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You are here: Home / Archives for interview

interview

Interview with Bob Yannes: SID Chip Inventor

February 17, 2014 By ausretrogamer

What a coup it would have been if we were able to interview the creator of the SID chip, Mr. Robert (Bob) Yannes. Instead, we found an interview from August 1996 with Bob and Andreas Varga. We thought that the interview was insightful and still relevant to be shared (unedited) with all SID fans and retro gaming enthusiasts. Read on!

SID

Andreas Varga [AV]: Did you foresee that people would actually treat your little VLSI-chip like an instrument?
Bob Yannes [BY]: Actually, I was an electronic music hobbyist before I started working for MOS Technology (one of Commodore’s chip divisions at the time) and before I knew anything at all about VLSI chip design. One of the reasons I was hired was my knowledge of music synthesis was deemed valuable for future MOS/Commodore products. When I designed the SID chip, I was attempting to create a single-chip synthesizer voice which hopefully would find it’s way into polyphonic/polytimbral synthesizers.

AV: Are you aware of the existence of programs like SIDPLAY, PlaySID,… which emulate the SID chip up to the smallest click ?
BY: I only recently became aware of them (through your website). I’m afraid I haven’t thought much about SID in the last 15 years…I am constantly amazed and gratified at the number of people who have been positively affected by the SID chip and the Commodore 64 (which I also designed) and who continue to do productive things with them despite their “obsolescence”.

AV: Have you heard the tunes by Rob Hubbard, Martin Galway, Tim Follin, Jeroen Tel, and all the other composers ?
BY: I’m afraid not, are recordings available in the US?

AV: Did you believe this was possible to do with your chip?
BY: Since I haven’t heard them I’m not sure what we are talking about, however, I did design the SID chip with enough resolution to produce high-quality music. I was never able to refine the Signal-to-noise ratio to the level I wanted, though.

EnsoniqLogo

AV: How much of the architecture in the SID inspired you when working with the Ensoniq synthesizers?
BY: The SID chip was my first attempt at a phase-accumulating oscillator, which is the heart of all wavetable synthesis systems. Due to time constraints, the oscillators in SID were not multiplexed, therefore they took up a lot of chip area, constraining the number of voices I could fit on a chip. All ENSONIQ sound chips use a multiplexed oscillator which allows us to produce at least 32 voices per chip. Aside from that, little else of SID is to be found in our designs, which more closely resemble the Mountain Computer sound card for the Apple II (the basis of the Alpha Syntauri system). The DOC I chip (used in the Mirage and ESQ-1) was modeled on this sound card. Our current designs, which include waveform interpolation, digital filters and digital effects are new designs that aren’t really based on anything other than our imaginations.

AV: How big impact do you think the SID had on the synthesizer industry?
BY: Well, I don’t think it had much impact on the synthesizer industry. I remember once at Commodore that Sequential Circuits was interested in buying the chip, but nothing ever came of it. My intention in designing the chip (since MOS Technology was a merchant semiconductor house at the time and sold chips to the outside world) was to be able to sell the SID chip to synthesizer manufacturers. SID chip production was completely consumed by the Commodore 64 and by the time chips were readily available, I had left Commodore and never had the opportunity to improve the fidelity of the chip.

AV: What would you have changed in the SIDs design, if you had a bigger budget from Commodore ?
BY: The issue wasn’t budget, it was development time and chip size constraints. The design/prototype/debug/production schedule of the SID chip, VIC II chip and Commodore 64 were incredibly tight (some would say impossibly tight)–we did things faster than Commodore had ever done before and were never able to repeat after! If I had had more time, I would have developed a proper MOS op-amp which would have eliminated the signal leakage which occurred when the volume of the voice was supposed to be zero. This lead to poor signal-to-noise ratio, although it could be dealt with by stopping the oscillator. It would also have greatly improved the filter, particularly in achieving high resonance. I originally planned to have an exponential look-up table to provide a direct translation for the equal-tempered scale, but it took up too much silicon and it was easy enough to do in software anyway.

AV: The SID is very complex for its time. Why didn’t you settle with an easier design ?
BY: I thought the sound chips on the market (including those in the Atari computers) were primitive and obviously had been designed by people who knew nothing about music. As I said previously, I was attempting to create a synthesizer chip which could be used in professional synthesizers.

AV: Do you still own a C64 (or another SID-equipped computer) ?
BY: Sure, I have a couple of them (including the portable), but I honestly haven’t turned them on in years.

AV: Did Commodore ever plan to build an improved successor to the SID ?
BY: I don’t know. After I left I don’t think there was anyone there who knew enough about music synthesis to do much more than improve the yield of the SID chip. I would have liked to have improved the SID chip before we had to release to production, but I doubt it would have made any difference to the success of the Commodore 64.

sid_C64

AV: Can you give us a short overview of the SID internal architecture ?
BY: It’s pretty brute-force, I didn’t have time to be elegant. Each “voice” consisted of an Oscillator, a Waveform Generator, a Waveform Selector, a Waveform D/A converter, a Multiplying D/A converter for amplitude control and an Envelope Generator for modulation. The analog output of each voice could be sent through a Multimode Analog Filter or bypass the filter and a final Multiplying D/A converter provided overall manual volume control.

As I recall, the Oscillator is a 24-bit phase-accumulating design of which thelower 16-bits are programmable for pitch control. The output of the accumulator goes directly to a D/A converter through a waveform selector. Normally, the output of a phase-accumulating oscillator would be used as an address into memory which contained a wavetable, but SID had to be entirely self-contained and there was no room at all for a wavetable on the chip.

The Sawtooth waveform was created by sending the upper 12-bits of the accumulator to the 12-bit Waveform D/A.

The Triangle waveform was created by using the MSB of the accumulator to invert the remaining upper 11 accumulator bits using EXOR gates. These 11 bits were then left-shifted (throwing away the MSB) and sent to the Waveform D/A (so the resolution of the triangle waveform was half that of the sawtooth, but the amplitude and frequency were the same).

The Pulse waveform was created by sending the upper 12-bits of the accumulator to a 12-bit digital comparator. The output of the comparator was either a one or a zero. This single output was then sent to all 12 bits of the Waveform D/A.

The Noise waveform was created using a 23-bit pseudo-random sequence generator (i.e., a shift register with specific outputs fed back to the input through combinatorial logic). The shift register was clocked by one of the intermediate bits of the accumulator to keep the frequency content of the noise waveform relatively the same as the pitched waveforms. The upper 12-bits of the shift register were sent to the Waveform D/A.

Since all of the waveforms were just digital bits, the Waveform Selector consisted of multiplexers that selected which waveform bits would be sent to the Waveform D/A. The multiplexers were single transistors and did not provide a “lock-out”, allowing combinations of the waveforms to be selected. The combination was actually a logical ANDing of the bits of each waveform, which produced unpredictable results, so I didn’t encourage this, especially since it could lock up the pseudo-random sequence generator by filling it with zeroes.

The output of the Waveform D/A (which was an analog voltage at this point) was fed into the reference input of an 8-bit multiplying D/A, creating a DCA (digitally-controlled-amplifier). The digital control word which modulated the amplitude of the waveform came from the Envelope Generator.

The Envelope Generator was simply an 8-bit up/down counter which, when triggered by the Gate bit, counted from 0 to 255 at the Attack rate, from 255 down to the programmed Sustain value at the Decay rate, remained at the Sustain value until the Gate bit was cleared then counted down from the Sustain value to 0 at the Release rate.

A programmable frequency divider was used to set the various rates (unfortunately I don’t remember how many bits the divider was, either 12 or 16 bits). A small look-up table translated the 16 register-programmable values to the appropriate number to load into the frequency divider. Depending on what state the Envelope Generator was in (i.e. ADS or R), the appropriate register would be selected and that number would be translated and loaded into the divider. Obviously it would have been better to have individual bit control of the divider which would have provided great resolution for each rate, however I did not have enough silicon area for a lot of register bits. Using this approach, I was able to cram a wide range of rates into 4 bits, allowing the ADSR to be defined in two bytes instead of eight. The actual numbers in the look-up table were arrived at subjectively by setting up typical patches on a Sequential Circuits Pro-1 and measuring the envelope times by ear (which is why the available rates seem strange)!

In order to more closely model the exponential decay of sounds, another look-up table on the output of the Envelope Generator would sequentially divide the clock to the Envelope Generator by two at specific counts in the Decay and Release cycles. This created a piece-wise linear approximation of an exponential. I was particularly happy how well this worked considering the simplicity of the circuitry. The Attack, however, was linear, but this sounded fine.

A digital comparator was used for the Sustain function. The upper four bits of the Up/Down counter were compared to the programmed Sustain value and would stop the clock to the Envelope Generator when the counter counted down to the Sustain value. This created 16 linearly spaced sustain levels without havingto go through a look-up table translation between the 4-bit register value and the 8-bit Envelope Generator output. It also meant that sustain levels were adjustable in steps of 16. Again, more register bits would have provided higher resolution.

When the Gate bit was cleared, the clock would again be enabled, allowing the counter to count down to zero. Like an analog envelope generator, the SID Envelope Generator would track the Sustain level if it was changed to a lower value during the Sustain portion of the envelope, however, it would not count UP if the Sustain level were set higher.

The 8-bit output of the Envelope Generator was then sent to the Multiplying D/A converter to modulate the amplitude of the selected Oscillator Waveform (to be technically accurate, actually the waveform was modulating the output of the Envelope Generator, but the result is the same).

Hard Sync was accomplished by clearing the accumulator of an Oscillator based on the accumulator MSB of the previous oscillator.

Ring Modulation was accomplished by substituting the accumulator MSB of an oscillator in the EXOR function of the triangle waveform generator with the accumulator MSB of the previous oscillator. That is why the triangle waveform must be selected to use Ring Modulation.

The Filter was a classic multi-mode (state variable) VCF design. There was no way to create a variable transconductance amplifier in our NMOS process, so I simply used FETs as voltage-controlled resistors to control the cutoff frequency. An 11-bit D/A converter generates the control voltage for the FETs (it’s actually a 12-bit D/A, but the LSB had no audible affect so I disconnected it!).

Filter resonance was controlled by a 4-bit weighted resistor ladder. Each bit would turn on one of the weighted resistors and allow a portion of the output to feed back to the input. The state-variable design provided simultaneous low-pass, band-pass and high-pass outputs. Analog switches selected which combination of outputs were sent to the final amplifier (a notch filter was created by enabling both the high and low-pass outputs simultaneously).

The filter is the worst part of SID because I could not create high-gain op-amps in NMOS, which were essential to a resonant filter. In addition, the resistance of the FETs varied considerably with processing, so different lots of SID chips had different cutoff frequency characteristics. I knew it wouldn’t work very well, but it was better than nothing and I didn’t have time to make it better.

Analog switches were also used to either route an Oscillator output through or around the filter to the final amplifier. The final amp was a 4-bit multiplying D/A converter which allowed the volume of the output signal to be controlled. By stopping an Oscillator, it was possible to apply a DC voltage to this D/A. Audio could then be created by having the microprocessor write the Final Volume register in real-time. Game programs often used this method to synthesize speech or play “sampled” sounds.

An external audio input could also be mixed in at the final amp or processed through the filter.

The Modulation registers were probably never used since they could easily be simulated in software without having to give up a voice. For novice programmers they provided a way to create vibrato or filter sweeps without having to write much code (just read the value from the modulation register and write it back to the frequency register). These registers just give microprocessor access to the upper 8 bits of the instantaneous value of the waveform and envelope of Voice 3. Since you probably wouldn’t want to hear the modulation source in the audio output, an analog switch was provided to turn off the audio output of Voice 3.

AV: Any other interesting tidbits or anecdotes ?
BY: The funniest thing I remember was getting in a whole bunch of C-64 video games which had been written in Japan. The Japanese are so obsessed with technical specifications that they had written their code according to a SID spec. sheet (which I had written before SID prototypes even existed). Needless to say, the specs were not accurate. Rather than correct the obvious errors in their code, they produced games with out of tune sounds and filter settings that produced only quiet, muffled sound at the output. As far as they were concerned, it didn’t matter that their code sounded all wrong, they had written their code correctly according to the spec. and that was all that mattered!

____________________________________________________________________________________________________________________

NOTE: The original interview has since been lost to the sands of time on the internet. Luckily for us, the Internet Archive Wayback Machine salvaged the interview before it was lost forever.

 

Filed Under: History Tagged With: Bob Yannes, C64, chiptunes, interview, SID

Interview with Cinemaware: Heroes Live Forever

December 3, 2013 By ausretrogamer

Cinemaware

Back in the 80s, there was only one games development and publishing company that was synonymous with epic computer games, Cinemaware. Just saying the word Cinemaware invokes nostalgic and intoxicating memories of grand adventure gaming like the swashbuckling Defender Of The Crown and The Rocketeer inspired, Rocket Ranger. Cinemaware was prolific in creating iconic titles on home computers and consoles that are enjoyed till this day. This is a true testament to a company that developed games that have withstood the test of time.

One classic game from the grand Cinemware stable, Wings, originally released on the Amiga in 1990, is now getting remastered. To make the Wings: Remastered Edition game, Cinemaware has put out a call-to-action campaign on Kickstarter. Assembling some of the greatest development talent, Wings: Remastered Edition is one of those projects that must succeed so that us gamers can enjoy another Cinemaware masterpiece for years to come.

WingsRE

We sat down with Matt Falcus (Producer) and Darren Falcus (Director) from Cinemaware and asked them about the company and their Kickstarter campaign.

AUSRETROGAMER [ARG]: For those that didn’t grow up playing your epic games, tell us about Cinemaware – where did it all start?
Cinemaware [CW]: Cinemaware was originally founded in 1985 by Mr. Bob Jacob as Master Designer Software, which used the “Cinemaware” brand as a label. The next year the company (wisely) changed its name to Cinemaware. The company was located in Thousands Oaks, CA – a suburb of Los Angeles and the movie industry. It was the founders’ vision to build a game company that merged the best characteristics of movies and storytelling with games, something no one had tried before then. In fact, the term “interactive movie” was originally coined by Cinemaware – it was prominently displayed in all the game boxes (check it out)! Today this term and the blend between cinematics, story and gameplay elements has spread wide in the industry, yet many don’t know it started with Cinemaware. This is probably the greatest legacy the company left behind.

ARG: What has been Cinemaware’s greatest ever title?
CW: Commercially, it was Defender of the Crown, without a doubt. The game was a groundbreaking product on the Amiga, the visuals were so appealing and there was nothing quite like it until then. It literally sold Amigas, and at one point Commodore even bundled it with the machine. Cinemaware was on the leading-edge of the Amiga, and along with a couple of other development houses, known for the best games on the market at that time.
However, it was not until a bit later that the company released games to much bigger critical acclaim – games like Rocket Ranger, Wings and the seminal favourite It Came From the Desert. These games were far more advanced and sophisticated than Defender of the Crown, and garnered a fanatical following. We believe that the experiences provided in these games, from the late 80s, have to some great extent not yet been replicated by anyone. Cinemaware was that innovative.

ARG: Why does this Kickstarter campaign mark a new era at Cinemaware?
CW: The company has been in limbo for a few years, and a lot had to do with the market realities affecting the games industry. The original company went bankrupt in 1990, due to some bad strategic choices (namely too much reliance on the Amiga – which went bust, and a bad exclusivity deal with NEC on the Turbografx 16). After that, between 2000-2003, a new group of developers took over the company and attempted to release a few new games, such as Robin Hood: Defender of the Crown on PS2 and Xbox. However, those were delicate times: console development budgets were soaring, the market for small developers was very tough and financing depended almost exclusively on publishers. It became too much for a small group to handle, and it was not possible to continue developing new products on platforms that were financially unviable.
However, in the last 10 years a lot has changed – digital distribution has become a reality, allowing developers to sell to (and communicate with!) directly with their core audience. This is the case with Cinemaware. New, cheaper platforms have emerged (smartphones and tablets) and even the consoles now have digital download stores available. The industry has become a lot bigger and there are many new ways to develop games and reach new audiences because of all these developments.

For us, going on Kickstarter was essential, not just for raising funds, but also to really engage our core fans. We wanted to listen to them, get them involved with the company and with our products – the time of developing products in a bubble is gone – and ensure we really developed the kinds of experiences our fans want. Kickstarter and crowdfunding allow all of this and through social media we can work at rebuilding the great, core fan-base that Cinemaware has around the world. Our hope is that from here, we will keep on producing more products, bigger and better game experiences with as much input from our fans as possible!

Wings

ARG: What was it about Wings that made Cinemaware choose it above all other classic games?
CW: There were a few reasons, some of them not really linked for any particular reason.

First, there was the issue of symbolism: Wings was Cinemaware’s swan-song, the last game the company produced before shutting its doors in 1990. Like a WWI airplane shot from the sky, this great gaming legend went into hibernation for many, many years, so it was an interesting concept to look at Wings as a way to represent a rebirth of the company and its great games. Wings was also a very emotional, story-driven experience, unique for its time. We felt this would also resonate with our fans.

Second, from a technical and budgetary perspective, Wings was the project that was closer to reality for us. We had already spent a good amount of resources building the core project, assets, and plan – and therefore we felt it was suitable for crowdfunding because we really wanted to be able to deliver on a game that we knew was a realistic project for us and which we could do in a reasonable amount of time. We didn’t want to engage in something that would take over a year and would be highly complex in terms of technology and design, as we thought this would frustrate our fans in the short-term. Wings is a more contained experience which we can manage more realistically and improve a lot on with a more conservative budget.

Last, 2014 marks the 100th year anniversary of the start of WWI. We couldn’t have picked a better time to honour all the veterans of the Great War by producing a product that allows people to experience a bit of what it was like to be a pilot in WWI!

ARG: You have assembled some awesome talent to undertake this project – who is on the team?
CW: We have several game industry veterans in the group, not least of which Darren Falcus and Matt Falcus. They have been in the business since the 80s, well over 30 years, having developed and produced great games and franchises such as NBA Jam, several titles for Capcom, and they even did the Xbox version of Cinemaware’s Robin Hood: Defender of the Crown as well! Ken Melville, the original co-writer of Wings, is also part of the team. These guys were around way back since the Amiga days so it’s quite fitting to have them on board for the revival of Cinemaware!

ARG: With just under a month to go, looks like the Kickstarter campaign is tracking nicely. For those that haven’t made a decision to back Wings Remastered Edition, how would you pitch it to them?
CW: We had a great start and have come a long way, and we are hopefully not far from reaching our goal. We really must openly thank all our backers and fans who have given us so much support and trusted us with their funds. We can assure everyone we will do all we can to deliver on the best game experience possible and the quality expected from Cinemaware.

For those that have not joined this campaign yet: Wings is truly a different kind of game. Although it is, from a mechanics perspective, an action-combat game, it is much, much more than that. Wings really immerses you emotionally in a storyline which gives you a perspective on the life of a WWI pilot. The game was originally described as a “personal combat simulator” – and this is really fitting. It is not just about flying and shooting things – it’s about the experience of FEELING things in the context of WWI! We can proudly say that no other game since then has touched on this aspect like Wings has, and a lot of that credit goes to the great writing skills of guys like Ken Melville and Ken Goldstein, the original game writers. Ken Melville is participating in this project and helping us ensure this same feeling will still be there!

Also, please keep in mind: this is not just about Wings, it is about Cinemaware and a style of gaming that has long been lost. Your are not just supporting a product but our ability to continue bringing you new remakes and brand new titles which we have planned as well! There’s much we can do and lots of innovation to bring to our games, but we really cannot do it without their support.

WingsRemastered

ARG: Which other classic Cinemaware games are on the list to be remade? Which game would be next?
CW: Although we do not have definite plans yet, for some strange reason a lot of ants have been crawling around the office lately (smiling). Someone from the future also sent us a weird gadget that we can’t figure out how to use yet (still smiling). Maybe they want to tell us something? ARG: I am sure they are (winks)

ARG: With so many epic titles under its belt, what Cinemaware games do the people that work at Cinemaware like to play?
CW: We really like all the titles, for different reasons each. However, given the proper perspective as to which have an unanimous consent among the group, Rocket Ranger, Wings and It Came From the Desert are big favourites. However, Defender of the Crown has a vocal following too! Then again, someone wanted to get going on a new version of Lords of the Rising Sun, and well, we are glad we have such a great legacy to work from – and a great responsibly to protect it!

Well there you have it folks. A great insight into Cinemaware and their future development plans. We must sincerely thank Matt and Darren Falcus for taking time out to chat to us. With the Wings: Remastered Edition Kickstarter campaign running for another week (as of this article), it is already 95% funded. Please pledge and help them get to their target. We are definitely backing this one!

Wings_Download

 All images sourced from: Cinemaware

Filed Under: Retro Gaming Culture Tagged With: Cinemaware, Defender Of The Crown, interview, Rocket Ranger, Wings

Interview with Steve Riner: Neo Geo Guru

November 28, 2013 By ausretrogamer

I keep on getting asked, why do I like spending time on Twitter and what do I get out of it. The answer is quite simple – I like socialising with like minded people. When geography gets in the way of socialising in person, the next best thing is to get on an online social medium. This is where Twitter excels – it has the power to bring like minded people together anywhere in the world. There are no borders in Twitter!

As mentioned in previous interviews, I have met so many wonderful people I am proud to call my friends – even if we have not met in person! One particular person I would dearly like to meet in the flesh, is none other than the SNK Neo Geo guru, (Harry) Steve Riner. I have conversed with Steve and his wife (Emily) so many times over the last year, it feels like we have known each other for ages. I have been meaning to get an interview with Steve for some time, and finally, that day has come. Just like others that have a passion for video gaming, Steve is an awesomely cool and super-friendly guy that goes out of his way to engage in conversation and also assist with queries, especially anything in reference to SNK and the Neo Geo.

We sat down with Steve, thousands of miles apart, and probed him with some hard hitting questions:

AUSRETROGAMER [ARG]: So, Mr. Harry Steve Riner, tell us how your love of video gaming began? What are your earliest memories?
Harry Steve Riner [HSR]: I began gaming when my parents bought my brother and I a NES for Christmas 1987. To this day, I am unsure if the NES was for us or for my dad and his friends! Earliest memory I have of playing was watching my mom get completely destroyed by level 1-1 on Super Mario Bros.

NeoGeo_SNK hw family pic
The SNK family: some of the SNK hardware in full glory

ARG: Were you a brand loyalist or did you jump from one make of console to another?
HSR: I was very much a Sega fanboy. When I got to an age to make gaming console decisions, it was all about Sega. The first console I asked for was the Sega Genesis. The CD add-on was requested shortly thereafter. I followed that up with a Saturn for Christmas. I love Sega.

ARG: Were you ever into gaming on home computers, like the C64?
HSR: I got into gaming on PC for a short period when we got our first PC. I only played FPS games back then. Weird thing is, it seemed that the best games on PC were from that genre. My favorite was Unreal Tournament. I have tested a few TI99/4A’s and played a game or two on them. I played educational themed games when I was younger on 5 1/4” floppy disks, like Number Munchers, Oregon Trail and Where in the World Is Carmen Sandiego.

ARG: What was your favourite video gaming generation?
HSR: Easily the 16 bit era. It felt like the Wild West back then. It was as if anything was possible and all the companies in the industry were VIDEO GAME companies! All the hardware companies were gunning for the title and the only true winner was us, the gamers. By this time I was armed with more gaming information via magazines, so I found it was a lot easier to make a decision on what to buy and on which platform. So many classics, on so many different platforms, it was easily the best era in gaming for me.

NeoGeo_HaulingMVS
This is how you transport arcade cabinets!

ARG: When did your love of SNK’s Neo Geo begin? What was it about the Neo Geo that put a stranglehold on your heart?
HSR: My first exposure to SNK was the same as almost everyone else – in the arcades. It was truly love at first sight. King of Fighters 95 did it for me and I have lusted after the hardware ever since. I knew about the AES back then (from reading EGM), but I also knew there was no way I was going to be able to convince my folks into getting me one. It wasn’t until about a year ago I started to look into collecting SNK stuff seriously. Now, here I am stuck in its very tight “stranglehold” – I like how you put that (smiles). I grew up playing cartridge based games. I was always looking for the biggest and the best cart based games. Once I found out that SNK had made a home console from their arcade hardware, I knew it was game, set and match on the cart based world! Its appeal was immediate – aggressive advertising, big bright red cabinets, large character sprites on screen, amazing graphics and intense audio. It all seemed larger than life and geared towards only the most hardcore of gamers.

ARG: You got me into Shock Troopers 2nd Squad (thank you very much for that), what is your absolute favourite SNK game?
HSR: Glad you are enjoying it. The Shock Troopers games are brilliant and have all of SNK’s signature ingredients! My favorite SNK game has got to be King of Fighters 97! No matter what, I always find myself coming back to it. As great as KoF98 is, and as much as everyone has labeled it the crowned king of the KoF series, it’s the additional elements of the Orochi Saga story arc coming to an end that sets it apart from KoF98 in my eyes. There are so many amazing games available for the SNK hardware – it’s really hard picking just one. I’ll do a top 3, because I feel the other two deserve just as much attention as KoF97:

1. King of Fighters 97
2. Real Bout Fatal Fury Special
3. Prehistoric Isle 2 (MVS only)

NeoGeo_KOF
Someone likes The King of Fighters just a bit

ARG: Being a family man, I know how hard it is to make time for our passion. How do you make time to play video games? Is the family into it too and do they like the old stuff?
HSR: I do most of my gaming when the kids are at school or after they go to bed. Good thing is, the wife and kids all play games to some extent. The littlest ones, my 4 and 5 year olds, love playing on the arcade machines. They aren’t really big gamers – my son is too busy playing with his Lego. My oldest is a Nintendo fangirl through and through (laughs)! She enjoys a razzle on the MVS from time to time, but most of her gaming is done on her 3DS or the WiiU. She is currently playing Pikmin 3 and Animal Crossing: New Leaf. My wife is as big of a gamer as myself. All her free time goes to gaming. She plays a good mix of all things current gen: 3DS, WiiU and PS3. She is currently play Pokemon Y, Monster Hunter 3 (3DS & WiiU), and will be soon starting The Wind Waker. With all of them gaming, they don’t mind dad stepping out for a few seconds to grab a credit or two on the MVS.

NeoGeo_Playing_MVS
Keeping it in the family: Steve’s eldest daughter enjoying some fighting action

ARG: What other classic retro systems do you own? Are there old systems you are looking at adding to your vast collection?
HSR: I currently own: NES, SNES, Genesis, JP Victor Saturn, JP Sega Dreamcast, PS1 and PS2, Neo Geo Pocket Color, Game Boy, Game Boy Color, GBA, GBA SP, Neo Geo CDZ, Neo Geo CD (top loader) and a Coleco Telestar Arcade. I am currently looking for a PC Engine Duo R or Duo RX, and of course an AES. It’s weird that I don’t have an AES, but they are going for crazy money right now. I have a few others I’ve wanted for years, but those two are on the top of the wish list. I’m also looking into expanding my arcade PCB collection.

NeoGeo_SATURN
Steve’s favourite disc based console

ARG: From our chat the other day on Twitter, we noticed that you had been busy hunting down numerous arcade cabinets – can you tell us more about this – how you came to this great haul and are you thinking of opening up a ‘Steve’s Joint’ arcade parlour?
HSR: I had stopped at this nearby place about two years ago to look at a used car, an old yellow Mercury Grand Marquis. While trying to find someone there to talk to about the car, I noticed through the full glass door that there were heaps of arcade machines inside. I left my contact details there several times and had never been able to catch the owner, until recently. About a week ago I stopped in while he was there and started talking to him about the cabinets. It was then that he told me he was trying to get rid of everything he had, and quickly! My mind immediately went to Neo Geo MVS mode – where is it and what did he have on offer. So this is how I’ve come to acquire the two new MVS converted cabinets. I worked out a deal with the guy for a few more cabinets;  a cocktail table and all SNK/MVS/Neo Geo stuff. There is plenty more in there and I’m attempting to work out a deal for the others – a sit down or some dedicated cabinets. So there may be more excitement to come. No plans of an arcade parlour right now, I’ve got one of the MVS’s lined up to be sited at a friend’s tattoo shop. I’m restoring the cocktail table for my father in-law for Christmas. He wants it done in Ms. Pac-man guise. Not sure on my plans for the other cabinets I picked up, maybe a classic multi-cade PCB setup. As my plans are still up in the air, I will keep you posted on what I come up with.

NeoGeo_Arcade_Haul
Jealous? You should be! Steve’s recent arcade haul

ARG: Do you have any plans to come to Australia (we would welcome you with open arms)?
HSR: I’d definitely love to travel to Australia. In fact, I’d love to be able to set foot on all continents. I’ve always wondered what it’d be like to visit another country.

Right, time for some rapid fire questions:

ARG: Favourite console of all time?
HSR: Sega Saturn.

ARG: Favourite console game of all time?
HSR: Legend of Zelda /Mega Man 2 on NES.

ARG: Favourite arcade game of all time?
HSR: King of Fighters 97.

ARG: Joystick or joypad?
HSR: Joystick, but some genres need a pad.

ARG: PS4, Wii U or Xbox One?
HSR: WiiU. But it also depends on which systems publish the games I like to play.

We thank Steve for his time today. We definitely feel like we have got to know him much better. There were a few surprises in there, but that is what makes it exciting when speaking to a fellow gamer, especially one as cool as Steve. We can’t wait to hear more about his restoration project(s) and future arcade cabinet endeavors!

You can follow Steve’s exploits on all manner of social networks. Check him out on Twitter and Instagram.

 

Filed Under: Retro Gaming Culture Tagged With: interview, Neo Geo, SNK, SNK Neo Geo, Steve Riner

Interview with Sean Tagg: Out Run Extraordinaire

October 29, 2013 By ausretrogamer

The great thing about social media, it brings people together. I have met plenty of wonderful and interesting people and Sean Tagg is definitely one of them. Upon my initial twitter conversations with Sean, I found him to be very engaging by sharing his video gaming knowledge (which he has plenty of) and also assisting in gaming related queries. Sean is one of those genuinely great people that likes to share information and be helpful – traits that are well admired.

I am digressing! I have been an admirer of Sean’s creative talents for over a year and I thought it was high time I lassoed the gaming warrior and ask him some pressing questions.  Here it goes!

AUSRETROGAMER [ARG]: So Sean, tell us how it all started – how did you get into video gaming? What are your earliest memories?
Sean Tagg [ST]: My earliest memories of playing video games date back to 1979 -80. My family used to take me to a caravan site in Wales (UK). The site had a barn full of arcade machines. I vividly recall playing some pretty cool arcade machines like; Space Invaders, Missile Command and Battle Zone. I used to have to stand on a milk crate to look through the scope on Battle Zone as I was only 7 years old.

ARG: What was your first console or gaming experience ?
ST: My first game was a LCD pinball game called Wildfire – made by Palitoy. Palitoy was based locally to where I lived and were huge in the day. They manufactured Star Wars and Action Man figures too. I later had other LCD games including Munchman, Frogger and BMX Flyer.

Sean’s first foray into gaming: Wildfire

ARG: Were you ever a brand fan (Sega vs Nintendo, Spectrum vs Commodore vs Amstrad)? If so, which side did you take?
ST: I was a Commodore fan. My first computer was the C64c, then I upgraded to the Amiga when I saw Ocean’s Batman game! I was a big fan of Stunt Car Racer, Anco’s Kick Off 2 and many more. Years later, I saw Golden Axe running on a Japanese Sega Mega Drive and I knew I had to have one. I’ve had quite a few of Sega’s machines, all imports – the Game Gear, Mega CD, Nomad, Saturn and Dreamcast.

ARG: You are an oracle of sorts on Sega’s venerable Out Run game (we love your blog site!). When did you first play it and what got you hooked for life?
ST: I first played Out Run the year it was released, 1986. Every arcade on the seafront of our holiday town had the deluxe cabinet version. I suppose it gave me a feeling of being able to drive and show off in a Ferrari, something no other game could do at the time. I think being a fan of sports cars, exotic locations and Caribbean steel drum music helps! OK, the last one was a lie (smiles)

The awesome 16-bit Sega Lego Mega Drive

ARG: Speaking of arcade games – what other ones tickle your fancy?
ST: All of Yu Suzuki’s big deluxe machines are fond favorites. I am glad to have grown up and experienced playing Out Run, Space Harrier, After Burner, Power Drift, Enduro Racer and R360 in the arcades. These days, I most play Mr Do!, Wonder Boy, Shinobi, Galaga, Robocop, Strider, Ghouls’n Ghosts, Rainbow Islands and Bubble Bobble. [ARG]: A list of classics!

ARG: We are admirers of your Lego video gaming inspired creations – how did this come about and which creations are your favourite?
ST: I play Lego with my 5 year old lad a fair bit. One day, I just thought that it would be cool to try and create the Out Run deluxe cabinet with Lego, incorporating my smartphone running MAME. Check out the stop motion video (below) of it being made. Oh yeh, I also enjoyed making the Lego Sega Mega Drive (smiles).

ARG: Can you give us a scoop – what will you create next with Lego?
ST: Maybe a Sega Hang On arcade sit-down bike (winks). [ARG]: We would love to see that!

ARG: You are also a restorer extraordinaire – tell us about the cocktail table restoration project?
ST: I picked it up on eBay 6 years ago. When it arrived it looked far worse than the photos and I thought “What have I done. It’s junk!”. After stripping it down and cleaning it, I started to take a shine to it. I spent a fair bit of time on a great site called Arcade Controls – the forums helped me to build the control panels, learn how to configure the software and the wiring. 6 years later, between having two kids and moving to Australia (with the machine in tow) it’s finally complete! [ARG]: It looks damn awesome too.

I also built this Bubble Bobble machine from scratch. [ARG]: Oh wow, it looks like we may be paying you a visit in the near future. That machine looks very inviting. I’ll play as Bub.

Built from scratch! The guy is a talent.

ARG: Are there any other hobbies you enjoy?
ST: I like art and woodwork. I’ve recently done some Shenmue drawings that I’m pretty happy with. I’m looking to do 4 characters in total.

Sean Tagg – a man of many talents. These drawings are sublime

ARG: Now comes the two hardest questions of this interview:

ARG: What is your all-time favourite gaming system?
ST: When it comes to retro systems, it has to be Sega’s Dreamcast. As for the current generation consoles, Microsoft’s XBox360 is my pick.

ARG: What is your all-time favourite video game?
ST: Easy, Shenmue. [ARG]: What? I would have thought Out Run?
ST:
Well, Outrun is in Shenmue, as with many other Yu Suzuki classics (smiles).

Well Sean, that wraps it up. Thank you very much for making time to participate in this interview – it wasn’t that scary after all. We will keep tabs on your wonderful creations and we will definitely be catching up with you in the near future.

To keep tabs on what Sean is up to, you can follow him on Twitter, Instagram and his website.

 

Filed Under: Retro Gaming Culture Tagged With: interview, Lego, Out Run, Retro Gaming, Sean Tagg

WaR breaks out at EB Games Expo

September 24, 2013 By ausretrogamer

It is always a pleasure meeting up and chatting with like minded and passionate retro gamers. One retro gamer in particular is so passionate and down to earth, he is like a magnet for other retroholics. The retro gaming magnet I speak of is none other than Aleks Svetislav (aka: Serblander or Serby), one half of the great Weird and Retro (WaR) team. I have caught up with Serby a few times during the year and it never ceases to amaze me at the things they get up to – from hunting arcade machines across the country, to running retro club days and their awesome television show segment on New Game Plus on channel 31, to name a few.

In the recent past, WaR have been involved in events bringing retro gaming to the masses. Their events caught the eye of EB Games Australia which has lead to the WaR team being invited to participate in this years EB Games Expo (October 4 – 6). We caught up with Serby to get the lowdown on all things EB Games Expo and Weird and Retro.

For those that have been living on the moon and have not heard of Weird and Retro, this is what the lovely folks at EB Games have said about them:

“Weird And Retro are Australia’s premier retro gaming gurus. Watch them on TV or game with them in person at their numerous community events. Weird and Retro are keeping the pixelated past alive by bringing weird and retro to all generations!”

Now, on with grilling Serby!

AUSRETROGAMER [ARG]: Hey Serby, take us through the details of how your involvement with the EB Games Expo came about?
Aleks Svetislav [Serby]: It all started on Twitter. Earlier this year, our good friend Susie (@SiouxsieKate on Twitter) mentioned us to the community manager of EB Games Australia (EB) answering her call for any retro collectors in Melbourne to help out with retro consoles for their EB GameAThon; a 25 hour livestream to raise money for the Starlight Foundation. I followed up, they agreed, we gave a presentation, the crowd (and EB directors watching) loved it, and the rest as they say, is retro gaming history.

Kano and Serby at the Nintendo Experience for EB's Starlight GameAThon 2013 fundraiser
L-to-R: Kano and Serby at the Nintendo Experience for EB’s Starlight GameAThon 2013 fundraiser

ARG: Who came up with the awesome idea of a ‘Retro Gamer Garden’ theme for the Expo? 
Serby: The Retro Gamer Garden theme was put forward to me at our first business meeting with EB by Kelsey Gamble. I loved it (as well as the complimentary lamb business lunch)! While we worked together on it in terms of adding extra themes and features, the credit for this awesome theme goes to EB Games!

ARG: Did you have any other ideas apart from the Garden theme?
Serby: Once I heard of their Retro Gamer Garden idea, I was sold. There was no need to explore any other themes. We were all excited about the garden theme and were on the same page, so it was full steam ahead. What we did do was add to the theme – for example, I came up with the idea to have a ‘gaming pond’ where you could play retro fishing games on a fishing controller while sitting in the comfort of a fold-out camping chair (ARG: You are so clever Serby!). Bringing a VHS player to watch old school cult classics while playing the movie tie-in games, as well as some other features that we hope you will get to see next year.

Andrew Owen [Monash University] at the War exhibit at the Computer Games Boot Camp 2013
Andrew Owen [Monash University] at the WaR exhibit at the Computer Games Boot Camp 2013
ARG: What is your main aim or what would you like (hope) to achieve with the Retro Gamer Garden?
Serby: We are very experienced with gaming events, expos, red carpet events and crowds. What we aim to achieve with the Retro Gamer Garden is the same as with all our other events: to make people aware of and excited about the rich history and great fun that retro gaming has to offer. This is not only for the bearded merchants of reminiscence from ye old times, but for all the younger generations who may not have been exposed to or have had a chance to enjoy gaming on actual retro hardware.

ARG: How will the retro systems be sourced? Are you bringing your own? If so, which ones? How are you going to cart this precious cargo? Will there be any arcade machines?
Serby: One of the reasons that Weird And Retro was chosen to run the retro event for EB Games Expo (apart from all of our event experience and good working relationship with EB) is that we can supply and run all the retro games and systems needed for the event. As such, EB offered to fly us to the expo and back and have all our retro ‘luggage’ transported by their transport company. However, due to the uber rare and expensive nature of our collection, we did not want to take any chances with couriers damaging our rarities. So, we offered to drive a hire truck to Sydney and back ourselves. This way, we not only ensure that everything will get all the TLC that it needs, but we just scored another ‘paid for’ Retro Road Trip! Oh, and there may also be an arcade machine or gaming kiosk coming with us too.

The 'Interactive Retro Gaming Museum' for YMCA's Pixel Arcade event
The ‘Interactive Retro Gaming Museum’ for YMCA’s Pixel Arcade event

ARG: Will you be running competitions during the expo? If so, which games, what format and most importantly, what are the prizes?
Serby: As with all of our events, we will be running some WaR comps (not to be confused with ‘war camps’). Like at all of our larger events, we aim to have our regular 10-player Saturn Bomberman tournament; running on a projector in front of a large audience. We will have to see if space and facilities will permit this. Back by popular demand will be C64anabalt: the recent cartridge release from the ever awesome RGCD. This C64 release is based on the popular Canabalt game. As far as prizes go, isn’t seeing and playing with your favourite retro gamers from the television screen in real life prize enough? (winks).

ARG: If PAX Aus is anything to go by, I reckon your area will be extremely popular! Do you have helpers on hand? If not, can I sneak into your luggage.
Serby: (Laughs), thanks for the offer Alex, but EB security already have an ‘AusRetroGamer Wanted’ poster (ARG: I have been exposed!) at all entry points so smuggling yourself through them would be tougher than squeezing anything past a cavity search by the TSA (laughs). Apart from the ‘faces’ of Weird And Retro (Serby & Kano), we will almost have the full contingent of ‘WaRiors’ coming along and helping out: Pedro (aka: RetroGamerRival), Jamie, Stacey Borg, and returning to EB from our previous EB GameAThon venture: Jerry (aka: @icemanfx). ARG: No love for ausretrogamer hey. This changes everything Serby (wink).

Weird and Retro on their infamous 'Retro Road Trip'. Completing Serby's life-long dream in owning Gauntlet II
Weird and Retro (Kano and Serby) on their infamous ‘Retro Road Trip’. Completing Serby’s life-long dream in owning a Gauntlet II machine

ARG: Can you give us an exclusive on something about the EB Games Expo that we didn’t already know about?
Serby: For AusRetroGamer? Absolutely! Those that follow our Weird And Retro twitter exploits, you will know of our retro hunts. Well for this years EB Games Expo, we will be bringing the mother-load of our Retro Road Trip pick-ups! I am talking about none other than an original 1986 4-Player Atari Games arcade cabinet that is Gauntlet II! ARG: WHOA, I am fully gobsmacked! I hope she is guarded like Fort Knox.

ARG: Apart from the Expo, will you have time to go on a retro hunt while in Sydney?
Serby: Weird And Retro never goes to Sydney without visiting our friends and previous event sponsors: ‘Retro Games Top Ryde City’ and ‘The Gamesmen’ in Penshurst! If you want retro, then do not go there! Leave it all for us!

Weird and Retro area at the Amiga Users Group meet - showcasing RGCD's latest C64 releases
Weird and Retro area at the Amiga Users Group meet – showcasing RGCD’s latest C64 releases

ARG: What is next for Weird and Retro?
Serby: WaR is breaking out on all fronts! Apart from EB Games Expo, we are already booked for the annual two day AFTERSHOCK event taking place at Monash University (Caulfield Campus) on Saturday 7 – Sunday 8 December. Events for 2014 are looking good with the 7-day Computer Games Boot Camp 2014, PAX Aus and EB Games Expo 2014. Monthly club meets (in Victoria) include: Retro Tuesday on the first Tuesday of every month; and AUG (Amiga Users Group) every third Sunday of each month. I was recently stopped at a Cash Converters (pawn store) while on a GameCube retro hunt by a mature couple who were big fans of our WaR segment on the New Game Plus TV show, which reminds me: we need to record more WaR TV segments! We have also set-up our Weird and Retro YouTube channel so watch out (no pun intended) for upcoming feature length segments, reviews, event videos and more! Our weirdandretro.com site is under construction – this is where you will find a host of retro related goodies in the not too distant future. In the meantime, if you cannot join us in person at any community event, you can follow our exploits on Facebook and Twitter. If you like to see a lot of ‘Retro Gaming Show & Tell’ then following us on twitter is highly recommended!

ARG: Hang on, did you say PAX? Are you joining us at the Classic Games Console crew?
Serby: Looks like it (winks).
ARG: Oh man, that is awesome! We will have a blast.

ARG: Finally, what is your all time favourite arcade game?
Serby: As a Highlander would say: “There can be only one!” But as Weird And Retro has two co-hosts, I will give you (my) two. My two all time favourite arcade games are Gauntlet II and Mortal Kombat II. Gauntlet II was the first game that introduced me to multi-player gaming. It was more than just 2 players at one time, which has led me to my love (and vast collection) of multi-player LAN games and consoles. As for Mortal Kombat II, I was a champion. Having played the game for five plus hours a day, every day, for almost a year, at a local Dandenong arcade (for free), I was bound to become a flawless champion! Anyone want to take on Kitana?

Well there you have it. Thank you Serby for your time and candid responses. We wish you all the best at the upcoming EB Games Expo. We are certain the Retro Gamer Garden will be quite popular. All the best in your future retro endeavors and adventures. We will definitely see each other again in the not so distant future.

RETRO GAMER GARDEN PULLUP BANNER B2

 

 

 

Filed Under: Announcements Tagged With: EB Games Expo, interview, Retro Gamer Garden, Weird and Retro

Interview with Seth Peterson from All You Can Arcade

August 20, 2013 By ausretrogamer

ayca_logo

If you have dreamed of owning your own arcade machine but could never afford buying one, then you are in luck (Ed: if you live in California.)! We stumbled upon a new business that offers arcade machines for rent. They have lots of machines, even those old ones we loved while growing up. This new business is the brainchild of Seth Peterson, Co-Founder and CEO of All You Can Arcade. We rounded up Seth and asked him some hard hitting questions about his business.

AUSRETROGAMER [ARG]: Tell us about ‘All You Can Arcade’ – how did you come up with the idea?
Seth Peterson [SP]: About two years ago, I wanted to buy an arcade game for myself. After looking online for about a month, it seemed like the only ones I could find were all $800 or above. At one point I almost bought one for that much. If I had, who knows, maybe ‘All You Can Arcade’ never would have existed. Anyway, my van broke down on the way to pick up the game and I wasn’t able to buy it. A few months later I was on Craigslist and wanted to see if prices had changed. It was my 35th birthday and like a gift from heaven, someone was offering to sell a non-working Turbo Outrun game for $60 (Ed: Wow!). I called the guy and for an extra $15, he agreed to deliver the game to my house. When it arrived, it was a little rough around the edges, but the game still worked. That night, I stayed up racing away to my heart’s content. The next morning, I couldn’t shake-off how great it felt to have someone bring over an arcade game for so little, even if it wasn’t a “premium” title. That is when I had my epiphany – I thought to myself, if I could find enough games at a discount price, we could offer the same service to other people, but we get to hang onto the games instead of selling them.

Top of the world: All You Can Arcade CEO, Seth Peterson
Top of the world: All You Can Arcade – Co-Founder & CEO, Seth Peterson

ARG: What services / products does ‘All You Can Arcade’ offer?
SP: In many ways we are title neutral. We look for good deals and know that someone somewhere is looking for that game. People have compared our services to Netflix, but in some ways we’re more like Redbox. If you go to a Redbox kiosk, you can rent one of maybe 30 video games for about $2 per day. Not every game is great, but by focusing on a different genre with each title, they’re able to have something that anyone will like at any given time. Because the arcades are limited in the number of games and certain titles, we’re trying to put together a similar selection so that if someone’s top game isn’t available this month, then they can still find something they love while they wait for only $2.50 per day. These niche titles create a sort of long-lasting appeal that helps us match niche games with the customers who want to keep them for an extended period. The other day, we rented out our Buck Rogers arcade – it’s not a strong racer, but if you grew up watching the TV show, there’s a special magic about playing that game. By finding someone who was a fan of the show, we can offer a more powerful experience then delivering that same customer a Donkey Kong. Of course a lot of people still love Donkey Kong, Tempest, Asteroids, Tron, Ms. Pacman, Street Fighter II, Pole Position, Dig Dug, Mario Brothers, Duck Hunt and other hit titles, so we try to collect as many of those as well.

ARG: How many arcade machines do you currently have?
SP: We currently own about 175 games. By comparison, the third largest arcade in the world has a little over 180 games. We hope to get to 500 games in our own portfolio before we’ll stop buying more.

globe_pinball
Bally’s awesome pinball table: Harlem Globetrotters On Tour

ARG: What other machines are you looking to add to your portfolio? Where do you source your machines from?
SP: We never quite know where we’ll find a game, but we’re willing to travel hundreds of miles to get them at the right price. That gives us an advantage over people who limit themselves to the major metropolitan areas. Some have come from operators (we know) who want to retire. Others get picked off from Craigslist when someone is moving and they don’t have the capability to take it with them. Some come from ex-girlfriends or widows who hated the games and just want them gone (friendly advice for any man who owns arcade games or a nice convertible – don’t ever cheat on your special lady). Sometimes, we’ll go to the arcade auctions and pick off the weak titles that the collectors can’t seem to absorb. Part of what has allowed us to buy so many is that once the games stop earning income, collectors became really picky and there are titles that you just can’t move because so many of the people in the hobby have their garages filled up with games.

ARG: What are the pricing packages to rent an arcade machine? How does one rent a machine?
SP: We charge $75 per month, per game. We don’t care what title you pick. We don’t want people to feel like they are getting short changed by trying to up-sell them on more popular titles like the way that the arcade industry has traditionally priced rentals. We also don’t require any long term commitments (Ed: Now that is great.). Members are free to walk away anytime they get tired of the service and we’ll come and pick up the arcade game. On top of the $75 per month, we also charge an initial $75 deposit that is returned to customers provided the game comes back free from abuse. The best way to rent a game is to sign up for a 1, 2 or 3 at a time package on our website and reserve your game.

ARG: What areas does ‘All You Can Arcade’ service ? Any plans for expansion – nationally or internationally?
SP: Currently we serve as far south as San Jose, as far north as Santa Rosa, as far east as Sacramento and Modesto and all the way to the coast. We currently have an operator in Denver who is test piloting our crowd-sourcing feature that we hope to launch soon (Ed: we definitely want to know more about that!).

simpsons
The Simpsons: four player mayhem

ARG: Can you tell us which arcade machine(s) is/are the most popular with renters?
SP: People love Ms. Pacman. We literally bought 6 more PCBs (Printed Circuit Boards) yesterday to try and keep up with demand. Street Fighter II (SF2) also has a long waiting list. We’re looking to add more ‘fighters’ to the site and hope that will alleviate some of the SF2 congestion that we face. Pole Position has also been surprisingly popular – we have 3 copies that rotate in and out. While we don’t get a lot of requests, when we put our Mortal Kombat on the site, it was reserved in less than 5 minutes, so we think there is demand for that title as well.

ARG: What are your immediate challenges at ‘All You Can Arcade’?
SP: Trying to grow from a small business into a medium sized one. It’s clear from the response that our service has struck a chord and that we’ve got a lot of room to grow just locally. But in order to save the arcade industry, we need to do this on a national scale. With demand being so strong, it’s been challenging to try and fix up the games while making deliveries full-time and still trying to hang onto the day job (not to mention all of the business development that goes on behind the scenes). Lots of all-night work – I haven’t had a day off in over 6 months, and pretty much no time for TV or video games unless they are being tested right before they go out (Ed: That is dedication.). This is the 4th business that I’ve started and by far it’s been the most challenging to create. The bankers, accountants, attorneys and professionals have universally hated the concept from the get go, so we’ve had to do this on our own to prove that there really is demand for a service like ours. Once we can prove that we have a winning business model, it will be easier to attract the resources we need to accelerate growth. In the meantime, it’s a lot of hard work, but sometimes the most important things in life are the hardest to accomplish.

arcade_machines
Bunch of beauties. Look at Galaga!

ARG: Do you have a favourite arcade machine? – if so, what is it and why is it your favourite?
SP: My favorite has got to be Missile Command (Ed: great choice!). It was the very first video game I ever played and to this day I can’t put my hand over the trackball without getting goosebumps. It’s like stepping back in time to when I was 8 years old. Even if this feeling passes after you play a few games, it’s something special and I think just about every one of us has a certain game that causes the same reaction. That’s why it was important for us to try and acquire lots of different titles instead of only offering the most popular ones. Eventually, we hope to have enough games that anyone can play their favorite game from their childhood.

ARG: Tough question time: Atari, Nintendo or Sega?
SP: At least you’re not making me choose between FPS and MMORPG, then I’d be upsetting a rabid fan base no matter what. Atari made some really cool games and they’ve probably done more for the arcade industry than any other company, but ultimately I’d have to go with Nintendo. Their commitment to the casual game gave them an exceptional lineup. Some people like to have 20 buttons and 49-way joysticks to master extreme combos. I want one joystick, one button. This simplicity creates a replay-ability factor that doesn’t exist in some of the more complex games.

A big thank you Seth for taking time out of your busy schedule to chat to us – you are a true gentleman. We wish All You Can Arcade all the best in the future. Let’s hope they grow quickly and keep the arcade machines alive. If you are lucky enough to be in the areas that ‘All You Can Arcade’ services, become a member, choose your machine and game on!

 

Filed Under: Retro Gaming Culture Tagged With: !Arcade!, interview

Interview with Hyperkin: David Yu talks about the RetroN 5

May 23, 2013 By ausretrogamer

RetroN5_01

As the years roll on, we tend to forget that our gaming consoles from two (and even three) decades ago will not last forever. To ensure longevity of our precious plastic, Hyperkin has taken the task to create a console that will play most (if not all) of our game cartridges. We cornered Hyperkin’s David Yu and asked him some pressing questions about their upcoming RetroN 5 gaming console.

Australian Retro Gamer [ARG]: In the beginning – tell us about the genesis of Hyperkin and their product line.
David Yu [DY]:  Hyperkin was founded by three brothers who started out in the games industry by selling Dance Dance Revolution (DDR) Dance Pads at the height of their popularity. As their business started to grow, their customers and retail partners started to ask them to supply more peripherals and accessories. Eventually, as the demand for these products started to grow, they chose to shift their business toward concentrating on peripherals and accessories. They realised that they needed to create a trademark, and thus, Hyperkin was formed.

Hyperkin found that in order to carve an identity for the company, they needed to find a niche. Upon further research, they found that the retro gaming market was grossly under-served  and because most of them had grown up with classic consoles, the decision was made toward focusing their efforts to serve this demographic.

ARG: What is the biggest ‘thing’ about the RetroN 5 system?
DY: 
The biggest thing? It’s really hard to pinpoint one aspect of the console that is the biggest feature, as there are so many. One of big features is the HDMI output and up-conversion. Most of the retro games do not translate well on a HDTV, and that is a shame. The fact that we have to hold onto our old CRT TV’s to play these games, is a travesty. I do know, that for some hardcore retro gamers, that is the preferable way. But for myself, it didn’t make sense that I had to continue to hold on to a heavy CRT TV just to play my favourite games, while my really awesome slim HDTV just sat there. The fact that the RetroN 5 can play our classic games in full HD glory is personally my favourite feature. The RetroN 5 will output a resolution of up to 720p, and you will be given the option to change the aspect ratio. We have also added filters and shaders which will make images look smoother and brighter, and for those who like scan-lines we will also include that filter. Pretty much, we’ll be giving users multiple options to customize their overall gaming experience, because, at the end of the day, isn’t that what we really want?

RetroN5_shaders

ARG: Just to follow up on the HD capability of the RetroN 5, does that mean ‘gun’ games, like NES Duck Hunt will work on it ? If it did, that would be a miracle!
DY: Unfortunately, no, as this is an issue with the television rather than the system (ARG: Darn HDTV!). There are currently no plans to update or to create a light gun that works on HDTVs.

ARG: One of the key selling points will be compatibility. Which old game cartridges should we hold onto so we can play them on the RetroN5 ?
DY: As it stands, the RetroN 5 has five cartridge slots for the Famicom, NES, Genesis, SNES and Game Boy Advance. Additionally, Mega Drive, Super Famicom, Game Boy and Game Boy Color cartridges will also be compatible with the system. In essence, that is 9 different systems that gamers can have access to on one convenient console.

We wanted gamers all over the world to be able to play their favourite games without having to worry about region compatibility. All PAL and NTSC cartridges will be compatible, including games with FX chips and CIC lockout chips. We have stated that our goal is for 100% compatibility, and to ensure that we meet this goal, we have asked several prominent members of the retro gaming community to assist us in compatibility testing, as their collections range from the rare to the obscure. To some extent, we do realize that a small number of games may not be compatible at launch. To remedy that, once we have identified those games, we will provide users with consistent firmware updates which can be downloaded from our website. We will also include additional console features (in our updates) which we will continually develop.

RetroN5_pic_02

ARG: I have always wanted know about the R&D process of gaming consoles – how long does it take to bring such a product to market?
DY: I cannot disclose our practices regarding our research and development, as it wouldn’t be wise to give our competitors a glimpse into our processes. I can go as far as letting you know that there is extensive planning and research, prototyping, testing, and eventually production. I will also say that we get a lot of feedback through attending various trade shows and conventions to directly connect with the gaming community. We are also very active on social media, as we feel it is a key tool into allowing gamers to have direct interaction with us. This is one of our methods we use toward research of a product.

ARG: The all important question which is on our mind – what are the launch, availability and distribution details ?
DY: At the moment, because we are still in development, we do not have a set release date. So, I’ll say Summer 2013. At this time, I can only give you information on the US launch. Regarding launch in different regions, I do not have anything definitive to say at this moment, and if and when a decision are made, we will make an official announcement. I wish I could elaborate more on that, however, I will say this: we are doing our best to try to have the RetroN 5 available to as many people as we possibly can.

ARG: Lastly, are you a Nintendo, Sega, Atari or Commodore retro gaming fan ?
DY: Wow. That’s a great question. I know it sounds like a very vanilla answer, but I’m a fan of all types of gaming. I am a firm believer in playing everything at least once. Working at Hyperkin has definitely given me the opportunity to revisit a lot of my favourite games in the past, as well as playing multiple current gen games. That being said, I will have to say that for retro gaming, I’m a huge Super Nintendo fan. I truly believe that the SNES was the best Nintendo system ever. Most recently, my greatest thrill was to go to pick up a copy of Mike Tyson’s Punch Out for the NES from the Midwest Gaming Classic. Not the Punch Out with Mr. Dream, but the one with Mike Tyson. That game isn’t as satisfying unless you know that you can fight Mike Tyson.

Thank you for your time David, it was great to get an insight on Hyperkin and the upcoming RetroN5 system. We can’t wait to get our hands on it.

Don’t forget to check out Hyperkin at this year’s E3 (South Hall, Booth #417). Roll on summer (Australian winter) 2013!

Images source: Hyperkin

Filed Under: Announcements Tagged With: 417, Hyperkin, interview, RetroN 5

Interview with Indie Developer – Blue Key Games

May 3, 2013 By ausretrogamer

BlueKeyGames_logo

Game: Happiness!
Developer: Blue Key Games
Cost: FREE

What is better than playing a free video game? Absolutely nothing. When the lads at Blue Key Games created the free game Happiness!, they knew exactly who their target audience were – gamers like myself that are suckers for 2D platformers. Happiness! oozes 8-bit charm with an infusion of speed running. Just like any good platformer, your timing has to be spot on to stay alive and get deeper into the game. Well, no point in me selling you a game that is totally free to play. If you have spare time on your hands, go and check out Happiness! now.

For those of you that want to know more about the guys behind this game, we rounded up the Blue Key Games team for a grilling. Here is what they had to say for themselves.

Australian Retro Gamer: Tell us a bit about Blue Key Games – how it started?
Blue Key Games: It was originally supposed to be a development team involving Tim and his brothers, started by his brother Jesse. Unfortunately his brother was already loaded down with work after getting a job as a concept artist at Telltale Games, so Tim set out to work on games initially alone under the moniker Six Sides Apart. After development began on Happiness, Tim got Chris involved with the soundtrack for the game. Shortly after, Tom came on board to work on the stories for future games and to also handle the PR side of things. Because we had effectively created our own new development team we had decided to no longer use the Six Sides Apart name and opted to come up with a new branding, out of respect for the intent of Six Sides Apart and also for the founding members of our new team. After a whole lot of headache and brainstorming we adopted the name Blue Key Games, in reference to the trope of collecting keys in games like Doom and Dark Forces and countless others, and how we hope to capture the same feelings those video games of the late 80’s to mid 90’s gave us.

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

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ARG: How long did it take to make?
BKG: Conceptualization (sketches and brainstorming, etc…) began probably around March or April 2012 or so but was pretty sporadic. Full actual development began in earnest in June 2012. The game itself was mostly complete in December 2012, needing only bug fixes and some polishing. Work was temporarily halted from late December until early March due to a personal crisis on the team. The final debugging and polishing came in March 2013, along with the website launch and subsequent game release at the end of March, making it around 8 months of actual development on Happiness.

ARG: How many people worked on the game?
BKG: Tim did all of the programming, graphics, stage design, and sound effects and composed around half of the songs. Chris composed the other half of the songs though there was a lot of cross collaboration between the two, similar to the work they’ve done in their band. Tim’s brother Jesse contributed to the alien tower designs featured in stage 7. Scirra community members Mipey, rexrainbow, and GauVeldt created a few of the plugins that were used in the game. Tom has been doing just about all of the PR work. All in all, 7 people have contributed to the game’s development.

screenshot_3

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

screenshot_4

ARG: We see you are working on your next game, an RPG titled REVAHLEN – can you tell us more about it?
BKG: Revahlen is an action RPG in the vein of the SNES classics like Secret of Evermore. The game has you playing as a team of treasure hunters in a fantasy landscape just trying to make a couple bucks on the next big relic. Naturally they run across problems, from raiders to monsters to even rival hunters. Tom was brought onto the team as our writer towards the end of Happiness’ development primarily because of this game. The aim is to make a really fun action adventure, akin to the swashbuckling kind of fun in the Star Wars films, while also creating a sense of place and culture. It’s to be the first game in a series exploring the world introduced in Revahlen. It’s still in the early phases, but the game is progressing quite fast. An internal tech demo is almost complete, and we’re aiming for the introductory chapter to be playable on the site before the end of the year.

ARG: What else is in the pipeline for Blue Key Games?
BKG: After Revahlen we have plans to go back to a much simpler action game, likely NES style. The game is planned to be a throwback to ridiculous over the top 80’s action films. And of course we’re already brainstorming new ideas and concepts for a followup to Happiness, though it’s too early to say when work will actually begin on that. Of course, right now we have Revahlen in development so those are both just current plans that may change over time.

screenshot_6

ARG: Lucky last, Sega or Nintendo or Commodore or Atari?
BKG: Nintendo, though Sega gets a close second place. There are just too many classic franchises on Nintendo, both first party and third. Mario, Zelda, Metroid, Donkey Kong, Mega Man, Final Fantasy to name a few. All of these got their start on Nintendo systems. Still, Sonic is as much a part of our childhoods as everything else so high marks to Sega, too. At the end of the day though, a good game is a good game, no matter the system.

Well, there you have it. A great insight into an awesome bunch of indie game developers keen on making games for us to enjoy. A big thank you to Tommy Surette from Blue Key Games for rounding up the troops for this interview.

Filed Under: Retro Gaming Culture Tagged With: indie, interview, Review

Interview with a Digital Artist and Animator: Yangtian Li

April 2, 2013 By ausretrogamer

Tian_Li_profile_picture_by_tiantian1008-d4p4rwzAt the recent Re:Play – Indie Development: Exploring the Fringe event, we had the pleasure to attend and listen in to a talented panel  of indie artists and game developers discussing their work and their own plight in the ‘indie’ movement. One particular panel member, Yangtian Li (Tian to her friends) caught our attention. Once Tian’s work was displayed on the huge screen, we were instantly drawn (pardon the pun) into the beautiful and detailed artwork that was in front of us. We decided to track down this talented artist and ask her some hard hitting questions – and also showcase her amazing work.

Tian_Li_final-small-1024x449

Australian Retro Gamer: When I was young, I wanted to be an astronaut, but that dream never came to fruition. What did you want to be / or do when you were growing up (or did you always know you were going to be an artist)? 

Yangtian Li: I think what you are doing is cooler than being an astronaut (ARG: we love compliments!)! Well,  that’s just my personal opinion. I’ve always wanted to be an artist since I was very young! My parents were both artists so I guess there was definitely that influence. They didn’t actually want me to become an artist at first because they knew how hard it was being an artist. However, they knew I was determined and they have been very supportive. I guess I am kind of living the dream of the ‘little me’, but I think the ‘little me’ definitely didn’t have a clue of what it was really going to be like! I don’t think my current life is exactly what I really pictured in my mind back then, but I believe eventually I’ll be really “living the dream”!

Tian_Li_One-Day-small-1024x736

ARG: Do you remember your first piece of art? What was it, and do you still have it in your collection?

YL: I don’t think I do remember the exact first one – it was probably when I was 2 or 3 years old. But what I do remember is that I drew a lot of rabbits and little houses when I was young. There was always a rabbit in a pink skirt, all the time. My parents might still keep it somewhere!

ARG: What inspired you to pursue being a digital artist and animator? Why did you choose Melbourne to pursue your studies in animation?

YL: I loved reading comics, playing games and watching animated films in my teens. I always thought I wanted to work in those fields. Digital art just seemed to be the most related media to these fields, and I am a nerd anyway (ARG: there is nothing wrong with being a nerd). I won’t say digital art is easier than any other art form, in the end it’s a tool and all the fundamentals are the same. However, there are tools that allow digital artists to be efficient as commercial artists. As for why I came to Melbourne, it’s a longgg story. Well, in short, I originally wanted to go to Canada, but the visa was very hard to get back then, so the international student agency suggested to go to Australia. Back then, the Australian game industry was booming (this was in 2007). Then, as soon as I started my course, everything kind of exploded *hands in air* I didn’t do anything!

Tian_Li_Right-or-Wrong-1024x682

ARG: Pardon my ignorance in ‘art’ speak – do you have a favourite theme, style or genre you use for your creativity?

YL: OH MY GOD, how dare you! I am so offended right now! LOL. Just kidding. My favourite drawing subject is definitely “pretty girls”. Quite obvious right? I always try to come up with different themes, but all in all I want to use illustrations to express a thought, tell a story or share a vision. I would probably define my style as a hybrid between “anime” and “traditional painting” styles – I guess it’s reflecting my background too – growing up in Asia then coming over to Australia.

ARG: You have worked on a few high profile games, one in particular which we all know, Train Conductor – tell us about that experience? Was it fun or was it all serious business?

YL: Working on Train conductor was really fun! When I got on board, the game was already out, so what I did was lots of graphic updates. I have literally touched every graphic of the series, especially Train Conductor Australia, because I repainted lots of graphics when we had to convert the SD version of the game into HD to adapt to the newer devices. The funny thing was, after spending weeks repainting a bunch of 480px*320px into 2048px*1536px images, I saw a comment on iTunes saying “the HD version is great! Graphics look so much sharper and nicer, thanks to the programmers!!” Could you imagine my rage! I was ready to spit fire like an angry dragon. Working on other’s design and coming up with your own twist was definitely an interesting experience for me and I did learn a lot. It forces you to work with something you are not familiar with, and by observing other’s Photoshop files, you can learn their painting process and discover some techniques. It was a bit like being a detective! There were the serious business bits too, in the end it is a company running a business, but all in all it was great fun working on the train conductor series.

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ARG: Was going freelance / indie a tough decision? Why did you choose to go freelance?

YL: I don’t think it was a tough decision. Even though I was employed full-time, I still worked on freelancing projects at night/weekends. I already knew how it was being a freelancer before I became a full-time self-employed artist. However, it was very hard to go to my employer and tell them I wanted to be freelancing. Luckily, they understood, so thanks to them! There are quite a few reasons to go freelancing. A major one is that working as a freelancer, you can control what type of projects you want to work on. I did make some mistakes in taking projects that I didn’t really enjoy and I learned that it’s important for me to work on something I’m very passionate about. Being a freelancer also opens you to different clients and projects, and you are not necessarily stuck in one industry – so definitely more opportunities there. In the end, working as a freelancer means that you are working for yourself, and this idea is simply very attractive to me.

ARG: We noticed you are currently working on the 2D platformer, Gauntlet Quest (Soundplay Interactive). This is highly anticipated by us (we love our 2D platformers!). Can you tell us more about this project and your involvement in it?

YL: Yes, thank you for noticing that! It’s a very interesting project for me to work on. I’ve always wanted to work on a 2D platfomer! I’m responsible for all the graphics in this game as I am the only artist in the team – the others are some very talented programmers and designers. There are still plenty for us to work on, but it’s very exciting for me to be able to have a lot of control of the art in this game.

Tian_Li_LI_Yangtian_Who-to-be-with_SecondYear_Version1-1024x741

ARG: If you weren’t an artist, what else would you have pursued and why?

YL: Mmm, interesting! I can tell you this first, I’ll never be a programmer that’s for sure! XD Only one side of my brain actually works properly. I’d be interested to be a singer or an actor, it’s still “art” – but the entertainment industry is too complicated for me I think. Maybe a dessert chef? I love cooking and baking!

ARG: Do you have any suggestions or pointers for up and coming digital artists or animators getting into the games industry?

YL: No matter what industry it is, I think one of the most important things for a commercial artist/animator is being friendly and approachable. I mean, I’m quite approachable right? Hopefully? Or just cheeky? Oh well. A good portfolio is definitely important – but I’m not authorised to judge what a good portfolio is. However, Christopher Natsuume, art director at Boomzap, provides great portfolio advice.

Tian_Li_LI_Yangtian_Hera

ARG: Now to some hard hitting personal questions:

ARG: Tell us about Tian away from art – what extra curricula activities do you enjoy?

YL: Cooking! I consider it to be an art too. I am sorry that I didn’t really answer your question properly. I find cooking and art have a lot of similarities. When I have trouble explaining art to others, I use cooking analogies as an example to explain it, and people would generally understand it.

ARG: Do you have a favourite video game console?

YL: Mmm, the console I played most on was the PC. I played lots of RPG games when I was younger. I really did like playing on the DS (lots of Pokémon), but now, I play games on my iPad. I think I do enjoy PC games the most though, but unfortunately nowadays I don’t have that much time to play games.

ARG: Do you have a favourite video game or genre?

YL: RPG!!! RPGGGG!!!!!!! For me, it’s the experience and the story that can take me away from the real world – that really attracts me. I really enjoy spending a good time playing them and getting totally immersed. Not saying that I don’t like my daily life, I love it, but I also love to taste how it is like to live a different life. Some of my favourite RPGs are Dragon Age, Legend of Heroes Trails in The Sky, Skyrim (haven’t really got the time to finish it) and Pokémon!

ARG: If you had a choice between Atari, Sega or Nintendo, which would you choose?

YL: Nintendo! As mentioned above, one of my favourite games is Pokémon, haha!!

ARG: What is next for Tian? (what is on the horizion?)

YL: I am planning on moving to Singapore for work. Reason being, so far, I have only worked for indie game studios and worked as a freelancer. I would like to try working in a big studio under an art director. I think I can learn lots of things from this new experience, before I finally set up my own animation/game studio. Why Singapore? Because it’s in the middle of everything – I can fly to either Australia or China easily! My new map is about to get unlocked and I’m pretty excited for levelling up soon!

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Thank you very much for your time Tian. It has been an absolute pleasure interviewing you and indulging in your creative work. We honestly cannot stop looking at your gallery of fine art.  To see more of Tian’s artwork, please visit her site here.

Filed Under: Retro Gaming Culture Tagged With: Animation, Art, Digital Art, interview

Nintendo Life Interview With Ausretrogamer

January 28, 2013 By ausretrogamer

ausretrogamer in 8-bitIt is not every day you get an email from a world renowned Editorial Director, especially one as big as Damien McFerran of Nintendo Life.

When Damien got in contact with me to be interviewed in the Nintendo Life ‘Ninterview’ segment, I jumped at the chance.

You can read the full interview (I mean, Ninterview) at Nintendo Life

 

 

 

Filed Under: Retro Gaming Culture Tagged With: Alex Boz, ausretrogamer, Australian Retro Gamer, interview, Nintendo Life, Ninterview, Retro Gaming

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