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Retro Gaming

Street Fighter III – The New Generation: In Real Life

January 25, 2017 By ausretrogamer

El Gamer Cosplayer, known for his popular live action videos of The King of Fighters, has given his
signature cosplay treatment to Street Fighter III – The New Generation featuring Dudley, Sean, Yun and Ibuki!

FIGHT!!!

Street Fighter III – Cosplay Edition

Street Fighter III – Mexican Cosplay Edition

source: El Gamer Cosplayer

 

Filed Under: Retro Gaming Culture Tagged With: Cosplay, cosplay video, El Gamer Cosplayer, Retro Gaming, Street Fighter 3, Street Fighter 3 In Real Life, Street Fighter III - The New Generation, video

Get Your Gaming Fix At ACMI’s Screen Worlds

January 20, 2017 By ausretrogamer

If you are struggling to keep yourself and the kids entertained during the summer break, why not head on down to the free Screen Worlds Exhibition at the Australian Centre for the Moving Image (ACMI) at Fed Square (Melbourne).

There is plenty of interactive and immersive experiences at Screen Worlds, from playing video games such as Way Of The Exploding Fist, to checking out Minecraft in the Games Lab section. No matter your age, there is plenty to see and do at at Screen Worlds.

It is great to see a free exhibition such as Screen Worlds for all to enjoy. For retro gamers like us, we are absolutely delighted to check out the classic gaming area to get a history lesson on where games came from and Australia’s early involvement in the gaming industry.

Where: ACMI – Federation Square, Melbourne
Exhibition: Screen Worlds
Open: 10am to 5pm daily
Cost: FREE

 

photos: Ms ausretrogamer

 

Filed Under: History, Retro Gaming Culture Tagged With: acmi, ACMI Exhibition, ACMI Retro Gaming, ACMI Screen Worlds, Gaming at ACMI, Retro Gaming, Screen Worlds

Final Fight: The Complete History

January 17, 2017 By ausretrogamer

We reckon  Daniel Ibbertson from Slope’s Games Room must have a direct link to our gaming memories. Either that or we have identical tastes in video games – which is a great thing!

Daniel’s Double Dragon, Metal Slug and Splatterhouse complete history videos were absolutely brilliant, and now with his latest video, a complete history of our second fave beat’em up of all time, Capcom’s Final Fight, Daniel has nailed it yet again! From the game’s inspiration and franchise origins, to the game series and its many characters, Daniel leaves no stone unturned.

What’s this Street Fighter ’89? Daniel explains it all in his video

So head on down to Metro City, smash some telephone boxes, grab some meat rolls and swing a pipe at the complete history of Capcom’s awesome side scrolling brawler!


source: Slope’s Games Room


Filed Under: History Tagged With: Capcom, Capcom's Final Fight, Complete History, Complete history of Final Fight, Daniel Ibbertson, Final Fight, Final Fight history, Final Fight: The Complete History, Retro Gaming, Retrogamer, Slope's Game Room

Thrill Of The Chase: Neo Geo Pocket Color Hanshin Tigers

January 14, 2017 By ausretrogamer

It’s a new year and what a better way to start it than to hunt down a Neo·Geo rarity!

SNK’s 16-bit handheld, the Neo·Geo Pocket Color (NGPC) came in a number of colours, but it’s the special limited edition Hanshin Tigers version that is its most prized of the NGPC lineup. Inspired by the Japanese baseball team, there were only 5000 units produced, making it the rarer NGPC handheld.

2017 has definitely started with a bang at ausretrogamer as we bag our first thrill of the chase for the year. What else will we go hunting for in 2017? Only time will tell…

If only we were Richmond Tigers fans!

The Hanshin Tigers NGPC looks great from any angle

The NGPC’s home, an official SNK case to store the handheld and some games

No system is complete without games!

The Hanshin Tigers NGPC frolicking!

Bit of KoF action!

Let’s get button mashin’!

Filed Under: Retro Gaming Culture Tagged With: Hanshin Tigers, Neo Geo, Neo Geo Pocket Color, NeoGeo Pocket Color, NeoGeo Pocket Color Hanshin Tigers, NGPC, NGPC Hanshin Tigers, NGPC limited edition, Retro Gamer, Retro Gaming, retrogaming, SNK Neo Geo

Interview With The Neo·Geo Collector

January 6, 2017 By ausretrogamer

There are Neo·Geo collectors, and then there is Frazer Rhodes – he is the real-deal, as he is known as the Neo·Geo Collector on Twitter. Having rebuilt his Neo·Geo collection countless times, it is hard to argue Frazer’s loyalty, determintation and passion towards SNK’s Neo·Geo family of systems.

As is normal on social media, we met Frazer on Twitter – it was his handle and avatar that caught our eye. His collection is second to none and as fellow Neo·Geo fans, we knew we had to grab Frazer for an exclusive interview. Get yourself comfortable and start reading!

(WARNING: some drooling will be inevitable!)

AUSRETROGAMER [ARG]: Welcome Frazer, let’s start with, how old were you when you got into gaming? Do you remember your first system and first game?
Frazer Rhodes [FR]: I started to get into gaming when I was 8 or 9 years old with an Atari 800XL. The Atari was bought second hand but came with loads of games on tape and also the large floppy disks. I spent hours on that computer. I don’t remember what my first game was, but I vividly remember playing Green Beret, IK+, Ghostbusters and Pole Position to name just a few. Other friends had Spectrums, both the 48K and 128K models, but we all quickly moved on to 16 bit machines. Most of my mates opted for the Amiga, and I stuck with Atari and went for a 520STE. The one game on the ST that I always recall is Zak McKracken and the Alien Mindbenders – I loved that game!

ARG: When did you first play on a Neo·Geo? Do you remember the first Neo·Geo game you played?
FR: The first Neo·Geo I ever played was an Electrocoin 4 slot (MVS) machine in Manchester. It had four games, NAM-1975, Magician Lord, Baseball Stars and Top Players Golf. I elected for NAM-1975, which is still one of my favourite games today. That would have been around 1991. I bought an Electrocoin 4 slot in 2009 and added those four original MVS games. The machine currently resides in my kitchen alongside a Sega Astro City!

ARG: What was it about the Neo·Geo that got you hooked?
FR: At the time I played on that Electrocoin, a limited amount of information about the Neo·Geo was starting to appear in video game magazines. The machines were available on grey import but it wasn’t that easy to find information on the machine or the games. Some magazines, C&VG in particular, would give initial snippets of information on the Neo·Geo, and it wasn’t till 1992 that they started to review many of the games as they were released. By this time, the Neo·Geo had officially launched in the UK.

Some of the gaming mags at the time gave the console a really hard time and very critical reviews. Let’s be honest, the price of the games was always going to be an issue, especially the new releases, but at the time, the SNES games were creeping up in price – I recall Street Fighter 2 for the Super Famicom being around the £90-100 mark on import, so the Neo·Geo games weren’t too far from that price point.

The Neo·Geo AES was like no other console – the carts were enormous, the joysticks were chunky and felt just like those at the arcade, it had a memory card to save your games….the list goes on.

At the time, the gulf between arcades games and home computers and consoles was considerable. Here was a console you could own which was exactly the same as the arcade – no compromises of any kind. I was hooked, I had to own one. I worked during the holidays at a screen printing factory – not particularly glamorous and not well paid either but nevertheless, I saved hard. I think my parents, now thoroughly bored of me going on about the Neo-Geo, realised how committed I was to owning this console. The system had just been released in the UK and one evening after work, my dad picked me up and rather than heading home, he said we needed to go run an errand. We arrived at a house not too far from home. Turns out my dad spotted a for sale advert for a Neo·Geo in the local paper and we’d come to buy it. I had a fair bit saved up and my dad put the rest towards it. I couldn’t believe it, not only was I going to own a Neo·Geo, but the machine came with two control pads plus Fatal Fury and Robo Army, the two games which had just been reviewed in C&VG – they happened to be the titles I wanted the most!

ARG: Your Neo·Geo collection is extremely impressive – when did you start collecting and how long did it take to complete your AES collection?
FR: Having picked up that Neo·Geo in around 1992, I built up a modest selection of games – around 15 titles by 1994. We then of course had the release of the Neo·Geo CD. All the signs indicated that this would be the future, after all £40 games versus £200 was a no-brainer (or so I thought).

Obviously we know different now but I sold the AES, picked up a CD machine but never felt the same way about it as the cartridge machine, so I moved on to buy a Sony PlayStation on the day of its release. I began to get back into the Neo·Geo around 1997 having missed the games and I picked up a boxed Neo·Geo Gold System. Slowly but surely I started buying back games, which were relatively cheap back then. I bought English versions of the games and by 2002 had built up a collection of 84 English Neo·Geo titles. At the time I was looking to buy my first home and had the dilemma to either sell the Neo·Geo games and move on or stay put. With an offer from Holland for over half the collection, I took the deal and bought my own place. Fast forward to 2004 and I was again missing that Neo·Geo collection.

The English variants of the games by this time had started to rise in price considerably. I was now settled in a house with a decent income so I decided I wanted to try and get a full set. Two trips to Japan in 2006/07 certainly helped, as the games were still plentiful over there and I’d come back with a suitcase full of titles. Slowly but surely I managed to pick up the titles I needed through a good network of contacts and trusted suppliers. The collection was featured in Retro Gamer (Issue 61) in early 2009 and I was 5 titles short of the full Japanese set at that time. Not long after that article, a fellow collector and friend sold me 4 of the 5 I was short, with the final game, Overtop, purchased from a seller in Japan. In total it took around 5 years to get the complete set.

ARG: Do you have a favourite game or genre to play on the Neo·Geo?
FR: Choosing a favourite title is a challenge. I do love fighting games and with the Neo·Geo its safe to say I’m spoilt for choice. KoF98, Last Blade 1 and 2, and Mark of the Wolves are some of my favourites. Outside of fighting games, it’s NAM-1975, Magician Lord, Metal Slug 1, X and 3, Pulstar, Shock Troopers and Baseball Stars. I’m also a big fan of the NGDevTeam games.

ARG: Are there any Neo·Geo items you are still hunting?
FR: There are a few items I’d like to find. I’m always on the lookout for any early material from the rental period in Japan (1990), and I’d like to pick up some of the third party joysticks made by Hori. The ultimate collectors piece is the Neo·Geo Deck, sometimes referred to as the Hotel system – a machine that was only released in Japan, which is very rare and very awesome – I’d love to own one.

ARG: You mentioned you have been to Japan – what has been your highlight(s)?
FR: I’ve been fortunate enough to have visited Japan on three occasions. I’d always wanted to go ever since poring over those video game magazines and seeing all the consoles and games being released out there. On my first trip there, it was everything I’d ever hoped it would be. My highlights would have to be video games shopping in Tokyo and Osaka (of course!), taking a trip up the iconic Tokyo Tower, exploring the temples and traditional parts of Kyoto, seeing the stunning Mt Fuji, visiting the peaceful temples at Kamakura and a visit to the Sapporo Brewery to name just a few.

ARG: Do you play on others systems? If so, which one(s) and are there any particular games you like?
FR: I have quite a few other systems, all of which are rigged up and ready to go in my games room. My other favourite systems would have to be the Super Famicom – so many memories from my childhood with games like Super Mario World, Pilotwings, Contra and Street Fighter 2. The other favourite is the FM Towns Marty – again, another one of those machines where there was little information available from importers at the time, which had some superb games; Kyukyoku Tiger, Tatsujin Oh, and a great conversion of Viewpoint. They even released a copy of Zak McKracken on the Marty, which I’m still hunting down!

ARG: Do you have any projects that are either imminent or on the go you can tell us about?
FR: I’m working on something really special at the moment which is Neo·Geo related. I can’t share any details at the moment as we have a Non-Disclosure Agreement in place. All I can say is stay tuned and all going well, there will be some exciting news for all Neo·Geo fans in Spring 2017 (northern hemisphere).

ARG: Where can people reach you or keep track of all your collecting and project activities?
FR: You can find me on Twitter – I am NeoGeoCollector.

As we pick up our jaw off the floor and wipe away the drool, we manage to thank Frazer for making time to talk to us about his love for the Neo·Geo and his video games playing days.

 

Filed Under: Retro Gaming Culture Tagged With: AES, interview, Interview Neo Geo Collector, MVS, Neo Geo, Neo Geo Collector, NeoGeo, NeoGeoCollector, Retro Gaming, SNK

Double Dragon IV: Billy and Jimmy Lee Are Back!

January 4, 2017 By ausretrogamer

Just in time to celebrate their 30th anniversary since kicking ten shades out of the Black Warriors gang, Billy and Jimmy Lee are back in Double Dragon IV! This time, the Lee brothers are bringing back the gritty 80’s with them, however the battleground has moved from New York City to Japan!
This instalment of one of the greatest co-op beat’me ups will be coming to the PlayStation®4 and Steam (PC) at the end of January (Jan 30 in North America). We have yet to hear if that is a worldwide release date – we hope it is! Either way, all Double Dragon fans should rejoice as key members from the 1987 arcade version including Original Planner, Yoshihisa Kishimoto, Designer, Koji Ogata, and Composer, Kazunaka Yamane, have teamed up to recreate the next chapter in this awesome saga.
Details about this sequel are sketchy, but the screenshots show that the game will follow Double Dragon‘s old school pixelated visuals and will offer both a story mode and a two-player duel. The catchy Double Dragon theme song has also been remixed for your aural pleasure.
To say we are excited for Arc System Works’ Double Dragon IV would be a gross understatement! Get your baseball bats ready!


video & image source: Arc System Works

 

Filed Under: Announcements, Modern Gaming, Retro Gaming Culture Tagged With: Arc System Works Co, Billy Lee, Bimmy, Double Dragon, Double Dragon IV, Jimmy Lee, PlayStation 4, PS4, Retro Gaming, Steam

MAX: The Forgotten Commodore Computer

January 2, 2017 By ausretrogamer

commodoremax_headerWe take a closer look at the long forgotten Commodore computer, the MAX MACHINE. Step back in time and take a look at this pretty little thing in the below pics!

Before you do go wandering down below to check out the MAX, let’s just pause and reflect on this Japanese made Commodore computer that never really got any market traction. The Commodore MAX Machine (aka: Ultimax in the US and VC-10 in Germany) was a home micro computer designed and sold by Commodore International in Japan at the beginning of 1982. It was the C64’s predecessor, and hence it was swiftly discontinued when the Commodore 64 went gangbusters! Due to it’s low production run, it is now considered a rarity.

The MAX did share the same CPU (MOS 6510) and SID (sound) chip as the C64, but that is where the similarities stop. With only 2KB of RAM, the MAX Machine was severly handicapped when compared to it’s bigger and more successful brother. One saving grace of the MAX was its ROM cartridges – they worked on the C64, and it also paved the way to the ‘freezer’ carts (like the Action Replay) due to the MAX compatibility mode that was built into the C64.

For those technically minded, here are the specs to whet your MAX appetite:

Operating system: MAX BASIC (Cartridge), 2047 bytes to program in, LOAD/SAVE support
CPU: MOS Technology 6510 @ 1.02 MHz
Memory: 2.0 KB, 0.5 KB color RAM
Graphics: VIC-II 6566 (320 x 200, 16 colors, sprites, PETSCII keyset)
Sound: 3 / 4 channel 6581 “SID” chip
Ports: expansion port (cartridge), RF/TV port, audio port, cassette port, 2 joystick ports

The MAX♦Machine bundle!

Nothing too exciting on this side of the box!

The back of the box reveals something out of this world!

Not to be outdone, the sides are look lovely!

Not sure about those keys, but it’s still beautiful

Taking closer look at the membrane keyboard…

The MAX does have a few interfaces to insert bits into them!

Not matter which way you look at it, the MAX Machine has gorgeous curves

Aha, so the model reveals itself, it’s the MAX-04!

Even the MAX requires power! Oh, and it’s all RF baby!

No gaming computer is complete without a killer game! 

Hook us up to the MAX!
image source: eBay


Filed Under: History Tagged With: C64, CBM, Commodore Business Machines, Commodore International, Commodore Max, commodore max machine, MAX, Max Machine, Omega Race, retro computing, Retro Gaming, Ultimax, VC-10

A Brief History of Virtual Reality

November 14, 2016 By ausretrogamer

With the Oculus Rift and PlayStation VR well and truly on the way to our living rooms, virtual reality (VR) is the biggest news in gaming right now. But let’s rewind the clock some two and a half decades, back when Sony was working on the Nintendo Play Station and the inventor of the Oculus Rift, Palmer Luckey, was still in his diapers.

vr_segavrimage source: Gizmodo

In 1991, SEGA announced its SEGA VR virtual reality headset for arcade games, promising immersive gaming via its head-mounted display (HMD) unit with inertial sensors tracking and reacting to a user’s head movements.

While SEGA was talking about VR, the Virtuality Group went one better by launching its stand up Virtuality pod enclosure system (the 1000 series) – the first mass-produced, networked, multiplayer location-based VR entertainment system – all powered by Amiga 3000 computers. These Virtuality pods featured a stereoscopic head-mounted display (the “Visette”), an exoskeleton touch glove to ‘feel’ objects in the virtual world, and a ‘fast track’ magnetic source built into the waist-high ring with a receiver which tracked the player’s movement in real time within the enclosure – a truly immersive VR experience. Virtuality later introduced joysticks, steering wheels, and an aircraft yoke for control.

vr_virtualityimage source: DVD Fever

With the VR craze gaining mass consumer attention, it was inevitable that the technology would find its way into the lucrative home video games market. In 1993, SEGA was working hard to port its SEGA VR arcade HMD to its hit Mega Drive/Genesis console, but due to development difficulties, the console SEGA VR headset remained only a prototype, and was never released to the gaming public.

To fill the void, VictorMaxx entered the market with the world’s first consumer VR HMD, the StuntMaster (VM1000) – the technology being developed under license from Future Vision Technologies. The StuntMaster was released in 1993 for USD$219.95 and came with assemblies to connect to both the Mega Drive/Genesis and the Super Nintendo consoles. The StuntMaster sported a tracking stem on the head unit which had fast response times and accurate positioning, but the low resolution, lack of VR specific games, and prolonged use causing motion sickness meant that the StuntMaster never caught on with gamers.

vr_stuntmaster

By 1994, home consoles became exponentially more powerful than the previous generation, meaning that VR could finally realise its full potential in the home. That year, Atari jumped on the VR bandwagon by signing a deal with Virtuality to design, develop, and produce a VR HMD for its 64-bit Jaguar home console. The Jaguar VR HMD was slated for a Christmas 1995 release, but financial woes at Atari caused the program to be abandoned, resulting in the Jaguar VR HMD being thrown on the already full failed VR scrapheap. To recoup its losses, Virtuality sold the Jaguar VR HMD technology to prolific Japanese toy manufacturer Takara and the huge electronics giant Philips.

vr_dyno_alexboz

vr_jagvr

In 1996, both companies raced to have a VR HMD on the market, with Takara producing and releasing the TAK-8510 Dynovisor HMD and Philips its Scuba Visor. These units sported the Pupil Projection System, which had a (then) ground-breaking 120-degree field of view (FOV) display using Sony’s TFT LCD (thin film transistor LCD) screens. Coupled with the display was stereo sound and Inter Pupil Distance (IPD) focus adjustment – perfect for any user personalisation. The Dynovisor and Scuba could be used with any console that had composite video and red/white analogue audio ports (the PC version of the Dynovisor also came with a custom VGA PC interface). Neither units had motion tracking, hence their relatively low retail price (¥38,800 / USD$320). Like their contemporaries, they failed due to a lack of VR specific software and causing many a headaches after prolonged use.

vr_dyno_1

vr_dyno_pce

Having recently experienced 1990s VR via Takara’s Dynovisor HMD, we can vouch that it won’t make you sick like the Virtual Boy, but that may be down to the unit having no motion tracking. After playing countless platform, driving, shoot-’em-up, and fighting games, we reckon that racing games are best suited for playing on an old VR HMD – but not for too long! These units came with a warning to rest your eyes after 30 minutes of play, and this is all for good reason.

Playing on these old-school VR HMDs is like having an IMAX screen two inches away from your eyeballs – there is a lot to take in – which works well, thanks to the 120-degree FOV. But after 30 minutes, your eyes will be begging you for a rest from the visual onslaught. Of course, none of the old games played on the unit were designed to take advantage of virtual reality, so the experience lacked the full VR immersion – a shame.

vr_cybermaxximage source: eBay

On the PC front, it was VictorMaxx’s CyberMaxx model 2.0 HMD that provided the VR ‘hit’ PC gamers had been craving for. With higher resolution and improved optics than its previous 120 model (released in November 1994 for USD$499), the CyberMaxx 2.0 model also had dynamic stereo sound, focus adjustment for each eye, and real time yaw, pitch, and roll head-tracking, providing 3D stereoscopic images via compatible software. Released in August 1995 with a suggested retail price of USD$889, the CyberMaxx 2.0 didn’t take off, with management concluding that its headset was not likely to gain widespread consumer acceptance at its suggested retail price. By the end of 1996, VictorMaxx exited the consumer electronics business, thus ending the future of the CyberMaxx VR product line. However, there is hope that the legacy of the CyberMaxx will lead the current (promised) VR products to good stead.

Walking through the 1990s VR product graveyard, a common headstone could summarise the reason for their failure: “Here rests a product which caused severe headaches, induced motion sickness, lacked great software, and was a concept ahead of the technology available at the time.” Fast forward to 2016 and we have our fingers crossed for the imminent VR products to hit the market, and hope that they will deliver on the promises of their predecessors. Viva la VR!
____________________________________________________________________________________________________________________

MrAlexBozVRAlex Boz, Editor-In-Chief / Video Game Historian
Alex is a collector, arcade extraordinaire, pinball tragic, an Atarian and a C64 lover. Alex has been gaming since the early 80s when the weapon of choice was a joystick with a single fire button.

Follow Alex Boz on Twitter

 

 

This post originally published on Push Square February 17 2016.

 

Filed Under: History Tagged With: CyberMAXX, Dynovisor, Jag VR, Oculus Rift, PSVR, Push Square, Retro Gaming, retro VR, Sega VR, Takara, VictorMAXX, Virtual Reality, Virtuality, VR

PAX Aus Panel: Geek Trash or Treasure? Finding Collectibles with Real Value

November 7, 2016 By ausretrogamer

pax-aus-2016-panel-1For this year’s PAX Aus we had the privilege of participating in the Geek Trash or Treasure: Finding Collectibles With Real Value panel, facilitated by CNET Editor, Seamus Byrne. The panel consisted of yours truly, Weird and Retro’s Stacey Borg and Bethesda Community Manager and mad collector, Noel Wheatley.

Keeping it retro: the panel in action!
pax-aus-2016-panel-2

We discussed why some games, consoles, computers, accessories, trinkets and ‘collectors editions’ become genuinely collectible. We provided helpful tips on where to find treasures and how to work out how much to spend. We also touched on preservation – basically everything you need to know about collecting retro goodies!

If you missed seeing it live, don’t worry – you can watch the recording via GameSpot’s YouTube channel.

a-panel-7(Image from PAX Aus website)

Filed Under: Retro Exploring, Retro Gaming Culture Tagged With: classic gaming, collectables, Collectibles, Collector, GameSpot Theatre, Geek Trash or Treasure, PAX Aus, PAX Aus 2016, PAX Aus Panel, PAX Panel, Retro Gaming, Twitch.TV

SNK: The Future Is Now

November 2, 2016 By ausretrogamer

snk_hdr
SNK are going back to to their glorious gaming past by shedding their SNK Playmore Coporation moniker and becoming SNK Corporation, with the awesome slogan, ‘The Future Is Now’! As announced on their website, the change becomes official on December 1, 2016!

The press release from SNK states: This change of corporation name to “SNK”, and slogan to “The Future Is Now” marks a return to SNK’s glorious gaming history. Through the huge success of many of its game franchises in the past, SNK is still a brand supported by countless fans from around the world to this day. The new corporation name chosen for this turning point, signifies both a return to the origins of SNK, and revival of our pioneer spirit to always offer long-time fans of SNK, as well as newcomers, entertainment of an even higher quality moving forward.

Let’s hope that the Neo•Geo is resurrected in some way, shape or form in the (near) future!

snk_1source: Twitter

 

Filed Under: Announcements Tagged With: Neo Geo, news, Retro Gaming, SNK, SNK Playmore, videogames

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