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Retro Gaming

Press Play On Tape: C64 Back To The Future

November 17, 2015 By ausretrogamer

PPOT_eps8_HDRWhen Marty and Doc visited October 21 2015, they failed to tell us that the venerable Commodore 64 was still going strong, even after 33 years after its release. In episode 8 of Press Play on Tape, Daz and Alex welcome the time traveller, Mr. Ant Stiller, who will finally set the record straight on the very rosy future of the C64. Once we hit 88MPH, we’ll discover games, magazines, music, demos, hardware and all other shades of homebrew awesomeness that the C64 still receives, after many of its contemporaries had been left in its dust! Enjoy the ride!

PRESS PLAY ON TAPE podcasts are available on iTunes and Podbean.

 

Filed Under: Podcasts Tagged With: Back To The Future, C64, podcast, press play on tape, press play on tape podcast, Retro Gaming, retrogaming

Britsoft: An Oral History

November 17, 2015 By ausretrogamer

BritSoft_1It is no secret that I am a huge fan of the From Bedrooms To Billions documentary film – I called it the video gaming film of the year for 2014. It is also no secret that I am a fan of Read-Only Memory’s sublime Sega Mega Drive/Genesis: Collected Works book. When these two worlds of film and publishing collide, you get Britsoft: An Oral History.

The Britsoft: An Oral History book is a companion piece to the 2014 documentary, From Bedrooms to Billions – it uses exclusive cuts from the hundreds of hours of interview footage to carve its original story. Through the voices of programmers, musicians, journalists and business people, it traces the making of games such as Dizzy, Elite, Paradroid and Kick Off; and the birth of publishers, magazines and software houses, from Codemasters to Zzap!64. Edited by former Edge magazine editor, Alex Wiltshire, and its striking page layouts designed by London-based studio Julia, Britsoft: An Oral History oozes premium quality.

With its rarely-seen archive images, such as candid period photographs and magazine ads, its high attention to detail, premium paper and design layout, this book will not disappoint. If you want a great companion publication to go with one of the best documentary films of 2014, then look no further, Britsoft: An Oral History should be at the top of your shopping list.

Vital Stats:
Title: Britsoft: An Oral History
Price: £30.00 (plus shipping)
Size: 160mm x 230mm
Binding: Hardback
Pages: 422
Specials: Lay-flat binding and multiple paper stocks

Rarely seen archive images – Work hard, play even harder!
BritSoft_2

Original illustrations of cult hardware of the era
BritSoft_3

Oh man, the colours, they are so vivid!
BritSoft_4

I spot Space Harrier!
BritSoft_5

Interviews with 35 people who shaped the modern videogames industry
BritSoft_6

Multiple paper stock is strikingly beautiful
BritSoft_7

A cup of tea? How British
BritSoft_9

Oo’er, 16-bits of awesomeness!
BritSoft_8

image source: Read-Only Memory

 

Filed Under: Retro Gaming Culture Tagged With: Britsoft, Britsoft An Oral History, Britsoft book, From Bedrooms To Billions, Read-Only Memory, retro computing, Retro Gaming, Romalerts

Sean Tagg: The PAX Aus King Of Kong

November 10, 2015 By ausretrogamer

PAX_DK_4There was no doubt that the Classic Gaming area was popular at this year’s PAX Aus event. One of the more popular attractions were the competitions, especially the high score challenge on the original Donkey Kong arcade machine (Ed: a big thanks to Greg Pell for sharing his awesome machine with us all!).

The PAX Aus patrons swarmed to the Donkey Kong machine like moths to a flame. High scores were racked up while players took control of ‘Jumpman’ to hurdle over barrels in the attempt to save Pauline from the evil clutches of the great anthropomorphic gorilla.

With great poise and precision four-way control, Sean Tagg showed the masses how to go about saving Pauline. While Billy Mitchell was declared the King Of Kong all those years ago, it was Sean Tagg’s high score of 103,900 (on Sunday) which saw him crowned as the PAX Aus King Of Kong! Well done Sean!

Sean Tagg barrel jumps and then hammers his way up to the top!
PAX_DK_2

Sean’s high score was enough to clinch the PAX Aus King of Kong crown
PAX_DK_1

Like father, like son – Henry gets in on some arcade action!
PAX_DK_3

The PAX Aus Classic Gaming medal is handed to its rightful owner!
PAX_DK_5

 

Filed Under: Retro Gaming Culture Tagged With: !Arcade!, classic gaming, Donkey Kong, nintendo, PAXAus, Retro Gaming, Sean Tagg

Instant Pinball Collection

November 9, 2015 By ausretrogamer

InstantPinball_TITLEIf you are in the market for a huge (instant) pinball collection, now is your chance to strike! With a starting price of $35,000 on this eBay lot, there are roughly 53 pinball tables from various eras in various condition that may require some tender loving care.

If you have the funds, the space, the transport, the passion and the know-how to repair pinball machines, then this would be a once in a lifetime opportunity!

Whoa! Wish we could grab this lot!
InstantPinball_1

Oh wow, an Atari Superman table!
InstantPinball_3

I am buying a Tattslotto ticket!
InstantPinball_2

image source: eBay

 

Filed Under: Pinball, Retro Gaming Culture Tagged With: classic gaming, eBay, instant pinball, pinball, Retro Gamer, Retro Gaming

Rebooting Shadow Of The Beast

November 5, 2015 By ausretrogamer

SOTB_PS4_PreBeta_04Logo_1445975732Back in 1989, Shadow Of The Beast (SoTB) wowed us gamers on Commodore’s 16-bit powerhouse, the Amiga. With its impressive graphics, awesome parallax scrolling and David Whittaker’s atmospheric score, Reflections/Psygnosis had produced another winner. The game was so successful, it was ported to a number of 8-bit and 16-bit systems.

The original SoTB has aged pretty well and still gets a lot of play time, so when we heard that Heavy Spectrum Entertainment Labs were going to bring this classic to the modern era (on the PS4), our nostalgic senses went into overdrive. Who would have thought that 27 years after it was released, SoTB would now be enjoyed by a new generation of gamers, while providing some heavy-duty nostalgia for gamers that enjoyed the original all those years ago.

Having recently played the demo and watched the trailer, Weird and Retro’s Aleks ‘Serblander’ Svetislav told us he was excited to see what the finished game would be like. I know we are not alone in saying that we are super excited that SoTB has been brought into the 21st century on a powerhouse system of this era. How will it compare to the original? Only time will tell. Roll on January 2016!


source: Sony Playstation

Now drool over these screenshots!
SOTB_PS4_PreBeta_03Logo_1445975726

SOTB_PS4_PreBeta_02Logo_1445975721image source: “supplied”

 

Filed Under: Announcements, Modern Gaming Tagged With: Amiga, classic gaming, Modern Gaming, PS4, Retro Gaming, Shadow Of The Beast, Shadow Of The Beast reboot, Sony PlayStation, SoTB

Retro VGS: Keeping It Retro

September 18, 2015 By ausretrogamer

RetroVGS_consoleWhen was the last time you truly got excited over a cartridge based console release? I know for myself, it was when the Nintendo 64 was announced – Super Mario 64 totally blew my mind, and that controller, oh man, I still love that controller (even though a lot of you don’t!). I just realised, that excitement for a new cart based console was almost two decades ago!

Well, start getting excited people (if you haven’t already), the Retro VGS console is generating a buzz in the gaming community like the systems we knew and loved in the 1990s. With the imminent Kickstarter campaign launch (it should launch any day / any minute now!), we can’t contain our excitement – this is the latest early bird pricing details we could find:

“The final early bird pricing of the RETRO VGS Kickstarter has been announced, and it appears to be starting at $299 for the standard black model, and $349 for the Kickstarter Exclusive colours. They’ve announced that the early bird will be limited to 500 units.

This indicates that the standard pricing for the system will be $349 for the standard black model, and $399 for the Kickstarter variants, which is in line with what we’ve been hearing from Mike Kennedy and the team over at RETRO VGS over the last couple of weeks.

With the recent pricing controversy, it’s nice to see that people will have a chance to grab the system at a lower price.”

As we know, Mike Kennedy and his team have been working tirelessly to ensure that the Retro VGS is a resounding success. The Retro VGS will truly be keeping it retro!

RetroVGS_controller

RetroVGS_new_back

VGS_yellow

VGS_red_blue

VGS_gold

image source: RetroVGS

NOTE: Since publication, the Retro VGS crowdfunding campaign has kicked off on IndieGoGo – check it out now!

 

Filed Under: Retro Gaming Culture Tagged With: Atari Jaguar, Indie Games, Kickstarter, Mike Kennedy, Retro, Retro Gaming, Retro VGS, retrogaming

15 Critical Events in Video Gaming: 1958 to 1999

August 1, 2015 By ausretrogamer

When someone asks you to nominate key events in the video gaming industry, you immediately start to think Atari, which is partially correct – they did introduce us to the first mass market console, but other critical events occurred years before Atari came on the scene. Here are 15 critical events in the video games industry from 1958 to 1999 that you may have known or not known about:

FirstGame_maker_uvic_ca

[1958] The world’s first interactive video game ever invented was Tennis for Two by American physicist William Higinbotham (father of the nuclear bomb!). A simple concept of ‘Pong’ simulated on an oscilloscope created to alleviate boredom for library patrons.

Ralph_Atari

[1972] Ralph Baer releases the world’s first home video games system, the Magnavox Odyssey. The Odyssey marks the birth of the first generation of home video gaming systems.

[1972] Nolan Bushnell and Ted Dabney found Syzygy, which later becomes Atari. Atari first tastes success with Al Alcorn’s Pong, followed by the commercially successful Atari VCS / 2600 home video gaming console.

MOS6502_SI

[1975] The MOS6502 8bit microprocessor is unleashed to the fledgling home computer market. Its competitive price ensured that it (and it’s variations) would find a home in popular computers and consoles, from the Apple II, Atari, to the Commodore 64 and the Nintendo Entertainment System.

[1978] Tomohiro Nishikado of Taito introduces the world to Space Invaders – the arcade game that sparked a renaissance for the video gaming industry. This was the game that started the golden age of the arcade.

Activision_Logo_570

[1979] Activision is founded by former disgruntled Atari programmers, David Crane, Larry Kaplan, Alan Miller, and Bob Whitehead. Activision becomes the world’s first third-party developer

[1979] Milton Bradley releases the “Microvision” – the first portable video games system. The Microvision was also the first portable console to use interchangeable game cartridges. The designer Jay Smith later went on to create the vector based home console, the Vectrex.

DK_sideart_570

[1981] Nintendo releases the arcade game Donkey Kong, and introduces us to Jumpman, the little Italian plumber who we now know and love as Mario.

[1982] Dawn of the 8-bit home computer gaming system — it started many a schoolyard arguments across Europe and Australia. The Commodore 64, Amstrad CPC and the ZX Spectrum were all the rage. The Commodore 64 would reign supreme.

8bit_micros

[1983] The North American video games market crash of 1983 brought the industry to its knees. A combination of too many consoles and inferior software products which the market could not sustain, resulted in the capitulation of the nascent industry. Once a leader in the market, Atari becomes a major causality and would never taste success again.

[1989] The world’s first 16-bit colour handheld is unveiled. Drawn on a napkin way back in 1986 by the men that created the Amiga, the Epyx Handy eventually became the Atari Lynx, some 3 years after that fateful napkin doodle.

Sonic The Hedgehog SMD cover

[1991] Sega releases Sonic the Hedgehog. A new mascot to identify Sega and to compete with Nintendo’s own Mario. Sonic was well received by the gaming community. Due to Sonic’s popularity, the franchise is still going till this day. Ironically, Nintendo now have exclusive rights to the Sonic franchise to produce games for the Wii U.

[1992] Mortal Kombat debuted in the video arcades and home consoles shortly after. It was the first video game to spark controversy among mainstream media and authorities, which then pushed the notion for an age classification system for electronic entertainment worldwide.

NintendoPSX_SonyPSX

[1994] After the failed attempt in creating a CD addon for the Super Nintendo, Sony decides to go it alone and create their own console. Once Sony released the PlayStation, their dominance was assured and they went on to surpass the traditional video gaming heavyweights, Sega and Nintendo.

Sega_Dreamcast_NTSC

[1998-99] After poor sales of the Sega Saturn in the west, Sega produces their swan song, the Dreamcast. The console sold respectively but was outshone by the success of the PlayStation 2. The Dreamcast was known for great arcade ports and exclusive games like Jet Set Radio, Space Channel 5 and Daytona USA 2001.

____________________________________________________________________________________________________________________
This article was written in collaboration with the ausretrogamer team, Dave Kudrev (Retrospekt) and Daz (Retro Domination) for news.com.au. Image source: Supplied

Filed Under: History Tagged With: critical events in video gaming, History in video gaming, Retro Gaming, retrogaming, video gaming history

Jam It: White’s Men Can Jump

July 10, 2015 By ausretrogamer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thrilling 3 pointers!
JamIt_3pointers

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

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

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

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

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

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

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

Comprehensive stats for the statistician in you!
JamIt_Stats

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

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

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

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

Enjoy the half-time show!
JamIt_hires_cheerleaders

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

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

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

Jam It – it will be a slam dunk!
JamIt_comingJuly12

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

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

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

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

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

Whet your b-balling appetite!

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

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

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

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

JamIt_Motorman

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

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

JamIt_Leigh_HDRimage source: Throwback Games

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

Kung Fury: Spot the Retro Gaming Goodness

June 7, 2015 By ausretrogamer

KungFury_titleSurely you have all watched Laser Unicorns’ Kung Fury movie by now? If you haven’t, then please do yourself a favour and watch it! For those of you that have already feasted on this visual awesomeness, how many of you spotted the retrogaming gear within the movie? The most obvious of retrogaming items was the venerable Power Glove, worn by Hackerman. Here are a few more:

Golden Age Arcade Machines represent!
KF_Arcade

Hackerman’s Retro Computer Lair. Is that a Macintosh?
KF_Hackerman_ComputerLair

Oh, it’s so bad!
KF_Hackerman_PowerGlove

The Aussie made Microbee!
KF_Microbee

The venerable ZX Speccy! Sir Clive would be so proud.
KF_ZXSpeccy

Hanging ten on the Microbee Model II
KF_Microbee_Surf

I spy some tapes!
KF_SpeccyTape

source: Laser Unicorns – Kung Fury

Filed Under: Retro Gaming Culture Tagged With: Kung Fury, Microbee, Pop culture, Retro Gamer, Retro Gaming, retrogaming, zx spectrum

2015 World Video Game Hall of Fame Finalists

May 8, 2015 By ausretrogamer

HallOfFame-TITLEJust in case you have been hiding in a cave for the last week or two, we thought we would take this opportunity to bring you up to speed on the 15 electronic games finalists to be inducted into The Strong’s World Video Game Hall of Fame. The inductees will be formally recognised in a ceremony at The Strong museum in downtown Rochester, New York, on June 4.

Which games made the cut? Surely there wouldn’t be too many surprises when you scan the below list of inaugural inductees. We reckon there should have been some Yu Suzuki arcade classics in the hall of fame, but we are sure they will make the next induction. So, which other iconic game(s) do you think should have made this initial World Video Game Hall of Fame list?

Oregon Trail (1971)
HallofFame_oregon_trail

Pong (1972)
HallofFame_Pong

Space Invaders (1978)
HallofFame_SpaceInvaders

Pac-Man (1980)
HallofFame_Pac-Man

Tetris (1984)
HallofFame_tetris

Super Mario Bros. (1985)
HallofFame_SuperMario

The Legend Of Zelda (1986)
HallofFame_zelda

Sonic The Hedgehog (1991)
HallofFame_Sonic

Doom (1993)
HallofFame_doom

FIFA Soccer (1993)
HallofFame_FIFA

Pokémon (1996)
HallofFame_pokemon

The Sims (2000)
HallofFame_Sims

World Of Warcraft (2004)
HallOfFame_wow

Angry Birds (2009)
HallofFame_angry_birds

Minecraft (2009)
HallofFame_minecraft

source: The Strong – National Museum Of Play

Filed Under: History Tagged With: Doom, pong, Retro Gaming, Space Invaders, super mario, tetris, The Strong, video game hall of fame, Video Games

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