Sunday, 1 September 2013

Classic of the Month - Lunar Lander


Developer:Atari
Manufacturer:Atari
Genre:Simulation
Board:Dedicated 6502-board
Year:1979

Released in 1979, not only was Lunar Lander one of the earliest video arcade games, it was Atari's first vector graphics game and ushered in such classics as Asteroids, Battlezone, Tempest, Gravitar and Star Wars. But what are vector graphics? Well, if you imagine a child's dot-to-do drawing, but with perfectly straight lines between the dots, you'll get basic principles of the technology. The lines are the vectors and unlike a sprite, which is just an arrangement of pixels of different colours, the shape of a vector drawing is controlled mathematically. This means if you rotate, expand or shrink the shape, each point is moved relative to the position of all the other points; the angles of all the lines that make up the shape stay the same, so the shape itself is never distorted. Again, this is unlike a sprite, which is distorted when its rotated, because the individual pixels cannot be rotated, just moved, so they no longer fit in exactly the same position relative to their neighbours; everything has to be rejigged. Likewise, sprites don't scale well, because the only way to scale a sprite is to add or remove pixels; removing pixels loses detail and adding pixels disrupts the ratio of each coloured pixel (unless scaled by a factor of 2, but now we're perhaps getting a little too technical), so the shape becomes warped. These simple graphics emulate the stark landscape of the moon and the vastness of space beautifully, which is probably why so many early games were set in space. Vector graphics were the precursor to polygonal graphics, which take exactly the same rules as vectors, but apply shaded faces to the area between the points to make the shape appear solid. Later, we learnt to apply sprites to these faces, to give the polygonal shape the detail of a sprite and the flexibility of a vector.

But let's get back to the game itself. Arcade games are usually fast-paced, hectic affairs, but not so with Lunar Lander. The game was inspired by the Apollo 11's moon landing of ten years earlier and puts players in control of their own "Eagle". Play starts with the lander at the top of the screen and the rocky, nay mountainous landscape below. On surface of this vector moon there are several flat spots, each with a point multiplier written below. The trickier the landing (such as on a narrow ledge or in a deep gully) the higher the multiplier. Players must rotate the lander and use their limited supply of thrust to control the landing of the vessel on one of these spots. As you approach the landing zone, the screen switches to a zoomed in view, which gives players the chance to fine tune their approach. And fine tune you must if you are to stand any chance of landing without destroying or at the very least damaging the lander. A successful landing adds points to your high score, along with whatever multiplier was associated with the zone you landed on, then it all starts again.

It's a very simple game that rewards patience and care over quick reflexes or pattern recognition. This makes it a very rare beast among arcade games and about the only comparable experience I can think of is Rampart, not in terms of gameplay, but in terms of the mindset required to play it. As early arcade games go, this is one of the most rewarding and that is in part down to the rarity of the experience it provides - even by today's standards.


MTW

Friday, 16 August 2013

Top 10 pinball tables

In celebration of The Pinball Arcade's first anniversary, here are our top 10 pin games, many of which I've only been able to play because of Far Sight's simulator.

Star Wars Episode 1


I'm going to start with one one of the few in this list I can remember playing and it's mainly because of the special tricks it pulls, such as the light sabre that lights up during the game and the holographic back screen, which allows you to blast droids with the ball. This technology was coined "Pinball 2000" by Williams and was an attempt to re-vitalise the floundering company. The objective of the game was to become a Jedi spirit (whatever that is), which means ascending the ranks of the Jedi and eventually battling Darth Maul. It says a lot about a film when the pinball table is a more memory experience.

Black Hole


Gottlieb's Black Hole is former classic of the month, so it's hardly surprising it also made it to my top 10. Like video games, atmosphere can carry pinball tables a long way and Black Hole's gaunt sound effects and simple layout are very atmospheric. It's tough to get the multi-ball mode to activate on this one, but when you do it's actually possible to have balls on both the main playfield and the inverted lower table; managing balls on both playfields, especially when the balls drop out of the top on the lower field, is only for the true pros.

White Water


If you like tables with lots of ramps, you'll love White Water. In fact, when I saw this table in a bowling alley back in the 90s, it was precisely because of its rapids-themed ramps that I started to play it. The object of the table was to make your way down the river rapids to Wet Willy's shack, encountering dangerous ravines, dark caves and even a yeti along the way.

Taxi


For me, personality also goes a long way when it comes to pinball tables and William's Taxi has personality in spades. The object of the table is to pick up and drop off its colourful cast of passengers, which includes Mikhail Gorbachev, Marilyn Monroe, Santa Claus, Dracula and Pin*Bot (although I have no idea how a planet-sized robot is supposed to get into a Crown Victoria). It still makes  me smile hearing Pin*Bot saying, "Taxi, taxi, taxi" in his robotic voice. The looping ramps, which cross over in the middle also help to give this table a real sense of pace.

The Machine: Bride of Pin*Bot


Talking of Pin*Bot, William's trilogy are true legends of pinball, but when I decided to only include one of the series in this list I had to go with the first lady of pinball, The Machine. Not only did The Machine feature the pinball eyes of its predecessor, players also had to shoot their ball into her mouth to give her speech (which is a little counter intuitive). With each stage of The Machine's unique ball-locking mechanism her whole face rotates. Once she has balls in her mouth (ahem) and eyes, the multi-ball mode kicks in and you can rack up a serious score. I don't have any tattoos, but if I got one, I reckon it would be of this giant, sexy metallic lady.

Big Shot


Originally released in 1973 (when pinball was actually still illegal in New York City), Big Shot is the oldest table in our list. It's also the only electro-magnetic (EM) table in this list, but I love how deceptively challenging this table is. At first glance is looks pretty basic, but lighting all 14 of its drop targets with a single ball is surprisingly tough. There are few purer tests of pinball skill than to light them in order. I certainly can't do it.

Space Shuttle


A lot of the tables in this list are historically significant because of features they introduced to pin games, but Williams' Space Shuttle from 1984 is significant because it not only rescued the struggling Williams company, it also helped with the pinball resurgence that lead to so many great tables in the 1990s. As much as anything, for me it's the sounds this table makes that sends me into a nostalgic swoon. This is before digitised background music, so there's no rousing patriotic score or epic sci-fi theme, just a whole lot of awesome buzzes and beeps that wouldn't be out of place in Defender.

Theatre of Magic


Harking back to the days when magicians like David Copperfield, Siegfried and Roy and Lance Burton were master entertainers, Theatre of Magic really captures the feel of those big, complicated and above all extravagant tricks. As your score goes up the sense of the stakes also escalating is palpable. Among this table's many tricks are the rotating magic trunk, which can make balls disappear, the spirit ring and deadly tiger saw. All of which would look perfectly at home in a Las Vegas stage show.

Attack from Mars



This is one of my absolute favourites. Pinball games are famous for their crazy highscores, but Attack from Mars takes it to the extreme. Within seconds of playing even a newbie can rack a score of a few hundred million. As an experiment, I once played a game where I did not press a single flipper, I just launched the ball and let it drop and I still scored 192,000,000! It's a really good beginners table, because of its relatively simple rule set and its open playfield, which helps players to keep track of the action. Just don't be too disappointed when you go back to a different table and find you can only score a tenth of the score you got on this.

Tales of Arabian Nights


Based on the classic saga 'One Thousand and One Nights', this is another table with bags of personality. The objective is to rescue the princess from the demonic genie. Along the way players will be collecting gems, visiting a bazaar, flying a magic carpet and spinning Aladdin's lamp in the middle. I also love tables with great lighting and this table certainly has that. After each ball out, the gems you've collected disappear in time to the music, then with a final flourish from the oud, the whole table briefly illuminates. It looks beautiful. Also, if you haven't tried The Pinball Arcade on your Android or iPhone, this table is free with the basic version.

Choosing the first nine tables for this list was fairly easy, but choosing my final table was tough. The Pinball Arcade really showcases the best the pin games have to offer from the last 50 years and narrowing it down to 10 has been as hard, if not harder, than any of my other top 10s. In the end it was down to Tales of Arabian Nights, Cirqus Voltaire, Black Knight, Centaur and Funhouse. In the end, I had to go with the tables I played the most, which is why three of Pinball Arcade's launch tables are in this list.

Join us again next month for another top 10.
MTW

Thursday, 1 August 2013

Classic of the Month - R-Type Leo

Developer:Eizo
Manufacturer:Irem
Genre:Shoot 'em up
Board:M-92
Year:1992

After Gradius, the R-Type games are probably the most famous, popular and revered side-scrolling shmups of all time,  but unlike Gradius, there were relatively few arcade sequels.  After the 1987 original there was R-Type II in 1989, a spin off called Armed Police Unit Gallop in 1991, then this installment in 1992 and that's it.  All the other sequels were for home consoles and computers, but that's hardly surprising; R-Type was converted to almost every home platform going, from the ZX Spectrum and original GameBoy to the Xbox 360 and even smart phones - a good 12 years after the original arcade release.

Set before the events of the original game, R-Type Leo tells the story of mankind's exploration of the galaxy and the construction of an artificial world called Eden.  However, Major, the super computer designed to operate Eden, goes haywire and starts to attack the human inhabitants using the planets defence system.  And so a newly developed star fighter, the R9 Leo, is called into action to take out the maniacal AI.

The Leo differs from other R-Type fighters by having neither a Wave Cannon (the main gun that can be charged to release high-power blasts) nor a Force (the satellite that multiplies and increases the fire power of the R9).  Instead when the Leo is powered-up it gets two small pods, later given the name Psy Bits. These Psy Bits stay in formation with the Leo, but can be aimed forwards or backwards by moving left and right.  They can also be charged and released to deliver a one-off high-power attack, similar to a charged Wave Cannon, however you charge them by not using them, meaning you can keep firing your regular weapon until it reaches full power. However, when they launch the Leo is temporarily defenceless, so there is a real risk/reward to using them.

Like other R-Type games, the power-ups in Leo come in three forms:
  • Red lasers, which fire powerful horizonal beams
  • Blue lasers, which bounce off the scenary and enemies
  • Green laser, which are semi-homing lasers, capable of bending at 90°, much like a Tron light cycle's jet stream.
Officially the game was only released in Japan, however the odd unit made it over here, including the one I used to play in Great Yarmouth (yes, that place again).  So why have I made such a little known game a Classic of the Month?  Well, it might be little known and it might not have been developed by Irem, but it's still a great shmup and its influence was felt all the way up to the 2005 PlayStation 2 sequel, R-Type Final.


MTW

Saturday, 20 July 2013

Oh Capcom, you are spoiling us

Arcades may be dead, but many of the top manufacturers from back in the day are striving to reinvent and rejuvenate their old franchises for modern systems and new players. And arguably, of all the old guard to try to keep their games relevant, Capcom has been the most successful. As well as porting classics with their Arcade Cabinet collection and giving us numerous remakes, such as Bionic Commando Rearmed and 1942: Joint Strike, they've also brought a number of franchises back to life, most notably Street Fighter IV. And this month, they've teased us arcade throwbacks with two new treats. Check out the videos below:



I skipped the last update for SSFIV, but I'm rather looking forward to Ultra, not least because Elena was one of my favourite new characters in Street Fighter III. And as for the Strider remake, I'm getting quite a Shadow Complex vibe from it, but that is by no means a bad thing, as Shadow Complex was awesome, but we'll need to wait for that one until next year.

Sunday, 14 July 2013

Top 10 sports games

It's a scorching summer here in the UK, so it seemed like the perfect time to talk about Arcade Throwback's top 10 sports games.

Track & Field/Hyper Sports


Here I go, starting the show with a show stopper! Konami's Track & Field series is legendary and there are more games in the series than most people remember. In 1984, a year after Track & Field, there was Hyper Sports, which is the first one I played. Then there was Konami '88, International Track & Field (1996) and Negano Winter Olympics '98, as well as numerous spin-offs on home consoles. For most people, myself included, it's those first two games, that kick started the whole button mashing sports genre, that really stay with us. 

Tecmo World Cup '90


There were no football fans in my family, so first time I got into the beautiful game was during Italia '90, when I was 15. And what England fan didn't caught up in the moment when Paul "Gazza" Gascoigne's emotions got the better of him during our semi-final game against Germany? Even my mum watched it! Anyway, the football game to play that summer was Tecmo's World Cup '90. The simple controls made for a fast paced game that anyone could pick up and play and it remains one of my favourite video game interpretations of the sport.

F1 Grand Prix


Video System Co. Ltd's F1 Grand Prix could have gone in my top 10 driving games, but as one of the few properly licenced arcade racers I could remember, I thought I'd save this excellent top-down racer for the sports list. The game features all the teams and drivers from the early 90s, including such legends as Nigel Mansell, Jean Alesi, Nelson Piquet, Alain Prost and of course Ayrton Senna, all beautifully drawn and instantly recognisable. And while F1 begs to be made into simulators as opposed to arcade games, the top-down perspective works brilliantly, like a helicopter cam, letting you get a birds-eye view of all the jostling for position.

Side Pocket


If there was one sport that was on the telly in my house as a kid, it was snooker. I can't remember any snooker games in the arcades, but there were a few pool games, many of which came from Data East, including the dubious Pool Gal series. However, Side Pocket is the game I remember from the arcades I visited. With its top-down view, the mechanics were greatly simplified, but as always that suited the arcade.

Punch-Out!!


Nintendo's Punch-Out!! is perhaps better known for the NES and Super NES versions, but it did start out in the arcade in 1984. I remember it being a technically impressive game for the time, with the player's green-haired character (later known as Little Mac) appearing as a transparent wireframe model, so that you could get a better view of your opponent. And what a cast of characters they were! Glass Joe, Piston Hurricane, Dragon Chan, they were all brilliantly drawn and full of personality. The simply controls provided enough variety that you didn't just mash the buttons and the opponents' combinations of attacks, blocks and feints kept you on your toes. Nintendo resurrected the franchise in 2009 on the Wii and it's a brilliant update of the game.

Wind Jammers


You can look at SNK's Wind Jammers one of two ways: either you can disregard it because its a made-up sport or you can play it and enjoy one of the best one-on-one video games ever! The premise is simple, mix a little tennis and squash, but played with frisbees and add in special movies that wouldn't look out of place in a King of Fighters game. This is definitely one of those games that's easy to pick up, but very hard to master. Doing the special's is easy enough, but countering your opponent's specials and send them back at him with deadly force is much harder and also much more satifying.

Pigskin 621AD


Okay, if you thought I was pushing my luck with WWF Super Stars, you'll think I'm way over the line with Pigskin 621AD, but you won't deny it's a riot to play! This crazy medieval version of American football is almost as much a beat 'em up as a sports game. The field is also full of traps, like ponds, muddy puddles and boulders, which prevent you from zig-zagging wildly down the field in an attempt to avoid being clobbered by a mace-wielding warrior-jock. Unlike many other football games, you only control one player, the team captain, Thor Akenbak, but you can control the tactics (in a basic way) of your team mates by pressing the red button. When the player's team is in possession of the ball you can swap between "Block" and "Scatter", and when your opponents have the ball you can swap between "Get Ball" and "Man-to-Man". In either situation you can also set your team to free-for-all by selecting "Bad Attitude" — assuming you have enough time to think that far ahead in all the chaos!

Hit the Ice


Ice hockey is fast and frequently violent and so it's perfect for translation to video game. Few versions of the sport are as manic as Taito and William's Hit the Ice. Take control of a goalie and one member of either the Reds or the Blues, then skate, pass, shoot and, if need be, punch your way up the rink to score a slot shot. There are plenty of quite serious ice hockey games out there, but Hit the Ice is a bit like Pigskin in that it takes neither itself nor the sport it's based on too seriously. The result is a game that's full of comedic violence, like hitting your opponents in the head with the puck and making them see stars.  

Virtua Tennis


When it comes to tennis, us Brits have never had so much to celebrate, with Andy Murray winning just about every grand slam he enters and several young stars, like Laura Robson, doing us proud as well. For gamers, there is no finer tennis game than Sega's Virtua Tennis series, which was developed for their Naomi system (which shared its guts with the Dreamcast console). The game manages to be both accessible and authentic in equal measure, allowing players to feel like they could take on the grass courts of Wimbledon as well.

Neo Turf Masters


All the other games in this list are based on fast, action-oriented sports, but Nazca's Neo Turf Masters for the SNK Neo Geo masterfully adapts the sedentary pace of golf to the rapid-fire world of arcade gaming, without sacrificing the core elements of the sport. For lives you get a strict stroke limit, meaning that you can only progress if you can stay under par, meaning you can be facing the game over screen as quickly in this game as any other in this list. And thank God for one of my school mates showing me Microprose Golf on the Commodore Amiga back in the early '90s, because otherwise I might have totally overlooked this gem, which remains one of my all time favourite arcade games.

MTW

Tuesday, 2 July 2013

Nostalgia Trip - My Arcade Garage

We've all dreamt about it, but Penny Arcade's Mike "Gabe" Krahulik has only gone and done it, he's built his own arcade garage. He turned this:


into this:


He apparently has room for seven machines and he's chosen:
  • Pac Man
  • Dig Dug
  • Donkey Kong
  • Super Mario Bros
  • Teenage Mutant Ninja Turtles
  • Gauntlet Dark Legacy
  • A Neo Geo
You can read about his journey here:


It's a fascinating read and he's clearly put a lot of effort into the project. It got me thinking, if I had the time, space and money to build my own garage arcade, what seven cabinets would I put in there. This is my list:
  • R-Type
  • Space Harrier
  • Golden Axe
  • The Machine: Bride of Pin*Bot (although a new machine from Stern or Jersey Jack would probably be more reliable)
  • Super Street Fighter IV
  • Tron
  • Pac-Man Arcade Party (which contains all the Pac-Mans, Xevious, Galaga, Dig Dug and a bunch of others).
(A Geo Geo would be my number 8 if it was a top 10, but these are Gabe's rules, not mine.) So come on, what seven would you guys choose?


Monday, 1 July 2013

Classic of the Month - Defender Stargate

Manufacturer:Vid Kidz/Williams
Genre:Shoot 'em up
Board:6809-based board
Year:1981

Few people would refute that Williams' 1980 side-scrolling shoot 'em up, Defender, is one of the all-time classic arcade games, but it's easy to forget the following year Williams brought out a sequel. Known as Defender II, Defender Stargate or just Stargate, it was developed by Vid Kids, a small 3rd party studio formed by Eugene Jarvis and Larry DeMar, both of whom worked on the original. And eagle-eyed Arcade Throwback followers may have even noticed it on the banner of our Facebook page and Twitter account, so   this month it's our classic in focus.

Gameplay is much the same as the original, except things get busy much more quickly, with a greater variety of enemies out to get you from the very first level. Thankfully your ship has a few more tools at its disposal this time, with the inclusion of the Invisio units, which allows you to turn invisible (and therefore evade hunters) while you keep the button held down. There are also the stargate themselves. These square portals are dotted throughout the landscape and effectively work like a fixed and more predictable hyperspace, allowing you to now only avoid danger but also deal with snatchers on the far side of the level.

Whether you can remember this sequel or not (I can't), one thing remains from its predecessor: IT'S ROCK HARD! To alleviate some of the difficult Vid Kidz added the option to pay extra at the beginning to get more lives, bombs, hyperspace jumps and Inviso units, but you'll still struggle to clear more than the first few levels.

So why is it so few of us can remember this game? It plays well enough and in many ways it's a better game than Defender -- it certainly tries harder to keep the player going. I suspect the answer is in my introduction: Defender is in the absolute top tier of arcade classics; the reputation it has the the respect fans have for it is up there with the likes of Pac-Man, Space Invaders and Donkey Kong. Quite simply, the original overshadowed it.

MW