The Christmas season is always a magical time for the videogame industry. Companies release their top products, gaming magazines balloon to three times their size, and holiday-themed commercials fill the television airwaves. Since this is the Christmas issue of RT, I found a Christmas
style ad for the vault. This commercial is for (stay with me) E.T. for the Atari 2600. We all probably heard the story on how Atari paid $21 million for the videogame rights to E.T., only to make it the worst flop ever.
Dark Tower (CGE 1983) D
Bedlam (GCE 1982) B
Berzerk (GCE 1982)
of Prey (John Dondzila 1999) C
Storm (GCE 1982) A
Clean Sweep (GCE
sure to check out my site at
for 1400 more reviews.
me! I am the Wizard of Wor!” Per
your request here’s a popular title that my predecessor already reviewed.
See Retrogaming Times issue #8 for Doug's Many Faces of Wizard of Wor. BTW,
congratulations go out to Doug & Elizabeth Saxon, who were wed in November.
of Wor (WOW) as noted in the Digital
Press guide is one of the best simultaneous 2-player home video games from the
era. Inside the dungeons of the Wizard of Wor, you became a
Worrior whose goal is to defeat the Wizard by going deeper and deeper into his
dungeon. But you never defeat the
Wizard - he keeps coming back and
the levels repeat with no end. WOW
is similar to Berzerk, in that you move within the realm of a powerful being,
and enter his many screen-sized mazes (dungeons) and shoot at his minions.
But that’s where the comparison ends.
All movement by Worriors and Worlings is limited to only
4 directions and you
cannot exit the maze, but must defeat all the monsters to advance.
There is an escape door that opens and closes randomly, but always in the
same place on screen. It works like
the tunnel in Pac-Man, but anyone can use it, after which it closes again. The most significant feature is that of 2 player simultaneous
action. WOW may have been the maze shoot out game - which in that era,
culminated with the 4-player game Gauntlet.
level begins with the Worriors outside of the maze with 10 seconds to enter
willingly, or be forced into the dungeon. You
only fire one laser blast at a time, until it hits a wall, Worrior or Worling.
So plan each shot carefully. There
are about 17 different maze patterns, 14 of which are random.
[I only found 16 of them on the C64 and Bally - got tired replaying]
The other 3 mazes are special dungeons used at levels 4, 8 and 13 (11 on
Bally). Level 4, “The Arena”
has an open area in the middle, level 8, “The Worlord Dungeon” has only 6
sets of walls to hide behind, and level 13, “The Pit” is composed of NO
walls, and nowhere to hide. An
extra life is awarded to you the first time that you reach the Arena and the
Pit. The levels repeat, and so
every so many levels you reach the Arena and then Pit again.
There is no time limit, but each level becomes increasingly more
difficult with the monsters reaching their top speed sooner and sooner.
To help you on your mission, you have a radar screen that displays the
locations of all Worlings, visible and invisible.
The name or number of each level is also provided.
OK so what is a
Worling? They are your enemy, and 4
of the 5 species of Worlings appear in every dungeon.
Six Burwors (blue) await you inside each maze – but they are slow and
always visible. As you vanquish the
Burwors, they are replaced by Garwors, who when defeated will be replaced by
Thorwors. Garwors (yellow) are
faster and are NOT visible unless you are in the same corridor.
Thorwors (red) are smarter and faster still and likewise not always
visible. As the levels
increase, more Garwors and Thorwors will begin play along with the Burwors.
Once all of the 3 basic Worlings are destroyed, the Wizard’s winged
beast, the Worluk appears (actually starting in level 2).
The Worluk does not intend to stay very long and makes his way to an
escape door – ending the level. If
it’s shot, you’ll earn a “Double Score Dungeon” – the next level.
After Worluk is gone, the Wizard himself may engage you in a battle to
the death. Of course he never
really dies, just shows up later on. The
Wizard only shoots in two directions fore and aft, but he’s firing constantly.
He teleports in, moves for a few seconds and then teleports back out.
After a brief delay, he teleports back in again, usually a bit closer to
one of the Worriors. As with the
other Worlings, if you shoot the Wizard, he and his shots vanish and can no
longer harm you. Shooting the
Wizard will also yield a Double Score Dungeon.
For more information on Wizard
of Wor see:
Arcade Game Designed in
1980 Bally Midway (Tom McHugh &
Home releases: Apple II (Jorn Barger),
Atari 2600 & 5200 (CBS), Commodore
64 (’83 CBM) and Atari 8 bit (’84
Roklan, Joe Hellesen & John Wagner). Rumor
& INTV (CBS announced plans), Vic
20 (CBM – unreleased). Unlicensed:
Bally Astrocade (’82 Bob
Gameplay, Addictiveness, Graphics, Sound & Controls
Apple II (N/A)
Bally Astrocade (42)
Gameplay is very nice (8), and includes all the major elements save for a pause.
Also missing are the names of the special levels, and the Worluk and
Wizard do not show up on the radar. This
is the only version that offers 3 levels of difficulty.
3 of the above mentioned 14 generic mazes are slightly altered on the
Bally version. Maybe Bally is
correct & the C64 & Ataris are wrong?
The most significant difference is that only the Astrocade gives you a
Quadruple Score Dungeon if both Worluk and Wizard are shot.
I’ve forgotten/did not check if the arcade did this or not.
An extra life is earned for every Pit encountered, which occurs every
fourth level after the first one. The Graphics are wonderful (9), the best of the lot, with the
most detailed and colorful sprites. The
Sound is nice (8), in fact the effects are second to none.
But quite noticeably missing is the heartbeat (for lack of a better term)
of the Worlings. The racing
heartbeat adds tension and drama to the game as it beats faster and faster.
The Controls are superb (9),
but only once you’ve become comfortable with them. This may take some time, and they are harder to fix and keep
in working order than most. The
Addictiveness is great (8), but loses a bit due to the controls and lack of a
Nots: Atari 2600 (34)
Medal: Atari 5200 (40)
Medal: Atari 8 bit (43)
Medal: Commodore 64 (44)
now if CBM would have programmed WOW to allow you to alter the background
colors, as they did in Omega Race (another Bally/Midway title), just imagine
playing invisible Wizard of Wor. Every
level would look like the Pit. You’d
really have to fire a lot to see where the walls are to find the best place to
“hide”. I betcha that would be
an easy hack job to do, and hope that if someone does it to write and tell me,
I’d love to have that version on disk. Wouldn’t
everyone? How about a Wizard of Wor
apologies to those Amiga fans out there. I'm
only covering the official (licensed) home releases on these classic (joystick
era) machines: Apple II, Atari 2600, 5200, 7800 & 8 bit computers,
Colecovision/Adam, Commodore 64, Vic 20, Intellivision, Odyssey II, TI 99/4A,
and Vectrex. Other systems either
came out after this era, (NES, SMS, ST, Amiga, PC's), or did not have many
official releases (Bally Astrocade, CoCo, APF, Emerson and Fairchild), or were
overseas and hard for me to review (Sinclair Spectrum, MSX, Amstrad, and
Fountain). Sorry if I've yet to
cover your favorite game, but some versions are harder to come by and I really
do not want to rely on emulation. Good
news is that one of you is going to help expand my frugal Amiga collection, so
maybe some day I’ll do a Many Faces of in the Bit Age Times.
back next month when I review the Many Faces of Gorf,
(another Bally/Midway title split by the same 3 companies, CBS / Commodore CBM /
Roklan), on the C64, Vic 20, Atari 2600, 5200, Atari 8 bit and joined by
(Alan Hewston, still looking for the Vic 20 fans who can trade or sell me versions of Frogger, Galaxian, Defender, Dig Dug, Battlezone, Moon Patrol, Miner 2049er, Tutankham, Mountain King and Doom (just checking if you are reading this) for this column, can be reached at or if you want to trade http://members.core.com/~hewston/Hewston_vg.html)
If there is one thing that classic games is missing, it is a Christmas game. Granted, video games in general are missing out on holiday games. With Santa being public domain, it is odd to think there are almost no Christmas games. Well, I have an idea for one that hopefully someone will pick up on and make (paging Tim Snider....paging Tim Snider).
The game would be based on the classic Rankin/Bass holiday special, "The Year Without a Santa Claus" and would be in the vein of Dragonfire. For the first level, you would have to run up and get past the Burgermeister (no, it is not a Burgertime sequel). As you made your way across the screen, he would be throwing fireballs at you. Once you get through, you would have to go around and grab up all the presents for the kids, before the Heat Miser hits you. Then you repeat, but this time it is the Freeze Miser (one screen is blue instead of red and they stuff they shoot is blue instead of red)
You have to excuse me if I
am getting the story confused, it has been awhile since I have seen the great
movie! But you get the idea. So maybe someone with some programming
skills will make this or Frosty or Rudolph into a video game and give us some
Who hasn’t had this happen to them ?
You’ve read about and are looking forward to a game. Maybe it’s based on a franchise you like. Or maybe just the story line has piqued your interest. Or the pictures in the magazine look purty.
You shell out the bucks the day it hits the store.
You pop the game in the machine, get thru the introduction, grab the controller and…it sucks.
Not the graphics, or the story, or the action or the sound.
No. It’s the control.
Maybe the buttons are configured weird (with no way to reconfigure them). Maybe the main character doesn’t respond well to your command. Maybe he responds too well and is jumping around like he (or she) has a rabid mongoose in his (or her) pants.
In the end, what do you end up with ?
To me, after the concept and scope of a game is defined, the next thing that should be determined is the control.
On the Vectrex, one of the first games that took advantage of the analog capability of the joystick was Hyperchase. The speed you moved left or right was based on how far you moved the joystick. Crash after crash after crash makes this one of the most frustrating games in the Vectrex’s library. I credit a lack of experience programming for analog to this game’s problems.
We’re all familiar with the Atari 5200 controller. Here it was the hardware, not the game that made things frustrating. It didn’t help that some of the games that could have used the analog stick to their advantage ignored it.
Then there is game design. Sometimes it is those platform games that have a series of jumps that if you are one pixel too far to the left, you won’t make it and one pixel too far to the right, you fall before you can jump. First person perspective games with jumps also run into the “how close am I to the edge” problems. Shadows of the Empire for the N64 is an example of this. Game designers also seem to throw nearly impossible feats of finger dexterity into games to make them last longer and to otherwise cover up boring sections. Tomb Raider did this. If you played this game, ask yourself, “How many times did I die trying to make that jump ?”
Did it really add anything to the game ? Or did it just frustrate you ?
Another area of problems with design is enemy logic.
Sometimes enemies are soooo dumb that the designers make up for it with volume. Doom is a good example of that. But hey, they’re demons, so their I.Q. isn’t supposed to be at Mensa level anyhow. Shooting games like Gradius and it’s kin do this as well.
(Some of the new games have smarter enemies that work as a team, dive for cover and the like that give them an almost human response. First person shooters as group games are more popular than single player versions because the enemies are more challenging than computer opponents.)
My most recent encounter with frustration is Evil Dead:Hail to the King for the Dreamcast. You get one life. It’s hard to find ammo (or fuel) for your more powerful weapons. Your enemies respawn. (That is to say that they come back when you kill them). The ability to save the game is rare. After playing this for fifteen minutes, I wonder not just if anyone could get through this game, but WHY anyone would bother. The game has more of a learning cliff than a learning curve. Much as I hate to admit it, I went out and got a Gameshark just so I could get through this game. I set it up that the enemies couldn’t hurt me. Yeah, I know, that’s cheating. Sue me.
But this brings me to the next problem. Poor design. Obscure puzzles. Non-logical thought processes. Doing things that make no sense.
I remember an early adventure game in which you had to get bat guano at the beginning of the game to use later. If you missed it, you could not go on. I vaguely remember something in the original Leisure Suit Larry about scraping gum or bird poop off of a car’s windshield at one point in the game. And you needed it later. Tough luck if you already saved the game after you were in that area. If you missed it, there was no going back unless you restarted the game. Evil Dead has many of these types of things.
Why would I bother with that game ? Well, I like the movies. I like the concept. I’d like to finish the game. Get my money’s worth. I paid for the game, why shouldn’t I see the whole thing.
Maybe I can do it without smashing my controller.
has been playing games for over 25 years and actively collecting them for over
10. The 2500 + games that he has takes up most of his home office and living
room. He lives in Denver, PA with his understanding wife Jennie, his 6 year-old,
button-loving son, Max and his 2 year-old, 4th player, Lynzie. If you’ve
experienced game frustration, he’d like to hear about it at firstname.lastname@example.org).
First of all, a very Merry
Christmas and a Happy New Year to all our readers out there! I hope and pray
that your times with friends and family are truly a blessing and full of
I had hoped to start a
series on the SNUG cards, but that will have to be postponed until I can get
contact with Michael Becker and get that information straight from the expert
We have all wished for
programs that were written for our computers, and were for some reason or
another, never done at all. They can range from utilities to games, and not
necessarily in that order either! Since I prefer games, let’s start with those
Games That Have Never Been:
First and foremost, I am surprised that a clone of Wizard of Wor was never done
for the TI. The graphics of the VDP are pretty close to the Commercial Mode of
the Astrocade chips, and, speech could have been used. Even if on a disk, or the
side carts that allowed 24K, this would have been an excellent port.
Robotron:2084! Was this ever
made? Does it exist in a prototype collecting dust in some programmer’s shelf?
How about, Galaxian? Or
Defender II? Venture and Ladybug could have been ported as well. And, I am
surprised that a version of Asteroids, with the sprites designed to look like
vector graphics, was never done. Or, a version of Missile Command! And,
Two other arcade games that
come to mind are Omega Race, and Solar Fox. And, in the same mind as W.O.W.,
And, some good sports games
would have been preferred. A much better version of soccer and football would
have been very welcome.
With all their original
titles, the company that is most noticeably absent is Activision. Unless there
WERE plans and then the plug was pulled on the TI 99/4A.
Utilities That Have Never
Been: One of the greatest disappointments is that despite being given a free
SuperAMS card, Tony McGovern never wrote a version of Funnelweb that would have
taken advantage of the extra memory. This would have been a great feature for
the 40-column users. Those of us lucky to have an 80-column upgrade were blessed
to have 128K or text space and such. A SuperAMS version would have been able to
have close to a one-megabyte file! I contrast this to Bruce Harrison who
re-wrote MIDI Master to use the SuperAMS for bigger MIDI master. I remember
talking to Bruce during the early attempts, and he had to get very clever to get
needed bytes to fit the needed routines in.
A true BASIC/Extended BASIC
compiler is probably the most missing utility for the TI 99/4A. Let’s face it
TI BASIC is slow, as in molasses on a cold day! And, Extended Basic ranks a
close second!!! There have been notable attempts, Bruce Harrison again with a
compiler for Extended Basic, and some early attempts for TI BASIC that really
restricted what you could do anyway. The limits of the TI itself prevented any
really powerful compilers, for BASIC/Extended BASIC.
I think the answer to that
has always existed. Did anyone ever question why TI did major work for the TI
99/4A, not on the computer itself-but on much more powerful minis? I am very
surprised, that with hackers always coming up with neat programs for the TI
99/4A, that no one ever wrote a compiler on the PC, to compile BASIC/Extended
You could write the thing in
JAVA and not worry about speed! You could have a subset of TI BASIC that did
allow sprites and such, then compile that into TMS 9900 assembly, and have it
optimized as well!
It’s one thing to run PC
99 on 1.4 GHz PC and have the Extended Basic run at incredible speeds on the
emulator (which does have it’s advantages-old games actually become
playable!), and have a compiler that takes old code, and really speeds it up by
converting it into 9900 code!
It would be a neat thing to have an 18 year-old program re-compiled to run as a 9900 assembly program!
Perhaps, one day!
Happy Holidays to everyone out there! I have been thinking of writing a series of articles for Retrogaming Times based on the arcade game Gyruss. I am looking for fellow veterans to add an air of “roughness” to them. Any USMC types out there willing to help out in this effort?
This was written while listening to Trans-Siberian Orchestra!
( “Hi, my name is Jim W. Krych. I am a 32 year-old electronics technician. My products that I currently work on are the SMU models 236,237, and 238. I am also a 13+ year veteran of both the USCG, active, and the Ohio Army National Guard, reserve with B Co. 112th engineers. I can be reached at: email@example.com or firstname.lastname@example.org I have a two-year-old son, Treyton, and he is the CEO of Treyonics! I have founded my own business and, of course, I named the company after my son Treyton! Our product is the Treyonics Home Controller System Model 9908. Better known as the… Devastator)
fellow retro-gamers! I know it may seem odd to have a Christian Ministry
mentioned here, but hear me for a moment:
in the mid 90’s, I used to run a computer ministry that gave out computers to
the poor families in the inner-city of Cleveland. We were under a church then
and were able to give tax write-offs to people donating equipment. I have been
in the Kinsman/Woodhill section of Cleveland, to the near West Side as well,
doing the Ministry work.
took all type of equipment back then. I was even offered an Osborne! I got quite
a few C128’s, Apple II’s, PC’s of various vintages, and Atari ST
equipment. It was a Chinese Christian, Dr. Clarence Chang of NASA, who first
introduced me to the ST line.
gave to mostly families, but we were also able to give to a small school as
well. It was great to see how the machines helped people out, and the joy of
seeing a lot of hard work pay off. And, some funny stories to boot! Like when
one family’s pet rabbit made short work of a TI parallel cable and floppy
have made mention of Centurion Ministries to my current Pastor, Leroy McCreary,
HR Director at NASA, and Senior Pastor at Peoples Community Church in Berea,
which is where our Atari group here meets every month. I will present a letter
to him and the Elders Board, and we will again be a 501C3 organization once
accepted by PCC.
time, however, we’ll deal mostly with PC’s and Mac’s. If anyone is looking
to donate used PC and Mac equipment to help the inner city of Cleveland, please
contact me at: email@example.com
and list the subject as Centurion Ministries.
care and God Bless!
The above Latin Phrase is right from the Vulgate. It’s “Just say the
Time to dip into the email bag and see what the readers have to say.
I am an avid reader of your newsletter and look forward to it every month.
I have two questions that I hope you can help me with. I have a TI 99/4A
that I found in the original packaging and put away for a while. I
recently found a bunch of games for it and decided to try it out. When I
plug in a joystick to play games it does not take. It only works by using
the keyboard which is about as annoying as an Atari 5200 controller. Is
there some trick to this??? Also, does the system work with Atari 2600
controllers??? My other question is about cleaning prices marked on games
found at thrift stores. I recently scored a bunch of NES games in mint
boxes with instrucctions that I wouold like to take to my local collectibles
store and trade for 2600 stuff. I tried soap and water and vigorous
How do you choose the order of the articles? Why are some writers always at the top and others at the bottom?
OK, this is pretty scientific, so you better take notes. Ready? Here we go! The articles from the writers are put in order of when we received them. The sooner they arrive, the sooner they are put in. That is the biggest reason why Adam King has been first, he has a new article within days of the newest issue of Retrogaming Times coming out. Same reason why Jim Krych is usually the last one. His articles tend to get there a day before publication. Hope you got all that down.
How many different game systems did Atari make? My friend says four, but I say 5. Who is right?
We are only going to count actually released systems and not prototypes. We will also only count the US made ones. We will also only count Atari 2600 as one, even though there were more than one version released. Plus, we will just count the actual game machines and not the computers that played games. Lastly, we will not count the many different pong machines. With this in mind, Atari released a total of 6 game systems. Here they are:
By popular demand, the MAME reviews are back! Time to pull two more golden oldies out and dust them off and put them through their paces. Hope you enjoy them!
Eagle starts off with a puny ship. I mean this poor thing is the runt of the star fleet. I bet it doesn't even have a bathroom in that puny little ship. But don't let look fool you, it can shoot with the best of them. Actually the small size does have its advantages as it is harder to get hit. Don't worry if you are feeling inadequate, you will get a bigger ship in a few rounds. All you need to do is clear a few rounds and you get to go to a docking sequence. Here you have to navigate your ship down to land on the other ship, ala Lunar Lander. You can move left and right and thrust to slow down your descent. Quick hint, when you get to the fourth level, try to kill the last creature as close to the center of the screen as possible.
So besides clearing all the levels, you also want to build the monster ship! This ship would allow you to shoot five bullets at a time! Talk about overcompensating. Besides this neat little feature, the game is pretty much a Galaxian clone. You shoot different type ships, some of which look like butterflies. Maybe it is me, but it is hard to get excited about destroying adorable little space butterflies. Anyway, the game is fun and worth a few turns. It is not a gem, but it is no lump of coal either.
You play the part of a lowly cop. It is your job to stop these hooligans who are out causing trouble. Like any self respecting law officer, you come equipped with a gun and a bazooka to fight the forces of evil! A bazooka? Are these guys nuts or what? Excessive force is an understatement here. You do not capture jailbirds, you shoot them dead. Talk about trying to curb the overpopulation problems in the prison system.
The game plays like any other side scrolling beatem up of the 1980's-1990s. Think Double Dragon, thing Teenage Mutant Ninja Turtles, take your pick and this game is similar in some fashion. You move from left to right, battling with the prisoners, while trying to save innocents. The innocents range from captured men to very annoying little kids. The kids cry so much that I wanted to kill them myself.
Just like the aforementioned games, you move across the screen and keep fighting the same guys over and over, until you make it to the end of the level. For the genre, it is pretty weak. The gameplay is quite repetitive, the sound leaves something to be desired and the game gets old, very quickly. Thank goodness I did not blow any quarters on this one.
Time to put another issue to rest. With the holidays upon us, it is a good time for me to with you a Happy Holidays! Merry Christmas, Happy Hanukah, Happy Kwanzaa, Happy New Years and Happy Festivus! Hope I covered all of them. See you next year for more classic game coverage! Be safe, be merry and give your classic games some attention!
(This issue was done while listening to whatever came next on Jukebox. Right now it is Bob Dylan and before that it was Blondie. Gee, I must be playing these songs alphabetically.)
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