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Jam It: White’s Men Can Jump

July 10, 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

The Australian 2015 Timezone Supanova Pinball Championship: Victorian State Final

April 16, 2015 By ausretrogamer

championship banner

Amid the cosplay, celebrities, wrestling matches and artwork at Melbourne’s Supanova Pop Culture Expo was (our highlight!) the Australian Pinball League’s Victorian State Final of the 2015 Australian Timezone Supanova Pinball Championship.

trophies and medals

The competition on Saturday involved qualifying rounds and a final for the day’s top scorers (in all ages and under 18 categories) to win an iPad Mini! (read more and see the under 18 and all ages winners).

However, Sunday was when the serious action began. Highest scorers on all competition machines (in participating Timezone amusement centres in the lead up to Supanova or during Saturday’s qualifying rounds) battled it out to become the Victorian State Champ and win an all-expenses paid trip to compete in the National Grand Final at Supanova Brisbane – November 29, 2015.

But just when you thought it couldn’t get any better – as well as the awesome title of ‘Australian Timezone Supanova Pinball Champion’, the overall winner will be awarded a WWE Pro Pinball Table valued at over AU$8,000! And best of all, it’s not too late to enter – check for upcoming state finals on the Australian Pinball League’s website.

wrestlemania proImage source: Stern Pinball

Although the 16 Victorian finalists (including two impressive under 18s) were nervous, there was a lot of excitement and the mood was fun and friendly (typical of Australian Pinball League events). Finalists played on each of the four competition tables (two WWE Pro tables and two WWE Legends of Wrestlemania Limited Edition tables) and winners were determined by overall ranking.

It’s the serious end of the competition!
supanova_pinny_1_action

The action is focused and frenetic!
supanova_pinny_3_hard_action

And the winner is………
supanova_pinny_4_the_winner

The action was frenetic and the scoring was close throughout the final, but there could only be one winner: Johnny Crabtree from the Western Wizards with 52 points! Followed by Joe Gregus with 47 points and Luke Marburg with 45 points (full results).

Congratulations to the Victorian State winners [L to R]:
Luke Marburg (3rd), Johnny Crabtree (1st) & Joe Gregus (2nd)
supanova_pinny_6_The_WINNERS

Once the adrenaline rush had waned, we spoke to the winner and a number of other finalists.


Johnny Crabtree (1st place, 52 points)

supanova_pinny_7_JohnnyCrabtree

ARG: Congratulations on your win! How do you feel?
JC: Thank you! I am rapt!

ARG: Were you nervous playing in the final?
JC: My nerves were a bit frayed when I drained the first two balls on three of my four games, but once I calmed myself down, I managed to rack up some high scores on the last ball of each game! ARG: Oh wow, that is even more impressive!

ARG: Let’s go back a bit now. Which table did you qualify on and what was your qualifying score?
JC: I qualified with a score of 180 million on Metallica at Timezone in Geelong. ARG: Holy smokes, that is a huge score!

ARG: Have you participated in any other pinball tournaments?
JC: I have participated in tournaments run by Melbourne leagues, like the Western Wizards and the Peackock Inn Pinball Allstars. I have also played in Slam Tilts tournaments and came third in the Pinball HQ @ Coogee Diggers comp.

ARG: That is an impressive playing CV. When did you first start playing pinball and what table was it on?
JC: I was in my teens, maybe 15 years old when I first played Bally’s Lost World.

ARG: Do you own any pinball tables?
JC: I sure do. I have Shark, Gilligan’s Island and AC/DC.

ARG: We’ll leave you to enjoy this moment and thank you very much for talking to us.
JC: Thank you!


Wal Dickie (8th place, 38 points)

Wal

ARG: Thank you for talking to us Wal. Let’s get the ball rolling, pardon the pun – which table did you qualify on?
WD:  No worries at all, it is great to speak to you. I qualified on Star Trek Pro at Timezone Forest Hill.

ARG: Now that is a coincidence! I went there last night and the machine was out of service? What score did you get on it?
WD: (laughs), yeh I broke it! I got 77 million on it.

ARG: Now I know who to blame. Have you participated in any other pinball competitions?
WD: Yes. I was the 2013 Vic State champion. I also play in the local leagues (Peackock Inn Pinball Allstars).

ARG: You seem to know how to bump the tables and hit those flippers with surgical precision – when did you first start playing pinball and what was the table you played on?
WD: I started playing pinball when I was 10 years old in 1974.  I still remember the table, it was Gottlieb’s Sky Jump.

ARG: Do you have an all-time favourite pinball table?
WD: (thinks for a long time) that is a tough question to answer. If I had to pick one, it would be The Addams Family.

ARG: Do you have any tables at home?
WD: (smiles) Of course. I have The Lord Of The Rings, The Addams Family, Johnny Mnemonic and World Cup Soccer.


Shane Rubans (6th place, 44 points)

shane

ARG: Hey Shane, congrats on making the finals! Can you tell us what table you qualified on?
SR: Hey Alex, thank you and it’s great to meet you in person. I qualified on Wrestlemania.

ARG: What was the qualifying score?
SR: I got 27 million.

ARG: Have you participated in any other tournaments?
SR: Yeah! I got the buzz when I played and competed at PAX Aus in 2013. I also competed at last year’s Supanova.

ARG: When did you first start playing?
SR: I first played pinball in 1986. But over the years there were less places to play, so I lost interest. My love of pinball got reignited at 2013 PAX Aus, I entered the competition and did quite well. The pinball buzz was back! I also enjoy playing Pinball Arcade on consoles. It’s great for practicing your skills.

ARG: Glad to hear you got the pinball buzz again. Do you have an all-time favourite machine?
SR: Sure do – it’s the Williams High Speed table.

ARG: Oh yes, a WEC System 11 table! Kudos. Do you own any tables?
SR: I actually have a High Speed table and also a Stern Ripley’s Believe It Or Not table.

ARG: That’s awesome! Thanks for chatting to us and we’ll hopefully catch up at a future Peacock Inn meet!
SR: Sure thing and thank you.


Skott Kellett (10th place, 31 points)

supanova_pinny_12_Skott_Kellett

ARG: Hi Skott, thank you for taking time out to chat to us. We know you are busy participating in the tournament and also helping out in the pinball area.
SK: It is great to chat to you guys. I can finally put a face to the names! It is busy, which is great. I volunteered to help out in the area – I assist Norbert in setting up and also packing up the gear.

ARG: That is great to hear! It sounds like hard work, but very rewarding?
SK: Absolutely! It is very rewarding to see people playing pinball.

ARG: Let’s get to that tough questions now – what table did you qualify on and what was your score?
SK: I qualified on The Walking Dead with a score of 62 million.

ARG: Apart from participating in this competition, have you played in other tournaments?
SK: Yeah, I participated at the PAX Aus in 2013 competition after not playing much pinball over the last decade. Ever since then, I have made every (Timezone Supanova Pinball Championship) State final! On another topic, I came 5th in the Blockbuster Video Street Fighter II tournament held at the Glasshouse (Olympic Park precinct)! ARG: Oh wow, that is fantastic – a blast from the past! You already had the competitive pedigree!

ARG: When did you first play pinball and what was the table you played on?
SK: Growing up with older brothers, I got to go to some places that perhaps I should not have been allowed in (laughs). I recall playing Pin•Bot around 1986 at the Jamaican Smoking Cafe.

ARG: Do you own any tables?
SK: I recently got the green light from my wife to get a table. I am thinking of getting one I can restore so I can learn how to repair it myself.

ARG: That sounds like a great plan! We wish you all the luck and hope you find your table very soon!
SK: Thank you.

ARG: Before we let you get back to your volunteering, do you have any dream tables?
SK: The Addams Family and Fish Tales!


Jordan (7th place, 40 points, top ranked junior, plus winner of Saturday’s under 18s Pinball vs. Supanova final)

The ongoing success of pinball is dependent on the next generation taking to the flippers and propagating the fun. As well as showing us that young people are getting into pinball, fifteen year old Jordan racked up high scores that would give a seasoned veteran a run for their money.

supanova_pinny_8_Jordan

ARG: Congratulations and well done on becoming a junior pinball champion. So Jordan, tell us, when did you first start playing pinball and what was your first table?
Jordan: I was 10 years old when I started playing pinball at a holiday park in Anglesea. The first machine I played on was Bram Stoker’s Dracula.

ARG: Oh wow, Bram Stoker’s Dracula is a great machine, it is great to hear that you cut your teeth on an older table. Do you have an all-time favourite pinball machine?
Jordan: The Addams Family! I played it while on holiday in Torquay and was instantly hooked.

ARG: Where do you go to play pinball?
Jordan: I mainly play at Timezone in Geelong. I also look out for pinball tables when I go to the movies.

ARG: What would help make pinball more popular with the younger generation?
Jordan: Pinball is becoming cooler, more family-friendly places with tables would help raise its popularity. An endorsement from a celebrity would help too, especially someone young people can identify with.

ARG: We got side-tracked for a second there. What machine did you qualify on and what was the high score?
Jordan: I got 12 million on Legends Of Wrestlemania, and I actually got 110 million on Star Trek Pro after the final, once the pressure was off!

ARG: Oh wow, 110 million! That is a super impressive score. As long as you had fun – that’s what it’s all about. Thank you for chatting to us and congratulations!
Jordan: I definitely had fun and thank you.


 More young people enjoying some pinball action!
supanova_pinny_10_NextGen

These guys said more bars with pinball tables (in the style of Forgotten Worlds) would raise the popularity of pinball with younger people.  
supanova_pinny_13_NextGen_Action

The driving force behind the championship is APL director, Norbert Snicer. Norbert has a long history in the amusement industry and a wealth of pinball knowledge. His obvious passion and enthusiasm is very infectious and we were thoroughly impressed by the fun and professional tone of the event. He was a very friendly and interesting person and we hope to bring you an article about Norbert and some of his other ventures in the near future.

The man we all need to thank, Mr. Norbert Snicer!
supanova_pinny_9_Norbert

It would be remiss of us not to mention Amusement Machine Distributors (AMD) – the official Australian distributor of Stern Pinball tables, and the championship’s major sponsor. AMD kindly supplied the pinball machines that were enjoyed by all at Supanova. And the good will continues with all proceeds from the pinball machines going to Mission Australia – a charity which helps people in need regain their independence and move away from homelessness.

If you want to find a pinball club near you, head to the Australian Pinball League (APL) site and check for clubs in your state. For those lucky enough to be in or near Sydney, check out the awesome Pinball HQ at Coogee Diggers!

Pinball wizards group shot!
SupaNova_Pinball_2015_groupImage source: Australian Pinball League

Both myself and Ms. ausretrogamer had a fantastic time at Supanova, with the main attraction being pinball (of course). The people we met and spoke to were all having fun and were genuinely keen to chat about pinball and everything else pop culture. We will definitely be back for the next competition in Melbourne! But, as always, all good things must come to an end. Instead of saying goodbye, we’ll say, see you at the next pinball competition!

Filed Under: Pinball, Retro Gaming Culture Tagged With: 000000, Australian Pinball League, Australian Timezone Supanova Pinball Championship, Championship, Norbert Snicer, pinball, Pop culture, retrogaming, Stern, Stern Pinball, Supanova, Supernova, Timezone, WrestleMania, WWE

Drooling at Lobos Collectables

June 13, 2014 By ausretrogamer

There are times when words don’t need to be said. This is that exact time! Before you do start scrolling through the below photos, we would urge you to visit Lobos Collectables (503 High Street, Northcote) to browse their awesome wares and buy up as many goodies as your wallet will allow. Now, put your bib on and start drooling.

You have been warned!
Lobo_Force

Plenty to look at here. I’ll be back.
Lobo_T2

Comic book action superheroes!
Lobo_comic_action_figures

Oh yes, Star Wars!
Lobo_starwars_2

Oh wow, more Star Wars stuff!
Lobo_starwars

I was made for loving you baby!
Lobo_KISS

I’ma Wario, I’ma gonna win!
Lobo_Mario

Drool factor 1000, I spot Tron!
Lobo_Tron_spot

Sleep well Han
Lobo_HanSolo

The lovely Tron!
Lobo_Tron_front

Oh how I’ve missed this control panel
Lobo_Tron_control

Brilliant Tron side-art
Lobo_Tron_side_art

Original MOTU is best!
Lobo_CIB_MOTU

I wonder if Skeletor is home?
Lobo_MOTU_castles

Man-At-Arms vs Jitsu
Lobo_ManAtArms

Classic MOTU action
Lobo_MOTU_in_action

I wonder who is flying the Millennium Falcon
Lobo_Mill_Falcon

We found the Turtles!
Lobo_TMNT

Some rare MOTU beauties!
Lobo_MOTU_Atari2600

If you have made it this far and want to drool some more, you can read about our garage sale loot at Lobos Collectables – you won’t be disappointed.

 

Filed Under: Retro Exploring Tagged With: collectables, ff0000, Lobos Collectables, MOTU, Star Wars, The Thrill Of The Chase, Tron, vintage toys

Happy Holidays 2013

December 24, 2013 By ausretrogamer

XMAS_TREE

It is that time of year. The time of year when you are supposed to be relaxed and very merry. If you are lucky enough to be on holidays and enjoying the festive season, lucky you!

For me, this time of year is always good to reflect on the last twelve months. Apart from reflecting on personal matters (which I am keeping to myself), for me, the main (retro gaming) highlight of 2013 was our participation in the very first PAX Australia event. The inaugural event was an absolute blast and we will no doubt be back, bigger and better for PAX Aus 2014! Other vintage gaming highlights included the capture (at last!) of the Vectrex and SX64.

Well, Santa is almost here, so I will take this opportunity to thank you all for your patronage – it is truly awesome and appreciated. I wish you all a very merry Christmas and all the best for 2014! Stay safe, be merry and game on!

 

Filed Under: Retro Gaming Culture Tagged With: 2013, Christmas, Holidays, PAX Aus

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