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Retro Gaming Culture

Cramer’s Pinball Tournament: It’s Hotter Than July!

29/07/2015 By ausretrogamer

Cramers_July28_TitleWhoa! Time flies when you are having fun! It seems like yesterday that we attended the inaugural Cramer’s Pinball Tournament, but alas, that was over a month ago!

Well, the second Cramer’s Pinball Tournament rolled around this past Tuesday (July 28). Once again, tournament director Scott Kellett put on a wonderful competition at an equally awesome venue. Not only did we have the influence of pinball on the bar menu, Scott also worked tirelessly to upgrade the cameras near the competition area (thanks also to Dr. Curlytek) to ensure that all the flipping action was beamed to the big screen so that no one missed the wizards in action.

As per usual, the competition was fierce, but the social aspects of such pinball tournaments is always the winner on the night. In the end there were four left standing (from 27 participants): teenage pinball sensation, Jordan Tredaway, Wal Dickie, Daniel Luth and Mr. Pinball himself, Scott Kellett. There were a few nail biting moments on the scoreboard, but the eventual champion and last wizard standing was, (Ed: drum roll please!) Scott Kellett – well done on a fantastic win, Scott!

On a night like this, pinball is the winner, so congratulations to everyone that participated and to all the new players, we hope to see you at the next pinball tournament!

A big thanks to Scott Kellett, Luke Marburg, Wal Dickie, Stacey Borg, Cramer’s Hotel and Cashbox Amusement for another great tournament! Roll on next month!

The board says it all!
Cramers_July28_Board

Scott makes final camera adjusments
Cramers_July28_setup

A Pinball Wizard must eat before battle!
Cramers_July28_MENU

A new registrant is always welcome into the pinball family!
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Light, Camera, Action!
Cramers_July28_Metallica

Matt Cawley – Deep in concentration
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ausretrogamer EIC, Alex Boz, with matching red sneakers tries his luck on AC/DC Luci!
Cramers_July28_ausretrogamer

The crowd builds! This is the best part of pinball’n
Cramers_July28_crowd

More devilish action! 
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Fierce competition!
Cramers_July28_comp

With a massive score, Scott Kellett (SMK) is crowned the Grand Champion!
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Till next time…….
Cramers_July28_NextTime

 

Filed Under: Retro Gaming Culture Tagged With: Cramer's Hotel, Cramers Pinball Tournament, pinball, Pinball Comp, Pinball Events, Pinball Tournament, Pinball Wizards, retrogaming

Blast From The Past: A Zzap! Retrospective

28/07/2015 By ausretrogamer

reset64In issue 6 of Reset, it was abundantly clear which C64 related magazine the staffers held most dear – the one and only, Zzap!64. How apt then that we are celebrating all things Zzap for this issue of Reset!

While indulging in Zzap!64 nostalgia, we take the staffers down Memory Lane to reminisce about this once-mighty British gaming magazine and how we discovered it all those years ago. The first cab off the rank with their story is me!

Upon discovering micro computers in the mid 80s, I was thirsty to learn more about these new machines and their wares. Once I found out that there were magazines filled to the brim with news and game reviews dedicated to these computers, I knew I had to hit my local newsagency to see what was on offer. Since I had a C64, my natural inclination was to look for the latest C64-centric magazine. Being in Australia, it meant that the latest British magazines were always three months old. We didn’t care about this, we just wanted to get our grubby mits on the latest issue, no matter how old it was. Among the gaming magazines on the newsstand, one mag stood out head and shoulders above the rest – well, its cover stood out! The magazine in question was Zzap!64 (oh those beautiful Oli Frey covers!). All wide-eyed, I immediately grabbed the issue and started flicking through its pages. The newsagent wasn’t impressed with me being in there for over an hour reading the magazine cover to cover. The secret to the Zzap!64 formula was its great writers – they knew how to draw you in and hang on their every word, guys like, Julian ‘Jaz’ Rignall, Paul Glancey, Gary Penn and Gordon Houghton were wordsmiths like no other. To say I was hooked, would be a great understatement. From that day forth, Zzap!64 became my monthly bible for C64 information (well, it was till its demise).

As we keep traveling down Memory Lane, I realise I have rambled on for too long and ask the rest of the Reset staff to share their personal Zzap!64 stories. Here we go!

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Rob Caporetto: Coming late in the grand scheme of things (1989), I missed a lot of the early buzz around Zzap and it’s early peers. So, the first time I heard about it was after buying some other mag, which after showing to my ‘cool’ cousin at the time, told me was rubbish and I should have gotten Zzap instead…

Advice I’d forgotten about… until early 1992. I was at one of my local newsagencies, and I saw Issue 79 – the first of the post-Newsfield issues. Seeing that Oli Frey art (tying into the Smash TV review in the issue), and of course Megatape 23, with Boulderdash 4 (and Construction Kit) & Spy vs. Spy 2 both giving me plenty of play time.

As a kid without much pocket-money, especially in an era where finding C64 titles to purchase was becoming tougher, it rapidly became my source for reading about the newest releases & other aspects of C64 life. Plus, the Megatape

Whilst it had its ups & downs, when it made the transition into Commodore Force, it stabilised and became a solid read each month. Despite the name not having the same character, features like “Back to the Feature” covering earlier years of the C64’s history (and some of the hits & misses of the era), along with peeks into the demoscene, and the return of “Diary of a Game” to cover the development of Lemmings.

I’ve been lucky to read some of the early issues recently, and whilst I’d have loved to have been old enough to enjoy it during the C64’s heyday, I think it’s as special in its own way to be there at the C64’s twilight.

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Cameron Davis: I blame my baby brother for all of this! He was born in 1985, and I was eleven years old at the time – a once-promising smart kid who had been bitten by the gaming bug and spent his weekends alone in his room writing imaginary BASIC programs on dozens of exercise pads. I didn’t actually own a computer, but I excitedly studied those Usborne “write your own game” books for every technique I could find and entertained the notion I could make my own games one day.

My parents had heard that older siblings often felt left out when a new baby arrives, so they bought me my very own Commodore 64 to help keep me entertained. It was the C model and had a tape drive and I could plug it into the dodgy 14” TV I was given a year previously and I could not think of anything I could ever want more again. I told my parents that the only games I would be playing on it would be ones I wrote myself. They smiled politely and had no idea what I was talking about. I guess they were just glad I wasn’t riding BMX bikes to breakdancing parties while huffing paint or whatever kids did back in the ‘80s.

I spent that summer holiday laboriously typing in all those BASIC games I wrote, trying to run them, debugging them and then saving them to tape. They were all terrible. Text adventures that were more like simple Choose Your Own Adventure stories with worse writing. Overhead racing games that stored every possible outcome as a separate screen (what the hell was I thinking?!). A strategy game where you choose which country to nuke and then saw where the radiation cloud went (I worried about Chernobyl a lot). And so on. Rotten stuff but good God I was a happy camper for the first few weeks.

It seemed like half the kids in my school had gotten a C64 over the Christmas break – schoolyard conversations changed from Ghostbusters the movie to Ghostbusters the game, and copies of Commodore User, C&VG and Zzap! 64 were passed around and devoured like they were made of curry, hot dogs and pizza at the same time. This was valuable intel. Nobody seemed to know where the magazines came from, but we knew they were full of powerful secrets that we had to keep safe at all costs.

Curious, I started peeking over people’s shoulders while they read the latest issues. It wouldn’t hurt to see what games are out now, right? Just for research purposes of course, to inspire my game programming skills.

I didn’t know what most of the games were about, but I quickly learned which ones were worth playing, and which magazines were worth reading. Those wacky reviewer heads and in-jokey cartoon drawings of Thingy and Rockford in each Zzap! 64 review were so much more inviting than the text-heavy competition. C&VG felt like a bore in comparison. Heck, CU felt more like a games-themed issue of Smash Hits magazine than a gaming publication. Zzap! 64 was filled with photographs of reviewers and developers hanging out and playing games all day – how cool would that be to do, we all thought!

I started playing the real games that got the coveted Sizzlers and Gold Medals. I had to know. How were such amazing things as sprites and sound effects and scrolling possible? I kept hoping that if I pressed Run/Stop I could get a LISTing of all the program to study. I had no idea about Machine Code. There were no books in my library about this stuff and I didn’t know anyone I could learn from. I quickly hit a wall in my fledging game programming career so started picking up the joystick for a quick game of whatever I could find or borrow more and more often.

C64 magazines started appearing next to the comics at my local newsagent. The first issue of Zzap! 64 I picked up was issue 35, with Apollo 18 on the cover, and it was a revelation. All these games I could buy! All the lingo to learn. Shmup. Aardvark. Coin-op conversion. Oh man.

Every month a new issue of Zzap! 64 appeared, containing all the reviewer’s worldly wisdom that I just had to know. What games were cool now? Which ones were to be avoided? In the wild west of early computer gaming, Zzap! 64 was the lawbook, and I was a devoted reader. It’s hard to pin down my favourite era – I stuck with the mag from that point on – but it’s hard even now for me to put down an issue from the Gordon Houghton era. The energy, humour and giddy enthusiasm for gaming is still infectious, and the C64 played host to some tremendous games that I still fire up today.

My career as a game programmer was clearly doomed from that point on. On the upside my brother and I got to spend years playing all the great games that Zzap! 64 introduced me to.

Zzap8dec85

Frank Gasking: I was very late to the Zzap party (as I was to the C64), and didn’t discover the magazine until issue 78, where the cover depicting Terminator 2 had grabbed my attention. I was starting to get into magazines, as being on a small budget – the cover tapes were a real draw, and Zzap’s was no exception that month. It was here that I discovered Spy Vs Spy for the first time and fell in love with the series and then got to enjoy a magazine which was very different to Commodore Format (which I had also started getting around the same time). The magazine felt glossier compared to Commodore Format, but the content not quite as good and seemed to be aimed at the older reader. What I didn’t know at the time was that Zzap had been on a decline and wasn’t anywhere near as good as it used to be.  Still, I enjoyed the magazine and took to the idea of getting both Zzap and CF every month. Issue 78 was ironically though to be the last issue published by Newsfield, so when I couldn’t find the next promised issue – I had assumed it had died a death. A few months later, and missing an issue – I discovered the magazine had resurfaced.  So my (short) journey with Zzap began.

Things got a little crap unfortunately with the inclusions of Miss Whiplash, but I managed to see a period where things improved vastly. The magazine went full colour, and then expanded in page size and doubled its cover mount. Due to mostly buying the magazines for their cover mounts, this was my favorite period of Zzap at the time – where I discovered games like Silkworm, Cops and Ninja Warriors for the first time and for a bargain price. The journey was short, as issue 90 was to be the last ever issue of Zzap. Next issue saw a transformation into Commodore Force, which was an era I actually enjoyed very much (even though the ardent Zzap readers were not so keen). The cover mounts were even more impressive, but little did I realize was it down to the dwindling market! It wasn’t until the later years that I picked up back issues and saw the amazing 1986/87 era, where the pages were full and alive and so many games were coming out every month.  It was then I realized the truly great era of Zzap and just how much I had missed.

Zzap44dec88

Andrew Fisher (MERMAN): We got our first C64 in 1985, and we’d read a few issues of Your Commodore. Then one evening Dad brought home a different mag – issue 18 of ZZAP!, with the gory Beyond the Forbidden Forest cover by Oli Frey. It looked cool and there were so many great games reviewed in that issue, including Super Cycle. But it was almost a year later when I next bought a copy – while on holiday, issue 28 was purchased and read repeatedly. That issue had two amazing games, Head Over Heels and The Last Ninja.

In issue 28 there was a subscriber’s offer – buy 12 issues and get a FREE Quickshot VIII Joyball. This looked like a giant trackball but acted like a stick, rocking in four directions. Our subscription started with issue 31 and the 3D tips supplement.

Fast-forward to a much later issue and a reader’s survey – what did readers want? A suggestion for a technical column lead me to write to the editor Phil King, suggesting I could write it – enclosing a dummy column illustrated with pictures cut out of back issues. Steve Shields replied, telling me I would start work when the magazine rebranded as Commodore Force. I wrote as Professor Brian Strain for 16 issues, then made my reviewer debut in 2005’s Def Guide to ZZAP! (given away with Retro Gamer magazine).

My favourite era has to be 1988, culminating in the immense Christmas special (issue 44). A great year for games including Armalyte and Great Giana Sisters, plus so many great features alongside the reviews.

Zzap57jan90

Kenz / Psytronik: I was a big Sinclair ZX Spectrum fan before I got into the C64 scene and was an avid reader of CRASH magazine.  This was until a friend of mine showed me his C64 and I was totally blown away by games like Uridium and Paradroid etc.  From that moment I desperately wanted a C64 but life dealt me an unexpected card – my dad bought me an Amstrad CPC!!  Although it wasn’t the C64 I craved I duly immersed myself in the Amstrad scene and migrated from CRASH to AMTIX magazine.  I eventually saved up enough money myself and bought my beloved C64.  It was a very exciting time for me as I was now officially a C64 owner and so I went out and bought the current issue of Zzap!64 that was available – issue 13 (the one with the zombies on the cover).  I still have that very issue (carefully stored in a proper Zzap! binder) and still get a buzz looking through it as it brings back memories of when I first became a proud C64 owner.

My favourite era of the mag is definitely the early few years (the Julian Rignall / Gary Penn / Gary Liddon era), those early issues had a great sense of fun to them and I loved the wacky photos depicting the shenanigans that went on behind the scenes, it looked like everyone involved with the mag was having a great time!  I would buy every issue as soon as it came out and scour the reviews to see what C64 games were worth buying (usually anything with a sizzler or gold medal award).  I would also pay particular attention to the rating the sound received as I was (and still am) a huge SID music fan.  There are plenty of games in my collection that I bought purely because Zzap! gave the music a high rating – including some dubious games with AMAZING soundtracks (Knucklebusters, I’m looking at YOU!).

Something else that comes to mind when I think about Zzap!64 are the AMAZING airbrushed covers painted by Oliver Frey.  I was lucky enough to meet Oliver (along with Newsfield co-founder Roger Kean) at the Revival retro events and it was great to chat with them both about the good old days of Zzap!64.  One of my proudest moments in the running of Psytronik Software has been getting permission to feature amazing artwork by Oli on the Psytronik releases ‘Ultimate Cops’, ‘the Shoot ‘Em Up Destruction Set 3’ and the upcoming releases of the ‘Kung Fu Maniacs Trilogy’ and ‘X-Force’!

Zzap78oct91

Kevin Tilley: I first discovered Zzap!64 after exploring a newsagency in Ocean Grove after a school excursion. At the time, I had no idea there were magazines like Zzap!64. Instead, I was used to the more serious nature of mags such as Compute! and Australian Commodore Review. This was just about the time I was earning my own money from my first part time job while still at school, and I was beginning to buy my own original C64 games from the local K-Mart after years of pirating (not having any clue of how naughty it actually was!).

I remember in the weeks before at a computer club meeting my father had taken me to, some of the older guys were demonstrating the brand new, just released C64 Terminator 2, and I was blown away. THAT INTRO!!! Well, imagine my surprise when I saw that cover, Zzap!64 issue #78, with Terminator 2 on the front and a tape!! Yes, a freakin tape, they were giving away games!!  Jackpot! After flicking through the mag, I was stunned at the amount of games there were and I felt like I wanted them all! In the months to come, I actually bought a few from that very issue! But, it was Terminator 2 that I wanted, and loading up that tape and seeing that intro on my own C64 was a magical moment. My next original game purchase was indeed Terminator 2, which I still proudly have on my shelf to this day. Zzap would only last another issue or two before Newsfield went under, so I think in the end I only ended up with a handful of issues, maybe a few more when it reappeared under the Europress banner.

My favourite Zzap era? In retrospect, having read through the classic issues years later, the best era for the mag is clearly when Jaz Rignall was at the helm. However, those few issues of Zzap I got  will always remain prized possessions, given that they introduced me to C64 games magazines and opened up a whole new world for me. After that, it was Commodore Format all the way, although I did also get Commodore Force for their excellent cover-tapes *smiles*

Zzap20dec86

Anthony Stiller: I always loved going to the newsagency. Comics, magazines, books. I could spend hours in there.

Our family had only just bought our first C64 (ok, our second as the first was faulty) which in itself was a bit of a story. I loved it dearly and the games on it, even the bad games, were amazing.

But, while my friends also had C64s (except for that one guy with the Speccy) they weren’t really into it like how I was. I read every scrap I could about it and the games on it. I wanted to know what was being made for it. Who made them. How.

I’d seen other “personal computer” magazines, of course. Some seemed very adult and business-like and boring, others were full of listings and short reviews and that was great and all but …

Oh, what is this? Glossy. A beautiful painted cover of spaceships and explosions. Zzap! 64? That sounded … exciting. It looked like a comic book. But for the C64. That cover art. I flicked through the magazine. Immediately found the Elite spread. I already knew that I would love that game.

Onwards, blurring through the pages. Stopping at more sketches of people, like in a comic book. Wait. Those are the reviewers! It’s like I knew them already. There’s the grumpy one and there’s the cool one.

Back to the cover. The Elite review. Back to that beautiful cover again. I reached for my thin wallet.

As time passed I would continue to cherish each Zzap! 64 mag and I can still recall the anticipation of hoping to see a new Oli cover standing out on the shelves.

The Houghton era would be the one that I would come to love the most. The gang seemed just like regular people, like they could be your mates, having a bit of a laugh while you play Spindizzy together.

But for now I paid the newsagent five dollars and took my Zzap! 64 issue 1 and stepped out of the store and into the sun.

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Ah, the love of Zzap!64 shines through and through! Even after 30 years, everyone that remembers the mag speaks fondly of it – that is a true testament to a great magazine! Zzap! (and everyone involved with it) has always been deserving of all the plaudits thrown its way. The mag always knew how to engage with its target audience and by doing so, it was an expert at extracting your hard earned out of your pocket to feast your eyes on its pages. Long live Zzap! (and Reset)!

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image source: Reset and The Def Guide to Zzap!64

Filed Under: Retro Gaming Culture Tagged With: 78, BFTP, Blast From The Past, C64, micro computing, Reset Magazine, retro magazine, Zzap!64

Pixel Alley: The Place To Be

24/07/2015 By ausretrogamer

PA_titleOn a windy Tuesday evening, we headed to Pixel Alley, an awesome barcade in Fitzroy, and a pinball tournament broke out!

Organised by Luke Marburg, the inaugural Pixel Alley Pinball Tournament pitted players in a head-to-head format, with players being eliminated after two losses. With twenty two players competing on the Iron Man and Monster Bash tables, the competition was fierce, but always friendly and lots of fun – these pinball tournaments are always a great social event. With any competition, there could only be one winner, and for this tournament, Martin Robbins (MTO) cleaned up big time. Martin was unbeatable, especially on Monster Bash – he was setting successive (huge) high scores on the table! I must admit, watching Martin smashing those flippers incessantly was quite mesmerizing – the dude is a full-on pinball wizard. With a $100 bar tab and a Pixel Alley tee, Martin walked away quite satisfied with his win. We definitely can’t wait for the next tournament at this wonderful establishment.

Pixel Alley Pinball Tournament table 1: Iron Man
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Tournament table 2 (which is now my all-time fave!): Monster Bash
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The competition heats up!
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Apart from the pinball action, these tourneys are awesome social gatherings!
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Tournament Manager, Luke Marburg ensures everything is above board
PA_Luke

Before we leave you to gaze at some of the photos from Pixel Alley, we wanted to tell you all that this place has something for everyone – from old school arcade machines, deluxe driving games (Ed: Daytona 2 anyone?), pinball and pool tables, to an indoor Bocce court, this place is amazing. Oh yeah, the walls are adorned with great gaming artwork, which adds to an already great atmosphere. Did we mention there is a food caravan upstairs? Yep, you read that right. So, if you haven’t already hit Pixel Alley, put it right up the top of your “must visit” list for next time you are in town!

Pixel Alley, the place to be at!
PA_action

Cool wall art!
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More cool wall art!
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I wonder who would win this battle?
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I really, really like the framed gaming art in this place!
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I wanna take this one home. Surely no one will notice…
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Oh yes, another one I wanna take home….
PA_Pong_art

The well stocked bar to quench a player’s thirst
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One of the great arcade games – The Simpsons!
PA_TheSimpsons

If The Simpsons isn’t your thing, then Mortal Kombat II might be
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Don’t worry about the Iron Bartender, I want to flick that light switch!
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Pixel Alley is full of surprises! Time to grab a bite
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Time to go old school!
PA_Tapper

Finishing the night with some DK Junior action!
PA_DK

Filed Under: Pinball, Retro Gaming Culture Tagged With: barcade, IFPA, IFPA Tournament, pinball, Pixel Alley, Pixel Alley Pinball Tournament, retrogaming

So Bad, But Oh So Cool Retro Gaming Peripherals

22/07/2015 By ausretrogamer

The Power Glove, it will go down in video gaming history as the epitome of a peripheral being so bad that it is actually quite cool! The Power Glove is a useless piece of kit that you can’t go without (Ed: Relax, put those pitchforks down, we love the Power Glove).

This oxymoron is not lost on gamers – there have been a number of terrible peripherals released over the years, some worse than others, but all equally desirable to have (Ed: who could also forget the unreleased Atari MindLink and the doomed Konix Multi-System!). We have managed to scrape the bottom of the peripheral barrel to bring you the coolest bad peripherals to add to your collection. Put on a bib and wipe that drool!

Peripheral: Sega Action Chair | System: Mega Drive / Genesis | Use: Control gameplay via leaning
CoolBad_SegaActionChair

Peripheral: Power Glove | System: Famicom / NES | Use:Super Glove Ball & Bad Street Brawler
CoolBad_PowerGlove

Peripheral: Quickjoy Foot Pedal SV-129| Systems: Atari, Commodore & Amstrad | Use: Programming joystick functions to a pedal
CoolBad_joystick_quickjoy_sv_129_01

Peripheral: Virtual Cushion | System: PC-Engine | Use: In game (b)ass force feedback
CoolBad_VCushion

Peripheral: R.O.B. | System: Famicom / NES | Use: Gyromite & Stack-Up
CoolBad_ROB

Peripheral: Game Boy Pocket Sonar | System: GBP | Use: Sonar to locate fish
CoolBad_GBSonar

Peripheral: Sega BH-400 | System: Sega Mark III | Use: Hang-On handlebar
CoolBad_SEGA_BH-400_Bike_Handle

Peripheral: Menacer | System: Mega Drive / Genesis | Use: T2: The Arcade Game, Mad Dog McCree, Body Count, Who Shot Johnny Rock, Mad Dog II, Corpse Killer, Crime Patrol, Menacer shooting gallery
CoolBad_Menacer

Peripheral: Aura Interactor | System: Various 16/32/64-Bit | Use: wearable force-feedback vest
CoolBad_interactor_kit

Peripheral: Sega Activator | System: Mega Drive / Genesis | Use: infra-red motion detector for fighting games
CoolBad_sega-activator

image source: provided on demand

Filed Under: Retro Gaming Culture Tagged With: Game Boy Pocket Sonar, Menacer, Power Glove, Powerglove, Quickjoy Foot Pedal, R.O.B., retrogaming, Sega Action Chair, Sega BH-400, Virtual Cushion

Retro Gaming Wallpaper Murals

20/07/2015 By ausretrogamer

We recently discovered Murals Wallpaper when searching for ways to spruce up our tired walls in our new games room. To our pleasant surprise, we found a swag of very cool retro gaming inspired wallpapers as part of Mural Wallpaper’s Retro Game Wallpaper Mural collection. Our only problem was, which one to choose! More on that later…

Inspired by the console controllers that revolutionised the way we play video games, Murals Wallpaper have paid homage to the most iconic of them in an exciting new mural range, featuring everything from Atari’s CX-40, Sega’s Master System and Mega Drive control pads, through to Nintendo’s N64 and GameCube controllers, there is something for fans of every platform. There’s even the humble Game Boy thrown in for good measure!

The new collection is available on the Murals Wallpaper website and your favourite design can be made to your exact specifications to create a brilliantly custom piece that will fit your chosen wall just perfectly. Coming in a host of eye-catching retro inspired colours, the Retro Game Wallpaper Mural’s will add the perfect finishing touch to your entertainment or games room. We were so impressed, we put in an order for the yellow retro game wallpaper (Ed: Can’t wait for it to arrive!)! If yellow isn’t your thing, then check out the rest of their range:

Yellow Retro
Mural_Yellow

Blue Retro
Mural_Blue

Pink and Blue Retro
Mural_BabyBlue_Pink

Blue Outline Retro
Mural_BabyBlue

Blue and White Retro
Mural_Blue_Yellow

Light Grey Retro
Mural_Greyscale

Grey Retro
Mural_Dark_Grey

Orange Retro
Mural_Orange

Turquoise Retro
Mural_turquoise

You can engage with Murals Wallpaper via their site or any of their social media channels on: Twitter, Facebook, Pinterest and Google+.

 

 

Filed Under: Retro Gaming Culture Tagged With: gaming murals, Retro Game, retro game murals, retro game wallpaper murals, retrogaming

“PIXELS” Playing Cards For Video Game Enthusiasts

17/07/2015 By Ms. ausretrogamer

pixels
headerPixels are epic 8-bit playing cards for all video game enthusiasts out there! The engaging and colorful art includes unique and original characters that could easily star in their own video game.

With a Kickstarter campaign currently in progress for Pixels, Alex Padilla Jr is aiming to reach the goal of $5,000 to bring us these awesome playing cards. With a few weeks to go on this campaign, let’s pledge and get these beautiful retro gaming inspired cards funded!

cards 1

close up


Video source: Alex Padilla on YouTube

____________________________________________________________________________________________________________________

msausretrogamerMs. ausretrogamer
Co-founder, editor and writer at ausretrogamer – The Australian Retro Gamer E-Zine. Lover of science fiction, fashion, books, movies and TV. Player of games, old and new.

Follow Ms. ausretrogamer on Twitter

 

 

Filed Under: Retro Gaming Culture Tagged With: 8-bit, Art, Kickstarter, Pixels, Playing Cards, retrogaming

I’m So Dizzy: How It All Began For The Oliver Twins

14/07/2015 By ausretrogamer

TheOliverTwins_TitleWe (ms. ausretrogamer and I) were quite giddy when we saw the above tweet from the Oliver Twins! It’s not every day that you see your childhood game developer heroes talk about how they got started in the business of making games.

It is quite cool to see Philip and Andrew Oliver (aka: The Oliver Twins) use the opportunity of their ‘Let’s Play‘ video to talk about how they first got into video games and the skills required to create their first arcade game, Cavey, on the BBC Model B computer. Written in 100% Machine Code (6502 Assembler) around ’84/’85, the lads were only 16 years old! The game wasn’t published until a year later when they managed to get several games published by Players – the budget label of Interceptor Software. Press play and get a hit of nostalgia! Thank you Andrew and Philip!


source: Oliver Twins

Filed Under: Retro Gaming Culture Tagged With: Andrew and Philip Oliver, Cavey, Dizzy, How they started, Oliver Twins, Oliver Twins video, Retrogamer, retrogaming

David Dineen-Porter’s Retro Video Arcade

13/07/2015 By Ms. ausretrogamer

featured‘Retro Video Arcade’ is a series from Canadian comedian, writer and director David Dineen-Porter that explores retro video games you probably don’t remember… because they actually never existed!

Nathan Fielder stops by David Dineen-Porter’s Retro Video Arcade to discuss ‘Hot Sister’

Video source: Buh on YouTube

David Dineen-Porter’ s Retro Video Arcade ft. Reggie Watts: ‘Grandma’s Bath’

Video source: Buh on YouTube

Source: Buh on YouTube

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msausretrogamerMs. ausretrogamer
Co-founder, editor and writer at ausretrogamer – The Australian Retro Gamer E-Zine. Lover of science fiction, fashion, books, movies and TV. Player of games, old and new.

Follow Ms. ausretrogamer on Twitter

 

 

Filed Under: Retro Gaming Culture Tagged With: Comedy, David Dineen-Porter, Grandma's Bath, Hot Sister, Nathan Fielder, Reggie Watts, Retro Video Arcade, youtube

Jam It: White’s Men Can Jump

10/07/2015 By ausretrogamer

JamIt_C64_TitleAt our recent Commodore Club meet we had the pleasure of meeting Leigh White from Throwback Games and got to play a pre-release of his upcoming C64 basketball game, Jam It.

We were so blown away by the game, we couldn’t believe that one person was responsible in the creation of this amazing piece of software for the C64! Think NBA Jam TE on a vertical half court with heaps of features and stats to keep the most ardent of basketball fans interested. Add some tight gameplay mechanics with loads of intensity and 4 player support in the mix, and you have a game that is super addictive and fun. Sports games players will be salivating on their joysticks with this one! It truly doesn’t get any better than this on the C64!

We bailed up the creator of Jam It to ask him a few questions that we know all of you are busting to find out about. Let’s go and shoot some hoops with Leigh White!

AUSRETROGAMER [ARG]: Hey Leigh, let’s start by telling us a bit about yourself and how you got into making games?
Leigh White [LW]: I’m relatively new at making games. When I had a C64 as a kid I attempted some things in BASIC and did a lot of type-ins from books and magazines, however Jam It is the first game I’ve actually completed.

I started it in late 2010 just as a side hobby to take my mind off work. My day job involves maintaining IT systems and in whatever spare time I had I was practicing guitar and writing music as a distraction. For whatever reason during a lunch break, I did some research on XNA Game Studio and had the idea of attempting to make an overhead race car game. I thought I’d soon give up and return to guitar (who wants more hours of the day in front of a computer!?!?) however I stuck with it for a couple of weeks and got a very basic prototype going.

At the same time I was doing some experiments in assembly language on the C64 to see how difficult it would be to write a game. To explain better – as you don’t decide on a whim to do this! – when I was younger, I spent ridiculous amounts of time on the C64 and I still enjoy playing games today on emulators – equally as much as playing modern games. There’s also a couple of online outlets who sell C64 games made by current developers and I was getting into those.

Anyhow, with my C64 experiment I had reached the point where I had a basic prototype tennis game and started having ideas for a basketball game. So now I was at a cross-roads. I knew making a game was going to take a lot of time and would take away time from music. The choice was then to make a game for the C64 (where there is a very limited audience, and the chance of a huge financial reward is zero) or make a game for a modern platform (mobile, PC and console gaming was growing rapidly, and lots of money to be made if you get everything right) … so I chose the C64 …

A lot of it actually came down to determining the reality of what I could realistically complete. For modern games, the sky is the limit with what you can create, whereas on the C64 (or any retro platform) you have very restrictive limits with what you can do with graphics, sound and memory. Having those limits meant there would be a forced end point regardless of me having millions of other feature ideas. I also knew I’d enjoy doing the C64/basketball thing as they were a big part of my life growing up.

I had the basketball game clearly in my mind and thought maybe I could have it done in 12-18 months and if I enjoyed the experience, move on and attempt a modern game. Well here I am now 4 and a half years later, Jam It is being released on the 12th of July 2015 and I’ve got more C64 game ideas than before!

The man behind the brilliant Jam It C64 game, Leigh White
JamIt_Leigh_landscape

ARG: How did the idea of Jam It come about?
LW: The main inspiration was from a C64 game One on One – Dr J vs Larry Bird. It was one of the first games I had as a kid and considering it’s age, it is actually an excellent basketball game. It gets a lot of things right with the gameplay – how it’s all about out maneuvering your opponent to get a clear shot close to the ring, letting you post up, do fading shots, dunk and manage your energy.

The only issue I thought, it was a bit too slow – only until now, playing on an emulator in NTSC mode I realised why this is. I *think* the game was made in the US – or at least for that market – where NTSC systems/TVs have a faster refresh rate. We then got the same game with no changes to compensate for the slower PAL refresh rate, and hence, the sluggishness.

There was also another not well known game on the C64 called GBA Basketball. It was a 2-on-2 full court game with great graphics, some more tactical play elements and 2 players as team mates option but felt restrictive compared to ‘One on One’. For example, you couldn’t do fading jump shots and dunks were a fixed animation and didn’t have the action ‘wow’ factor you get in watching a pro game of basketball. Regardless, it was still fun but not in a way you’d initially expect.

So really Jam It is a mash-up of these two games from my younger game playing days with some extras added along the way. My aim from the start was to make players feel the excitement you get from a real game. To achieve this, the direction I ended up taking was to make it more an intense arcade sports action game. There is a lot of strategy involved but it’s all about making quick decisions in the moment, much like the real game.

As an overall package, it really is an attempt to fit as much into 64KB that is what you get in pro-basketball – the dunks, extreme shots, exciting plays, nail-biting finishes, action replays, stats and cheerleaders!

Thrilling 3 pointers!
JamIt_3pointers

ARG: How long did the entire project take – from the ideas phase to completion?
LW: The best conservative estimate I have is around 750-800 hours … I’d actually say it’s more. My routine is generally to get up very early in the morning and work on it for anywhere between 30 minutes to a couple of hours before work. After most sessions I’ll make a backup, but sometimes I’ll be working for hours on just one bug. I’m up to backup version 439. Some of those might only have been about 30 minutes work, whereas others might have 5+ hours.

Mind you, this is all spread over 4 and a half years which I actually feel that has benefited the development. This is in the sense that I’ll have an idea but I won’t be able to try it at least for a day or two. By the time I get around to coding, the idea might have morphed into something better or been scrapped entirely. Similarly, for ideas that I have put in the game – I play them for a bit, get a break and return to play them in another session and have time to decide if they really add to it or not. There’s plenty of features that have been ripped out entirely to make way for new ones.

Let’s see that alley-oop on instant replay!
JamIt_AlleyOop

ARG: What was the hardest part of making Jam It?
LW: Apart from spending hours trying to detect bugs caused by the game randomly overwriting its own code, I’d have to say dealing with the memory and CPU constraints. The limitations are a positive and negative in the sense that you really have to identify and prioritise early on what the important things you want to happen are, and build those in. It becomes very problematic if you later think of another great feature but to put it in means sacrificing an existing feature because you’ve run out of memory or CPU cycles.

What I mean by ‘CPU cycles’ is that the C64 on a PAL (Australian) TV refreshes 50 times per second. Within that 1/50 of a second you have 19565 CPU cycles to work with in executing game code, so you need to be efficient with what you write, especially when some instructions can take 6 cycles just to store a value in a memory location!

The other difficult thing was not knowing if I would ever complete it. I hit a few big bugs which made me question if I’d be able to get through them, and even in the early stages, just programming the code to get the ball to make its way to the ring from any position on court was problematic. There’s actually a clever algorithm for achieving this called ‘Bresenham’s line algorithm‘ and was devised way back in 1962! It’s great having the algorithm but I then had to translate it into assembly language suitable for my purposes. In a modern language you could knock it out in under 20 lines of code, but in my case it was 80+ lines of instructions.

It really wasn’t until I was about 3/4 of the way through making the game that I was confident I could complete it. I had left sound and music fairly late in the process and it was yet another challenge, but it would be pointless releasing the game without that. There’s a great tool on PC called GoatTracker for writing C64 music. The thing is, you really need to understand how the C64 sound chip works while getting a good work out in the hexidecimal numbering system.

Comprehensive stats for the statistician in you!
JamIt_Stats

ARG: There are lots of great features in Jam It (we love the slo-mo shot and instant replay among many others) – what is your best feature in the game?
LW: I really like the slo-mo (highlight) shots too. That came out of an accident while searching for a graphical bug. I had to make the play slow down dramatically as soon as the player jumped with the ball to spot the issue. As soon as it happened, I thought this was a great way to get more extreme looking dunks into the game. The way it works now is you get 3 ‘highlight shots’ per game, and can activate one whenever you have the ball. The next shot you take will be in slow motion, giving you the opportunity to do Jordan-esque dunks or take a crazy long distance shot. If you time it correctly, you’ll get a guaranteed score, so they’re handy when you’re a long way behind or as a buzzer beater.

The action replays I’m also really happy with – the idea was borrowed (stolen!) from ‘One on One’ and makes a huge difference in multi-player games where you can show off the amazing shot you just did. It actually takes up a fair bit of memory but it’s worth the sacrifice. Every second screen refresh, the game writes all of the sprite objects’ position, animation frame and colours to memory which can then be triggered for playback after a goal is scored.

The commentary can be entertaining too. After a goal is scored there’ll be a random phrase generated. Some of these are pre-written but many of them are a random arrangement of basketball jargon and obscure adjectives.

Aside from the usual basketball things like being able to shoot, you can do alley oop pass/dunks, defensive switches, steal from your team mate and block their shot. It’s even possible to give yourself an alley oop dunk – you won’t see that in NBA 2K games! This one wasn’t deliberately put in the game – it was an accidental discovery during testing – and not sure that it’s legal in the game but that doesn’t matter.

Enjoy the half-time show!
JamIt_hires_cheerleaders

ARG: We enjoyed playing the pre-release at our recent Commodore Club meet, how has the feedback been so far?
LW: The feedback has been way better than I ever imagined. I first took it to AVCon 2014 in Adelaide, which is a huge gaming/cosplay expo. I didn’t even think I’d get accepted – since it is a game for an old system – but I did, and went with no expectations. To my surprise, kids, parents and gamers alike were very positive about it – they could pickup the controls easily even if they didn’t understand basketball and appreciated that for all the detailed touches to replicate the basketball experience (within the 8 bit world constraints), it doesn’t take itself too seriously with its gameplay firmly leaning to an arcade game feel. I even find myself struggling with new basketball games getting used to all the button combinations. On the C64 you’re limited to one button and surprisingly that’s enough to be able to do all the actions that you need.

The thing that has really helped is that it supports anywhere from 1 to 4 human players, making it a great social and competitive game. The solo player mode has enough challenge with bonus unlockables to give you incentive to play through too. Once you start adding extra human players, that’s when it really stands out – there’s nothing more competitive than seeing 4 players locked in a tied game with 10 seconds left on the clock!

I also had the opportunity to run a demo of it for a few hours at PAX Aus 2014 and the Freeplay Fete 2015 and the response was equally as positive. Many people who had C64s in the ’80s were shocked but happy to hear that there were new games being developed today. I’m hoping that this adds to the support for other developer’s games in the C64 community – it’s a hobby purely done for the enjoyment and nostalgia rather than any possible financial reward.

Jam It – it will be a slam dunk!
JamIt_comingJuly12

ARG: When will Jam It be officially released and where can we get our grubby mits on this awesome game?
LW: It will be available to purchase as a digital download on July 12 2015 at itch.io ($2.99USD) – with the digital download you can play it using an emulator (needs to be installed on your PC/Mac/console/handheld) or on your C64 if you have a suitable hardware add-on.

The download package will include a pre-configured copy of the VICE C64 emulator for Windows so you can get started straight away. Anyone who is still unsure about emulation can just drop me a message via the contact form on our site at Throwback Games and I’ll try my best to assist.

The great thing about VICE is that it can emulate the C64 Protovision 4 interface adapter so you can run 4 controllers. Instructions for how to do this are included with the game.

Keep an eye out on the following sites for a direct link to purchase the game when it becomes available: Throwback Games, Facebook and on Twitter.

There is also a Commodore 64 cartridge, disk and tape release in the works. These are almost ready and release dates will be announced very soon after the digital download. Keep an eye on the above sites and also: Psytronik (disk/tape) and RGCD (cartridge).

Whet your b-balling appetite!

ARG: Any future projects you could reveal to us here?
LW: If Jam It miraculously sold amazingly well (i.e. in the hundreds of copies), then I might consider making a conversion for modern systems just to make it more accessible to a wider audience. I also like the idea of writing a comprehensive ‘making of’ package including key versions of the game with features that never made the final cut.

I have a couple of C64 prototype games sitting there, one being a tennis game, which again, supports 1-4 players, so it would make a good follow up to Jam It (ARG: Oh man, yes please!). The other is a split screen motorbike racing game, similar to Excite Bike for the NES, but with the added bonus of 2 human players to race against each other (ARG: I think I am going to faint!). You can do flips to build up bonus turbo boosts and it has the working title of ‘Motorman’.

There’s a lot of ideas but the issue is having time more than anything else. I don’t think I could justify quitting my day job to make C64 games at the moment!

Leigh’s next BIG gaming projects for the C64?  – Tennis and Motorman!
JamIt_Tennis

JamIt_Motorman

As we shoot our last hoop with Leigh, we say our goodbyes and wish him all the best with the Jam It release. We reckon the game will be a slam-dunk success on the C64!

If you have a C64 or if you prefer to play via emulation, do yourself a favour and grab Jam It – it is jam packed with awesomeness! Seriously, for a game this damn good, you would expect to pay ten times the asking price of $2.99USD! Buy it now so Leigh can quit his day job and make more brilliant games!

JamIt_Leigh_HDRimage source: Throwback Games

Filed Under: Retro Gaming Culture Tagged With: C64, Jam It, Leigh White, New C64 games, retro computing, Retro Gamer, Retro Gaming, Throwback Games, video game

Little Lands: Gardens For Geeks

09/07/2015 By Ms. ausretrogamer

little lands logo

At Oz Comic-Con we came across Rachael and her Melbourne-based terrarium concept store Little Lands. Little Lands makes adorable miniature gardens in jars (or encapsulated eco-systems) – no two alike. The terrariums on display came in all shapes and sizes and featured every pop culture character you could imagine – The Ice King, Stormtroopers, Daleks, the TARDIS, Avengers, Pikachu, Donkey Kong, Link, and (of course) Mario!

Best of all, we learned terrariums thrive on neglect and minimal care is required. That sounds perfect to us.

Visit Little Lands on Website, Instagram, Pinterest, Twitter, or stop by the conservatory store at 45 Main Road, Monbulk in The Dandenong Ranges, Victoria, Australia (Monday to Saturday 10am to 5pm, Sundays 11am to 4pm, Public Holidays 11am to 4pm).

The conservatory store
(conservatory store images from the Little Lands Lookbook)
store 2

shop

alice

store

minions

The gorgeous geeky little lands on display at Oz Comic-Com
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15

3

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2

5

Rachael and the Little Lands team working hard at Oz Comic-Con
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… And we brought home our own Super Mario Little Land!
IMG_0004

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msausretrogamerMs. ausretrogamer
Co-founder, editor and writer at ausretrogamer – The Australian Retro Gamer E-Zine. Lover of science fiction, fashion, books, movies and TV. Player of games, old and new.

Follow Ms. ausretrogamer on Twitter

 

 

Filed Under: Retro Gaming Culture Tagged With: Little Lands, Oz Comic Con, Plants, Terrariums

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