from the color schemes to the designs of the creatures and stages. Needless to say, it ended up snowballing into more work than anticipated.

ARG: How long did it take to make?
BKG: Conceptualization (sketches and brainstorming, etc…) began probably around March or April 2012 or so but was pretty sporadic. Full actual development began in earnest in June 2012. The game itself was mostly complete in December 2012, needing only bug fixes and some polishing. Work was temporarily halted from late December until early March due to a personal crisis on the team. The final debugging and polishing came in March 2013, along with the website launch and subsequent game release at the end of March, making it around 8 months of actual development on Happiness.
ARG: How many people worked on the game?
BKG: Tim did all of the programming, graphics, stage design, and sound effects and composed around half of the songs. Chris composed the other half of the songs though there was a lot of cross collaboration between the two, similar to the work they’ve done in their band. Tim’s brother Jesse contributed to the alien tower designs featured in stage 7. Scirra community members Mipey, rexrainbow, and GauVeldt created a few of the plugins that were used in the game. Tom has been doing just about all of the PR work. All in all, 7 people have contributed to the game’s development.

ARG: Was the whole process fun / challenging?
BKG: Both. A lot of both. Like every work of art it’s a labor of love. It’s really frustrating sometimes to come up with the base mechanics or to create all of the assets, but when you finish it and look back on it there is this huge sense of pride and accomplishment. Sometimes we would come up with some new game mechanic but we couldn’t implement it the way we thought we could, so we’d have to come up with workarounds that had to be made in such a way where the end result is the same. Then there’d be an issue where, because there are so many components working together, we’d end up scratching our heads trying to work out what went wrong. There certainly is a lot of tedium to the process, but when our testers played baseball with a cyclops for about 30 pitches straight just because they could all the headache felt worth it.

ARG: We see you are working on your next game, an RPG titled REVAHLEN – can you tell us more about it?
BKG: Revahlen is an action RPG in the vein of the SNES classics like Secret of Evermore. The game has you playing as a team of treasure hunters in a fantasy landscape just trying to make a couple bucks on the next big relic. Naturally they run across problems, from raiders to monsters to even rival hunters. Tom was brought onto the team as our writer towards the end of Happiness’ development primarily because of this game. The aim is to make a really fun action adventure, akin to the swashbuckling kind of fun in the Star Wars films, while also creating a sense of place and culture. It’s to be the first game in a series exploring the world introduced in Revahlen. It’s still in the early phases, but the game is progressing quite fast. An internal tech demo is almost complete, and we’re aiming for the introductory chapter to be playable on the site before the end of the year.
ARG: What else is in the pipeline for Blue Key Games?
BKG: After Revahlen we have plans to go back to a much simpler action game, likely NES style. The game is planned to be a throwback to ridiculous over the top 80’s action films. And of course we’re already brainstorming new ideas and concepts for a followup to Happiness, though it’s too early to say when work will actually begin on that. Of course, right now we have Revahlen in development so those are both just current plans that may change over time.

ARG: Lucky last, Sega or Nintendo or Commodore or Atari?
BKG: Nintendo, though Sega gets a close second place. There are just too many classic franchises on Nintendo, both first party and third. Mario, Zelda, Metroid, Donkey Kong, Mega Man, Final Fantasy to name a few. All of these got their start on Nintendo systems. Still, Sonic is as much a part of our childhoods as everything else so high marks to Sega, too. At the end of the day though, a good game is a good game, no matter the system.
Well, there you have it. A great insight into an awesome bunch of indie game developers keen on making games for us to enjoy. A big thank you to Tommy Surette from Blue Key Games for rounding up the troops for this interview.

Who would have thought that by 2013, the big video game hardware developers would be Sony and Microsoft ! I am aware Nintendo is still around, but they have morphed into a company I don’t recognise anymore. Don’t get me wrong, I will always love Nintendo, but the affinity is not the same as it was with their products from the 80’s and 90’s.
Alas, who would have also thought that in this day and age we would constantly be downloading content instead of just whacking in a tape, floppy disk or cartridge to play our games.
I am being overly nostalgic in my views, and yes, I know that times are a changing and I should keep up with these changes. Luckily, I can play both modern games and more often than not, my old retro games. There is something intrinsic about playing video games from the golden era. I have an intimate relationship with these games, and after all these years, they don’t let me down, nor do they require patching with the latest content or bug fix. The games back then were complete before they were shipped.
I do wonder, which video gaming companies will be dominant in 20 years ? Will it still be Nintendo, Sony and Microsoft, or will new companies spring up between now and then ? Who knows, that is the beauty of the future – you can only speculate on the unknown. I am secretly hoping that the old guard throws their hat in the ring and we get video gaming hardware (again) from the likes of Sega, Atari, Commodore and even NEC. Imagine that!


In this Nintendo Battle, the showdown is on your wrist! The gauntlet is thrown down and the gloves are off between Super Mario Bros. 3 (made by Zeon) and Star Fox (made by Nelsonic).
How did this battle pan out ? Read the full article (by yours truly) on Nintendo Life
Lock up your dogs, give your cats to your mum, EB Games Expo Sydney 2013 is coming this October, from Friday 4th to Sunday the 6th!
Tickets have already gone on sale to Australia’s biggest and best gaming event, and by the looks of it, you better be quick, as they are going faster than Usain Bolt in a 100m sprint!
Making a return to its home at the Sydney Showgrounds, EB Games Expo 2013 will feature exhibitions of the hottest games from the biggest brands in gaming. Showcased in an exhibition hall bigger than two football fields, the Expo truly has to be seen to be believed. For more information on this huge event, check out the EB Games Events Team press release
Tickets for the EB Games Expo 2013 are on sale right now, get them at all EB Games stores, online store or Ticketek . General admission prices are the same as 2012, however the organisers have also introduced a new discounted 4 person multiplayer pass for both the Friday and Saturday twilight sessions. You better hurry up before they are all snapped up!
All images sourced from and remain the property of EB Games Expo 2013
It never ceases to amaze me how talented people are. Once such person, Jérémy Huet is no exception. His (retro and modern) video gaming inspired artwork should be shared and enjoyed. With that said, I hope you like it.
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