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Retro Gaming Culture

Made In Australia: Haggis Pinball

November 22, 2019 By ausretrogamer

It takes a special kind of talent and a lot of guts to take on the challenge of creating a pinball machine and a fully-fledged pinball manufacturing company. With good old Aussie ingenuity and entrepreneurial spirit, Damian Hartin has done just that!

Like all of us, Damian got bitten by the pinball bug a few years ago, but unlike most of us, he decided to change careers and create a pinball company, Haggis Pinball. We recently played Haggis Pinball’s debut title, CELTS, which was a pre-production model. We were so intrigued by how this feat was achieved in a relatively short amount of time, that we had to grab Damian and ask him all of our burning questions about his journey to becoming a pinball mover and shaker, and what the future holds for Haggis Pinball. Kick back, relax and read Damian’s journey in pinball….

Damian Hartin – Founder & CEO, Haggis Pinball

AUSRETROGAMER [ARG]: Tells a bit about your career background, as we understand you were in IT before all of this pinball stuff? What exactly did you specialise in IT?
Damian Hartin [DH]: Computers and computer-related jobs were becoming a “thing” when I was in year 11 at high school. Being a subject I could get relatively good marks at without a lot of effort (something that was very appealing to 16-year-old me), seemed like a good career choice. As life would have it, my first job was in admin at a small manufacturing company in the town where I grew up, that was followed by a course in computer programming and then work as a croupier at the newly opened Crown Casino here in Melbourne. While working at the Casino, a position came up in the MIS/IT department, and I thought I should see if the computer course and my interest in IT were well-founded. I proceeded to spend the next twenty or so years working in just about every aspect of IT from Help Desk and Support through to network and system administration, software development, management, and consulting. About six years ago, I started up a professional services/IT consulting company and dabbled in Home Automation and Security. After deciding to shut down the Automation business a little over twelve months ago, I found myself in the fortunate situation of having spare time and income that was still being derived from the professional services business. Looking for my next challenge and something that I could be more passionate about, pinball, in effect, found me when I saw a Pin*Bot come up for sale at a local auction house, and the rest is history.

ARG: What was the spark that made you decide to make a career change and make pinball your new vocation? 
DH: After buying my Pin*Bot and looking into pinball in much more detail than my teenager memory afforded me, I began to realise and appreciate the depth of the machinery and hobby. Seeing just how many disciplines and how much creativity goes into making a pinball machine enthralled me. When I realised that it was a real possibility for me to make one, that was all the spark I needed.

ARG: We are intrigued to find out, how does a mere mortal go from being in IT to then becoming a pinball designer, mechanical engineer, software and sound engineer, manufacturer and distributor in such a short amount of time? From the outside looking in, it just seems impossible!
DH: I love a challenge, and I love to create. I have always been a ‘generalist,’ a buzz IT term I heard once that probably describes me a little nicer than ‘Jack of all trades, master of none’. The thing I love about software development is being presented with a business requirement from a company that there is no existing solution. That process of evaluating the needs, imagining a solution, and then working through everything that is required to bring that to life is addictive. It can be a complete pain and unbelievably frustrating, but completing the challenge is hugely satisfying.
When you look at pinball and all the aspects that make it up, it couldn’t be more of a perfect fit. For me, I focus on compartmentalising each of the tasks so they can be addressed in isolation. As I needed to learn everything from scratch, this meant that I could tick off items one by one and build up a more holistic skill set in the process without being overwhelmed by an unassailable mountain. When you then add in a degree of stubbornness and perfectionism, with a tight deadline, excellent support group, and very little sleep, then the war of attrition swings in my favour 🙂

ARG: We are aware that this is a difficult industry to be in, so what sets Haggis Pinball apart from others that have come and gone?
DH: While my intent from the very start was to build a manufacturing company, it was both essential and gratifying for me to learn every aspect of what it takes to make a pinball machine, and then set about doing just that. One of the benefits of starting small and with no prior knowledge was that I needed to understand every process intimately, and that let me simplify/enhance wherever possible. Being in Australia also meant that I didn’t have easy access to other pinball manufacturing suppliers, so I needed to become self-sufficient as much as possible. With a reduced reliance on external suppliers, I can make decisions and affect manufacturing outcomes very quickly to implement efficiencies in both time and money. We are also proud of our ability to offer customisation to our pinball machines; this will allow customers to effectively build a limited edition one of one pinball machine for themselves. ARG: We like the sound of that differentiation!

ARG: Is it difficult switching hats between being all business (as the CEO) to then being a pinball designer/creator? How do you manage this and where do you find the time?
DH: Yes, and I have no idea! Setting such tight deadlines as we did for TPF (Texas Pinball Festival) and Pinball Expo (Chicago)/ Flipout 2019 (Melbourne), meant that you don’t have the luxury of procrastination. Often, making decisions is the easy part, convincing yourself or a large team that it is the right decision can often take time. So, by backing my intuition and the opinions of a very small group of people, I forged ahead and just refused to be waylaid. I have been working full-time on Haggis/Celts since January this year, and my background in corporate IT has helped with identifying, prioritising, and managing the workload.

ARG: What has been the most difficult aspect in your journey so far in creating Haggis Pinball? Also, what has been your biggest sacrifice?
DH: Everything! Seriously. I love a challenge, and I love creating. Still, I have a very firm understanding that any undertaking such as this will be the hardest thing I have ever done, and will always demand more than I initially anticipated. Every single step has started with a question, “How do I do that?” which I then set about figuring out. Some tasks took longer than others, such as getting the geometry right, but each one presented a unique and difficult challenge. Easily the most significant sacrifice has been time. My wife and four year old have been incredibly supportive, spending a lot of “family” time with me working on pinball while it has wholly monopolised my life over these last twelve months.

ARG: Wow, we have gone six questions and haven’t asked about your first game, CELTS! Tells us how this game came about and the timeframe it went from an idea to being played at Pinball Expo in the US and Flipout 2019 in Melbourne last month? 
DH: I started the company in September of 2018, and Celts, as a theme, came about just eight weeks prior to the whitewood being shown in Texas in March of 2019. Off the back of a successful showing and some great feedback from the community, we set about establishing our supply chain, setting up a premise ready for manufacturing, and working through all the nuances of the playfield and cabinet design. In the following five months, we finalised the development of the whitewood into the prototype that was unveiled at Pinball Expo and Flipout 2019. So, in thirteen months, I came from not knowing how to open the backbox on my newly purchased Pin*Bot to starting manufacturing of our first Pinball machine; Celts.

ARG: We played the CELTS prototype at Flipout 2019, and without blowing smoke up your you-know-what, it really surprised us (in a good way) in how brilliant and solid the total package felt. What has been the reaction to the pinball machine?
DH: The reaction and feedback have been extremely positive. People have enjoyed the gameplay and playfield layout, and have been somewhat surprised about how deep the ruleset is for this game. The art and sound package are excellent, and the quality of the finish, we feel, is as good as any other current manufacturer in the market right now. We’ve also innovated on our cabinet design and construction methods, and people have been impressed with the complete package on offer.

ARG: By the time this interview is published, Haggis Pinball would have opened up pre-orders for CELTS – what is your goal with this machine?
DH: There were and still are several goals for Celts. One was to announce to the world that we are a manufacturing company that deserves serious consideration from the community when considering their next pinball purchase. Celts, in effect, is our business card, mission statement, capability statement, value proposition, and portfolio all in one. I would love to sell two hundred and fifty units of Celts worldwide and establish relationships with distributors here and overseas. The next few months will help direct the future of Haggis, and as the case has been over the past twelve months, we will address each task and each challenge in turn as we push forward into 2020 and beyond.

ARG: What is next for Haggis Pinball? Do you have other machine ideas on the drawing board? Will Wraith ever see the light of day?
DH: Right now, our immediate focus is on promoting and producing Celts, along with generating as many orders and interest in the company as possible. We have several themes that are candidates for the next machine, both licensed and non-licensed, including Wraith. We’ll start looking at that in more detail early next year once we’ve had a chance to fulfil our initial orders and plan for the remainder of 2020.

ARG: Tells us where people can find you and interact with Haggis Pinball, and how they can order your CELTS pinball machine?
DH: They can find us on all the usual social media platforms (Facebook, Instagram, YouTube) as well as on our website www.haggispinball.com. They can also send an email to me at [email protected] with any questions. Orders can be placed via our website store.

A huge thank you to Damian for taking time out of his very busy schedule for this interview, we really appreciate it. It’s been quite full on for Damian as he has travelled extensively over the last month showcasing CELTS in the US and Australia, and also setting up the pre-ordering system, which had its launch on November 1. We wish Damian and Haggis Pinball all the success!

 

Image source: Haggis Pinball

 

 

 

Filed Under: Pinball, Retro Gaming Culture Tagged With: CELTS, CELTS pinball, Damian Hartin, Flipout, Flipout 2019, Haggis Pinball, Made In Australia, New Pinball Manufacturer, pinball, Pinball Expo, Pinball Interview, Pinball Press, Scottish Highland Games, Texas Pinball Festival, Wraith Pinball

Complete Amiga Sales History from Commodore in Germany

November 19, 2019 By ausretrogamer

On the back of having world-breaking sales records with their Commodore 64, looks like Commodore didn’t do too shabbily with their Amiga line of computers.

Thanks to the folks at distrita, we can now check out the complete Amiga units sold history for Commodore in Germany!

• Amiga 500: 1,160,500 (Includes Amiga 500+ sales of 79,500)
• Amiga 600: 193,000
• Amiga 2000: 124,500
• Amiga 1200: 95,500
• Amiga 1000: 30,500
• Amiga CD32: 25,000
• Amiga CDTV: 25,800
• Amiga 3000: 14,380 (Includes Amiga 3000T sales)
• Amiga 4000: 11,300 (Includes Amiga 4000 030 sales)

Going by these units sold numbers, the total Amiga computers sold in Germany was 1,759,980 – not bad at all.

Some interesting nuggets in these numbers include the fact that the shortest lived Amiga line, the Commodore (Amiga) CDTV sold more units than the Amiga CD32! Having both the CDTV and CD32, let’s just say that the CDTV still looks gorgeous on our desk. Oh yeah, the CDTV is also the only Amiga to have MIDI – sorry our beloved Atari STe 😉

story source: distrita

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Filed Under: History, Retro Gaming Culture Tagged With: A1200, A500, A600, Amiga, Amiga 3000, Amiga 4000, Amiga 500, Amiga 600, C64, CD32, CDTV, classic gaming, Commodore, Commodore Amiga, Retro Computers, retro computing, Retro Gamer, Retro Gaming, retrogaming

Podcast: Vertical Hold – The Retro Gaming Special Episode

November 15, 2019 By ausretrogamer

Being invited to guest appear (or should that be speak?) on a podcast is always humbling, very cool and a bit nerve-racking. It is exceptionally cool when invited by two of our good friends, Alex Kidman and Adam Turner to come on their Vertical Hold: Behind The Tech News podcast.

Episode 254 of Vertical Hold goes all retro in the modern era, from revived Nintendo and Sega classic mini consoles, huge arcade control decks from Capcom that hook up to your TV, to questionable emulation and some iffy jailbreaking – this episode has it all!

Thanks again to Alex and Adam for having us on their podcast – we make a great triple AAA* team!

*Triple AAA team = Alex, Adam and Alex 😉

Title image source: Fordham IPLJ
Slider image source: Vertical Hold

 

Filed Under: Podcasts, Retro Gaming Culture Tagged With: 1942, Adam Turner, Alex Boz, Alex Kidman, Analogue Pocket, ausretrogamer, Capcom Arcade Control Deck, Double Dragon, Emulation, FPGA, gamers, MAME, MSI, NES Classic Mini, PC-Engine mini, podcast, PS Vita, Retro Gamer, Retro Gaming, RetroArch, RetroPi, Sega Mega Drive Mini, SNES Classic Mini, Vertical Hold, Vertical Hold AU, Video Games

Relics Unearthed From The Codemasters Vault

November 14, 2019 By ausretrogamer

When we saw Codemasters’ thread on Twitter of all the relics they found in their vault, our knees buckled due to all of the nostalgia. Check out the classic games, consoles and peripherals they unearthed from their storage, some being over three decades old! We are well and truly intoxicated with nostalgia.

The gobsmackingly gorgeous Sega Saturn Development Unit. It’s MASSIVE!

Good luck fitting this SEGA Saturn in your TV cabinet. Egg for scale.

(this machine was used to ensure that games in development didn’t violate the Sega Memory usage guide) pic.twitter.com/pZaZCEHigN

— Codemasters (@Codemasters) November 8, 2019


source: Codemasters via Twitter

 

 

Filed Under: History, Retro Gaming Culture Tagged With: 16-bit, 1980s, 8-bit, Amiga 500, Atari ST, Codemasters, Darling Brothers, David Darling, Dizzy, Dreamcast, Game Genie, Man Overboard, Micro Machines, Micro Maniacs, NES Plug Through, nintendo, Playstation, Richard and David Darling, Richard Darlin, sega, Sega Game Gear, Seymour, Shane Warne Cricket, Spectrum, Xbox, Xbox 360, zx spectrum

Game Axe Color: The Ultimate Famiclone

November 13, 2019 By ausretrogamer

When it comes to peculiar gaming systems from the Far East, us folks in the West seriously missed out.

For instance, take Taiwan based Redant’s Game Axe Color FC-868 LCD handheld. The Game Axe Color, released in late 1998, is a Famicom compatible handheld system (aka: Famiclone), which plays the Nintendo Famicom game cartridges. It is powered by AA batteries or by the Famicom’s AC adaptor. We must admit, this is a cool looking and well built handheld which we wouldn’t mind in our collection.

Oh yeah, the Game Axe Color will not play your NES carts natively. For that, you will require an adaptor. If you live in Australia, then you will require a step-down converter – if using your Famicom PSU, otherwise you can power the unit via AA batteries. Having RCA (composite) connectivity, the Game Axe Color is flexible enough to hook up to your TV (preferably CRT) to become your home Famicom console.

We are in love with this peculiar little beast!

source: eBay 

Filed Under: Retro Gaming Culture Tagged With: Famiclone, Famicom, Famicom handheld, Game Axe, Game Axe Color, Game Axe Color FC-868, Game Axe FC-868, Game Axe handheld, Nintendo Famicom, Redant, Retro Gamer, Retro Gaming, retrogaming

My Arcade: Micro Player Review – 6 Inch Collectable Retro Arcade Machines

November 12, 2019 By ausretrogamer

My Arcade’s motto, ‘Retro Gaming For A New Generation‘ is pretty much spot on when we think about their product range, like their Micro Player Mini Arcade Machines. We managed to get our hands on two of the My Arcade Micro Players, Bad Dudes (aka: DragonNinja) and Rolling Thunder, which we gave a good old fashioned thrashing.

Let’s first talk about the physical attributes of these cute little machines and their features. The packaging is so great that we decided to keep the units in them when not in use. The game’s story on the side of the packaging is clever too. Once you bust these open, you’ll find the Micro Player and a user manual (remember those!) inside. The Rolling Thunder Micro Player came with an added poster featuring the Micro Player machines range, which harks back to when we used to get posters with our games – a neat touch that we wish that the Bad Dudes unit also came with this inside.

The Micro Players themselves resemble their arcade counterparts, from their cabinet profile down to the artwork on the sides and control panel. Bad Dudes pips Rolling Thunder here with the bezel artwork and Data East logo on top of the unit. The detachable joystick on the D-Pad, the two fire buttons and the Reset and Start buttons are identical on all Micro Players, which ensures a consistent look, feel and play across the range. Speaking of the control panel, we found that we preferred to play Bad Dudes with the D-Pad (sans joystick), however, Rolling Thunder felt better to control with the joystick in place. The best part is that you have options for your control preference that suits your play style. A word of warning, if you like to play without the joystick, you better put it in a safe place, as they can easily get misplaced. The buttons are standard fare and feel responsive enough when playing either game, but they are on the small side, so if you have large or fat fingers, you may struggle a bit. Powering on the Micro Players is as easy as pushing in the coin slot door, which lights up when on – another cool feature which get our tick of approval. On the back of the machines you’ll find volume control buttons, a 3.5mm headphone jack, a battery compartment (for 4 x AA batteries) and a Micro-USB port for powering these little beasts.

For those that like their feature specifications in bullet-point form, here you go:

  • 6 inch arcade machine
  • 2.75″ full colour screen
  • Removable joystick
  • Volume control
  • 3.5mm headphone jack
  • Powered either by 4 x AA batteries or Micro-USB

The burning question on everyone’s lips is, how do they play? If you are expecting the arcade versions of the games, then you may be disappointed.  But before you start moaning and groaning, we can tell you that these are NES versions of their arcade counterpart, which isn’t a bad thing. Out of the two Micro Player’s, we definitely preferred playing Rolling Thunder, as the NES conversion was brilliant, translated perfectly on its corresponding Micro Player. As for Bad Dudes, since it is the NES version, you can’t play co-op, which is fine, as the Micro Player only has a single-player control deck. The emulation is true to their source, ensuring that the games play pretty much identical to the NES versions. We did note that Rolling Thunder boots up almost immediately to its title screen, whereas Bad Dudes took a few seconds. This isn’t a negative, it was just noticeable to us when turning on these machines side by side. The screen is bright (there is no brightness or contrast control), so you will have no issues seeing what is going on. Being on the small side, the screen does feel a tad cramped when there is lots action going on, especially on games like Bad Dudes.

So how do you decide which Micro Players to get, if any? Well, if you liked these games on the NES, then you will definitely love playing them on the Micro Players. Out of the two we got to play, we found ourselves going back to Rolling Thunder over and over again, not because we are crappy players (the game is tough as nails!), but the fact that the game is based on a wonderful conversion which was quite faithful to its arcade big brother. Let’s also not forget that these Micro Players are so darn cute and cool, they would be perfect for displaying in your games room or office.

With the Festive Season fast approaching, these would make a great gift for either yourself or that good friend of yours that is into retro gaming.

The My Arcade Micro Player Mini Arcade Machines range is available via Amazon (and reputable bricks and mortal stores, like JB Hi-Fi):

  • My Arcade Micro Player Arcade Machines – Amazon (US)
  • My Arcade Micro Player Arcade Machines – Amazon (Australia)
  • JB Hi-Fi – My Arcade Micro Players

Disclosure: The Rolling Thunder and Bad Dudes My Arcade Micro Player machines were kindly provided by Turn Left Distribution for this review.

 

Filed Under: Retro Gaming Culture, Reviews Tagged With: !Arcade!, Bad Dudes, Bad Dudes Micro Player, Bubble Bobble, Classic Arcade Games, DragonNinja, Micro Player, My Arcade, My Arcade Micro Player, My Arcade Micro Player review, Old School, Pac-Man, Retro Gamers, Retro Gaming, retrogaming, Review, Rolling Thunder, Rolling Thunder Micro Player

Still Drooling Over the Commodore HX-64

November 11, 2019 By ausretrogamer


Um, just in case you missed this or want to see it again and drool some more, check out Technical Designer extraordinaire Cem Tezcan’s Commodore HX-64 – a handheld version of the greatest 8-bit computer of all time!

The level of detail is in insanely cool, from the plastic, colour, keys, screen, ports to the ever so damn cool mini cassettes used to load programs! Forget the C65 or the SX-64, this is the ultimate Commodore 64 based dream machine. WOW!

source: Cem Tezcan via ArtStation

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: Artstation, cassettes, Cem Tezcan, Commodore HX-64, gamers, Handheld C64, Handheld Commodore 64, Handheld Retro PC, HX-64, HX64, Old School, Retro Gamers, Retro Gaming, Retro handheld PC, Retrocomputing, retrogaming

Hand Built Retro Game Visual Displays

November 8, 2019 By ausretrogamer


If there ever was a perfect use of the “Shut up and take my money” meme, then these hand built retro game visual displays by Leigh Allen (aka: PlayRetroDesigns) can take our wallet right now!

Who wouldn’t want Double Dragon, Galaga, Paper Boy and Gorf on their game room wall? And these are just the start! There are plenty more mind blowing displays based on your fave console and arcade games in Leigh’s Etsy store. Now, where was that bank withdrawal slip…

Image source: PlayRetroDesigns

 

Filed Under: Retro Gaming Culture Tagged With: arcade art, Atari Age, classic gaming artwork, console art, diy, Galaga, GORF, hand built, hand built retro visual displays, Leigh Allen, Old School, Paper Boy, PlayRetroDesigns, retro art, Retro Gaming, retro gaming art, retrogaming, Super Mario Bros 3

Join the PAC: Celebrate PAC-MAN’s 40th Anniversary in 2020

November 6, 2019 By ausretrogamer

BANDAI NAMCO ENTERTAINMENT INC. GETS SET TO CELEBRATE PAC-MAN’S 40th ANNIVERSARY WITH A MYRIAD OF PARTNERSHIPS AND EVENTS!

The Year-Long Celebration Kicks Off in 2020 as the Famous 80’s Icon Celebrates 40 Years of Entertaining Millions of Fans Around the World

BANDAI NAMCO Entertainment Inc. is inviting all PAC-MAN fans around the world to “Join the PAC” and start getting ready for a year-long celebration in 2020 to commemorate PAC-MAN’s 40th Anniversary as a pop culture and video game icon. To get a sneak peek at the activities, partnerships, and surprises to come, visit https://www.pacman.com/en-us/.

Born on May 22, 1980, PAC-MAN immediately rose to meteoric popularity, first in video game arcades, then on the pop culture stage with hit song “PAC-MAN Fever” and through an array of branding and entertainment appearances. With a brand recognition rate of 90% around the world, PAC-MAN’s image and brand is one of the most recognised on the planet and is as strong as ever as he enters his 40th year of entertaining fans of all ages.

PAC-MAN’s 40th Anniversary celebration in 2020 will include the debut of a new PAC-MAN 40th Anniversary theme song, composed by world-renowned Japanese Techno artist Ken Ishii. It will be accompanied by a music video directed by Yuichi Kodama, who has won awards at the Cannes International Advertising Festival, the Clio Awards, and the One Show Interactive. He was also the chief video director for the flag handover ceremony at the Rio Olympics Closing Ceremony. Multiple branding crossovers with Kipling®, Champion®, TIMEX®, and BAIT® will become available throughout the year. Fans will also be able to “Join the PAC” at celebratory events taking place throughout the year around the world.

To learn more and stay tuned with everything about PAC-MAN’S 40th Anniversary celebrations, bookmark this site now.


source: Bandai Namco Entertainment America

Filed Under: Announcements, History, Retro Gaming Culture Tagged With: Arcade, Atari, Bandai Namco, Bandai Namco Entertainment Inc, Bandai Namco US, BNEI, Join the PAC, Namco, Old School, Pac Man 40, Pac-Man, Pac-Man 40th anniversary, Pacman, PACMAN40, Retro Gamer, Retro Gaming, retrogaming

Book Review: The Art Of Point + Click Adventure Games and The CRPG Book

November 4, 2019 By ausretrogamer

Do you remember your first ever adventure video game? We sure do! We have very fond memories playing Transylvania on our school’s one and only Apple IIe computer. Back then we had to book the computer for use, as it had to be shared amongst all the primary school kids. Of course we preferred to play games on it during our allotted time instead of using Logo to learn some rudimentary programming – but that would have been boring. We immediately fell in love playing Transylvania as it allowed us to explore new worlds and create our own adventures, a lure that has kept us gaming ever since.

A lot has changed since the days of playing Transylvania, just like Moore’s Law ensuring technology would leap forward every two years, adventure, role playing and point + click games have done the same, as they have become more sophisticated over the ensuing years. What better way to capture the history of this genre than these two fine books.

The Art of Point-and-Click Adventure Games and The CRPG Book: A Guide to Computer Role-Playing Games by Bitmap Books capture the essence of these wonderful and enduring gaming genres. If you want to get a feel for these books without reading too many words, then skip ahead to the pics we have assembled below. On the other hand, if you want to know a tad more, read on.

Let’s start with The CRPG Book. Weighing in at 528 pages, this book has everything you can think of from the world of computer role-playing games from 1975 to 2015! We obviously went straight to the Ultima content, but that was one of only 400 titles covered in this beast of a book. The best part about this book is that it is completely written by fans, developers, indies, modders, journalists and industry personalities like Tim Cain, Chris Avellone, Scorpia, Ian Frazier and Richard Corbett to name just a few. Having these different perspectives gives the book a unique feel to the traditional interviews found in these types of publications (Ed: don’t get us wrong, we still love interviews in books!). The fact that there are mod hints, mod suggestions and tips on how to run these old classics games on modern hardware just adds that little bit extra to this already great tome. Of course, no book is complete without beautiful and vibrant imagery, and The CRPG Book has these in abundance.

Just like The CRPG Book, The Art of Point + Click Adventure Games book is stuffed full of content in its 460 pages, like the exclusive interviews with the makers of our fave point and click adventure games; Tim Shafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Charles Cecil and Paul Cuisset to whet your appetite. The book covers an array of iconic classic titles, from the very well known ones, King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Adventures of Willy Beamish, Simon the Sorcerer, The Secret of Monkey Island, Leisure Suit Larry, Maniac Mansion to the lesser-known games and homebrew efforts. Complimenting the writing is the extensive and engaging imagery used throughout, which means that this book will have you glued to each page.

We can cut right to the chase, both The Art of Point-and-Click Adventure Games and The CRPG Book: A Guide to Computer Role-Playing Games books come highly recommended. Being Bitmap Book publications, you know the quality of the content and presentation is guaranteed to be top notch. Both books are beautifully presented, with great page-turning content. Leaving these on our coffee table has sparked many great conversations with family and friends about old games they used to play. These hefty publications will definitely satisfy the most discerning gamers amongst you, even if you weren’t into point and click adventure games or RPGs! If you are in need of a great Christmas present (for yourself or a special friend), then these books would be perfect.

Both books are available at Pixel Crib right now:

  • The Art of Point-and-Click Adventure Games AU$62.99
  • The CRPG Book: A Guide to Computer Role-Playing Games AU$69.95

The beautiful books!

The CRPG Book: A Guide to Computer Role-Playing Games

The Art of Point + Click Adventure Games

 

Disclosure: The Art of Point + Click Adventure Games and The CRPG Book – A Guide to Computer Role-Playing Games books were provided by Pixel Crib for this review.

 

Filed Under: Retro Gaming Culture, Reviews Tagged With: 1980s, 1990s, Adventures games, Bitmap Books, Book Review, Book Review: The Art Of Point + Click Adventure Games and The CRPG Book, Books, Broken Sword, gamers, Old School, Pixel Crib, point and click games, retro computing, Retro Gaming, Review, RPG, The Art Of Point + Click Adventure Games, The Art Of Point + Click Adventure Games review, The CRPG Book, The CRPG Book review

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