Check out the trailer for the forthcoming Sonic the Hedgehog movie:
Tuesday, April 30, 2019
Monday, April 22, 2019
Kids Say The Darndest Things About Video Games - Fortnite, Mario, and Mr. Do!
Funny
Easter story about my five-year-old great nephew Cooper (pictured here with my
niece Emily, his mom). He asked me about my favorite video game. I told him
what I tell everyone: "Mr. Do!" After giving me a funny look, he told
me his favorite was "Fortnite."
Then
he ask me how many games I know about. I told him thousands and said, "Did
you know I write books about video games?" He asked if he could see them,
so I showed him my Super Nintendo book that my mom keeps in the living room. He
said, "Oh, I've read that." He then opened the book to the
"M" section and showed me how far he had gotten in the book: almost
to the end. (My mom told me later that he had sat in a chair with the book in
his lap one afternoon going through it page by page.)
Then
Cooper asked if I had written any other books with pictures. I showed him my"100 Greatest" book that covers 1977 to 1987. He flipped through it
and asked me about several of the games since he didn't recognize them. I then
turned to the "Super Mario Bros." chapter with the pixelated image of
Mario. He said, "Oh, there's the 'Minecraft' Mario."
🤣🤣🤣🤣🤣🤣Wednesday, April 17, 2019
My Top 5 Blog Posts of All Time
I
looked up my five top blog posts of all time and decided to share the results
with you guys and gals. In order of most clicks, here they are:
#1. KISS
is one of the most popular bands of all time, so it only makes sense that “My
Interview with Lydia Criss, Ex-Wife of Original KISS Drummer Peter Criss” gets
the top spot. You can read it HERE.
#2. It
seems that everyone wants to sell their old stuff, or at least likes the idea
of being a retailer on a small level. This explains why “Opening a Booth in an
Antique Mall” is a popular article. You can read it HERE.
#3. When
cheating scandal over Dragster for the Atari 2600 made news, it hit the
mainstream. Thus, my feature called “Todd Rogers - A Funny Thing Happened at a
Video Game Convention” is a perennial favorite. You can read it HERE.
#4. I
was pretty wild during the 1980s, and people seem to get a kick out of reading
about the times when I met famous rock stars. Check out “I Was a Teenage
Concert-Goer--Or, How I Met Ozzy Osbourne & Paul Stanley” by clicking HERE.
#5. People
like to sample before they shop, so “Look Inside - Brett Weiss's Retro Gaming Books” gets lots of clicks. You can read sample pages of my books HERE.
Thanks for the clicks,
and thanks for reading!
Monday, April 15, 2019
Retro Video Game Review - Outlaw for Atari 2600
Atari
2600
Publisher/Developer:
Atari
Fixed-screen
shooter
1978
SYNOPSIS:
One
of the first games designed by David Crane of Activision fame, Outlaw for the Atari 2600 is both a
target shooting contest and a shootout game in one cartridge. When playing by
yourself, you score points by shooting a moving target. When challenging a
friend, the two of you (one gunslinger on the left and one on the right) fire
away at each other.
Outlaw
features 16 variations of play. In each of the games, an object such as a
cactus, a wall, or a stagecoach moves or stands between the gunslingers, or
between the lone gunslinger and the target. In the two-player games, the first
player to score 10 points wins. In the one-player games, you've got 99 seconds
to score a maximum of 10 points. Outlaw was patterned after Midway’s Gun Fight,
which hit the arcades in 1975.
REVIEW:
Some
things, like going to amusement parks and sporting events, aren’t much fun by
yourself. You can add playing Outlaw to that list. Played alone, Outlaw is an
overly simplistic and boring game. Played with a friend, however, it is a
kicking good time. You'll laugh a lot as you and your frenemy duck behind and
break through the various obstacles, taking potshots at one another.
Like
most of the early Atari VCS games—Fun With Numbers and Maze Craze come
immediately to mind—the graphics in Outlaw are barebones to say the least. With
his cowboy hat and crouching shooting stance, the gunfighter is recognizable as
such, but overall the sprites and color schemes are basic. When compared to
other games of the day, however, Outlaw doesn't look too shabby.
One
appealing aspect of Atari VCS cartridges from the late 70s was the number of
gameplay variations. Many titles boasted at least 16 different games in one
cartridge. While these extra games were generally minor variations on a basic
theme, at least it seemed like you were getting more for your money. In Outlaw,
the variations are certainly welcome. The difference between shooting through a
wall and shooting past a stagecoach is indeed significant in terms of the
strategies used for hitting your opponent while avoiding his or her gunfire.
Check
out my Atari 2600 book HERE.
Sunday, April 14, 2019
Retro Video Game Review - SlamScape for PlayStation
SlamScape
Publisher/Developer:
Viacom New Media
Vehicle
Shooter
1996
SYNOPSIS:
SlamScape for the PS1 is a 3D, behind-your-vehicle shooter set in a surreal world of bomb-throwing
ferris wheels, deadly teddy bears, exploding balloons, bottled brains on
unicycles, a Scary-Go-Round, a spinning seagull named Gullicopter, a monstrous
creation called Crabzilla, and other bizarre enemies.
Your
objective is to pilot a rocket-mounted pile driver called a Slamjet while
shooting, blasting, smashing, and jumping most everything you see throughout
four dangerous regions. Derived from your subconscious, the regions contain
four heavily guarded Orb-Ids needed for level progression. Once you obtain these
items, you'll take them to a central location within that level. You must
employ a different strategy for each orb you wish to obtain.
Obtaining
the Orb-Ids won't be easy as you're going up against 16 blood-thirsty opponents
lusting for victory. While the default weapon is a Shockball, there are a
variety of special weapons including Minetraps, a Fasterblaster, a Ripstar, and
a devastating Torp, which is the most powerful item available. While flying in
your futuristic craft, Nodensnaggers and Power Leeches will land on top of you,
zapping your energy and draining your power.
SlamScape
features a 3D graphics engine running at 60 frames per second and supports
analog controls. Electro-rockers God Lives Underwater lent their musical
talents for the interactive soundtrack.
REVIEW:
If SlamScape
weren't so limited in scope, it would be difficult to know where to begin this
review. The game fails miserably in just about every area of gameplay. For starters,
the Slamjet is terribly hard to control. It bounces around in the general
direction you intend to go while spinning and sliding unintentionally into a
wide assortment of strange but unappealing enemies.
Precision
moves are nearly impossible to perform. When you do manage to land a shot, it
usually just barely injures whatever you're firing at. On other hand, your ship
is killed easily after just a few hits. You're better off trying to avoid most
of your adversaries than taking them on directly. Needless to say, this gets
boring and frustrating very quickly. To make this game even more of a pain,
off-screen enemies suddenly appear without warning and leech themselves to your
vessel, sucking your energy dry. As if the game wasn't difficult enough already!
Most
of the better shooters involve the destruction of hundreds of enemies as many
people play these kinds of games, at least in part, to blow off steam and relieve
stress. Other gamers simply get a kick out of wanton (but harmless)
destruction. SlamScape offers almost nothing of interest in any of these areas.
If anything, playing this game will make you want to pull your controller out
of the PS1 and “slamscape” it into the wall. Everyone needs a few hard games in
their collection, but poor controls and undue frustration do not make for a fun
game.
Included
in this package are three music videos by obscure alt-rock grunge/electronic
band God Lives Underwater. Although tolerable, they're not a great band by any
stretch; their music is as hackneyed as their name. Sadly, the music videos are
the best thing about SlamScape.
Thursday, April 11, 2019
2-Volume Super Nintendo Book Set - ON SALE!
Amazon has a great deal going: The SNES Omnibus two-volume set is on sale for less than $67.57, which is a nice discount off the combined cover price of $99.98.
As of this post, The SNES Omnibus: The Super Nintendo and Its Games, Vol. 1 (A–M) is $34.28 while The SNES Omnibus: The Super Nintendo and Its Games, Vol. 2 (N–Z) is $33.29.
Check out sample pages from Vol. 1, which is available now, HERE.
Check out sample pages from Vol. 2, which is shipping April 28, HERE.
With the two-volume set, which was written by an author (me) who has been gaming since 1975 and writing professionally about video games since 1997, you’ll get:
*Two deluxe hardcover coffee table books, each with a colorful centerfold featuring your favorite SNES characters
*More than 470,000 words; More than 870 pages
*Write-ups for EVERY U.S. release for the Super Nintendo; Each game gets at least one page
*More than 4,100 full-color images: box art, cartridge scans, screenshots, vintage ads
*Nostalgic stories from prominent YouTube celebs, programmers, authors, and other industry insiders
*Quotes from vintage magazines *Memories *Historical info *Reviews
*Essays on the Super Game Boy, the Super Scope, the Console Wars, and Super Metroid
As of this post, The SNES Omnibus: The Super Nintendo and Its Games, Vol. 1 (A–M) is $34.28 while The SNES Omnibus: The Super Nintendo and Its Games, Vol. 2 (N–Z) is $33.29.
Check out sample pages from Vol. 1, which is available now, HERE.
Check out sample pages from Vol. 2, which is shipping April 28, HERE.
With the two-volume set, which was written by an author (me) who has been gaming since 1975 and writing professionally about video games since 1997, you’ll get:
*Two deluxe hardcover coffee table books, each with a colorful centerfold featuring your favorite SNES characters
*More than 470,000 words; More than 870 pages
*Write-ups for EVERY U.S. release for the Super Nintendo; Each game gets at least one page
*More than 4,100 full-color images: box art, cartridge scans, screenshots, vintage ads
*Nostalgic stories from prominent YouTube celebs, programmers, authors, and other industry insiders
*Quotes from vintage magazines *Memories *Historical info *Reviews
*Essays on the Super Game Boy, the Super Scope, the Console Wars, and Super Metroid
Retro Video Game Review - Oddworld: Abe's Oddysee for PlayStation
Publisher:
GT Interactive Software
Developer:
Oddworld Inhabitants
Adventure
Puzzle/Side-Scrolling Platformer
1997
SYNOPSIS:
Odd
alien Abe has worked for years as a slave at a futuristic meat packing plant
called Rupture Farms. Though the plant prides itself on producing Paramite Pies
and Scarab Cakes, the species the food is made from is on the verge of
extinction. Using a full-fledged alien race as ingredients, the owners have
come up with a new product called Mudokon Pops.
While
eavesdropping on a meeting of the higher-ups, Abe discovers the horrific news;
he and his people are of Mudokon ethnicity. Disgusted and terrified by this
revolting development, the alien embarks on a journey to escape the vast planet
and rescue his fellow co-workers. Unfortunately, the plant owners know of the
revolt and are looking for Abe's head on a stick -- or in this case, a Mudokon
Popsicle.
As
homage to the days of Flashback--The Quest for Identity and Out of thisWorld, Oddworld: Abe's Oddysee is a side-scrolling platformer heavily rooted
with puzzle solving and, according to the manual, inexplicably challenging
gameplay. Your job is to maneuver Abe through the dangerous confines of Rupture
Farms and its bordering territories (Monsaic Lines, Scarabania) while sneaking,
jumping, climbing and running for your life. The adventure will also have you
solving puzzles by pulling levers to unlock doors, defusing bombs to avoid
being blown to bits, sneaking past sleeping guards, speed rolling across the
screen to evade gunfire, and other situations that challenge the reflexes and
the mind.
REVIEW:
Before you begin playing Oddworld: Abe's Oddysee, you'll need to have at least some idea of what the game is all about. At the very least, you'll want to understand its attitude and where it comes from. After you're introduced to a dark, yet humorous storyline, the game informs you in big colorful letters that "Abe's Oddysee is loading. Get over it!"
What
you may not know until the game actually begins is that it requires spatial
problem-solving skills and deductive reasoning with a healthy dose of trial and
error on the player's behalf. This game constantly challenges and thoroughly
keeps you on your mental and physical toes. Almost every screen features at
least one action/strategy puzzle that you'll have to figure out. If you get in
a big hurry on any particular level or screen, you're sure to die by bullets,
electricity, a long fall or a number of other cleverly laid out obstacles and
traps.
The
environment of Rupture Farms is one of cold steel, darkness, isolation, misery,
torture and horror; the darkly realistic, yet humorous graphics portray this
H.G. Wells meets Alan Dean Foster meets George Orwell future very effectively.
There are also surrounding territories such as the strange alien world of
Monsaic Lines, the desert wasteland of Scarabania and the lush forest of
Paramonia that drive the graphical premise home.
The
soundtrack, although suitably foreboding and sinister, is remarkably and
surprisingly restrained. It must've been tempting to fill this game with all
kinds of distracting, over-the-top music that would ultimately have harmed its
air of mystery, fright and intrigue. On the other hand, the sound effects are
average at best. Some of the frequently recurring sounds are grating on the
nerves, such as Abe reentering the game after being killed. Additionally, of
the many noises the Mudokon can make, such as whistling, laughing and farting,
most are unrealistic and not particularly funny. But these bodily noises do
play a strategic role in the game as you can use them (among other things) to
distract evil creatures bent on your destruction.
Oddworld: Abe's Oddysee handles quite well and that's especially important as many of the
puzzles require split-second timing and instant controller response. Most of
the screens provide a running commentary across the top of the playing field,
giving you pointers and hints on how to get past a certain obstacle or solve a
particular puzzle. Some of the commentary is meant solely for laughs. An assortment of sequels and offshoots followed, including Oddworld: Abe's Exodus and Oddworld: Abe's Oddysee - New 'n' Tasty! Check out sample pages from my video game books on Amazon HERE.
Wednesday, April 10, 2019
Retro Video Game Review - Paperboy for Nintendo 64
Nintendo
64
Publisher:
Midway Home Entertainment
Developer:
High Voltage Software
Genre:
Mission-Based Racing
1999
SYNOPSIS:
An
updated remake of the 1985 arcade hit, Paperboy for the Nintendo 64 puts you in
the role of a Paperboy or Papergirl. Your job is to get on your bike and
deliver newspapers to your subscribers within a specific amount of time.
While
peddling along in the various 3D neighborhoods, you must avoid cars, cats,
dogs, rolling tires, bad kids, kids on tricycles, workers and other dangerous
obstacles (over 100 in all). Houses line both sides of the street and you must
throw the papers in mailboxes and on porches. The farther you are from a
mailbox when you throw a paper, the more time you will earn.
To
help you with your delivery route, the following power-ups are available: Paper
Spray enables you to scatter papers in all directions at the same time; Super
Jump sends you high into the air; Monster Potion makes your character stronger
(not to mention uglier) and able to throw papers harder; and Rocket Boost makes
you fast and invincible. You score points for every paper you deliver and for
jumping ramps and performing bicycle tricks like Handstands and Tailwhips. You
also get points for breaking windows of non-subscriber's houses and for throwing
papers at various obstacles.
There
are more than 45 delivery routes in Paperboy. Each has a Bonus Course that can
be accessed by collecting the three Bonus Coins hidden within each level. The
game takes place in many different neighborhood environments, such as the
desert, the beach, a spooky monster town and a park, where you must deliver
papers to campers. Throughout the game you'll encounter a number of boss
characters that you must confront, with the first being a monster running loose
in Dr. Tesla's Castle!
REVIEW:
With
its original concept, addictive challenges, handlebar controls, and sarcastic
wit, the original Paperboy by Atari Games was an arcade smash. To do well in
the game, players had to think of many things at once: aiming, steering, going
fast or slow, restocking and conserving ammo, and avoiding or throwing papers
at a wild assortment of obstacles.
It
was a challenge to ride by the homes of subscribers and non-subscribers, as
different strategies were required for each. Non-subscribers' homes were
basically shooting galleries while subscribers' homes required a single,
accurate toss of a newspaper. To get really good at Paperboy, many quarters
were required.
Paperboy
for the Nintendo 64 has many of the same objectives and goals as the original
game. It all boils down to delivering papers to subscribers while abusing
non-subscribers. In addition, the game is loaded down with the typical features
one might expect from a late 1990s update of a mid-1980s Arcade classic.
You'll
find tons of new obstacles, the ability to do bicycle tricks, a variety of
power-ups, a diverse array of delivery routes and, of course, 3D graphics. The
question is this: do the enhancements actually improve upon the original game
or at least make the Paperboy concept fresh and exciting for a modern audience?
The answer is a resounding no.
The
original Paperboy was a linear experience. Once you passed by a subscriber's
home, you could not go back, so you lost a customer if you didn't manage to
land a newspaper on their porch or in their mailbox. In the remake, you can
wander all over the place and go back to homes you may have missed and get them
each a paper.
This
aspect of the gameplay takes away some of the immediacy of delivering papers
and removes the necessity of aiming correctly the first time around. In fact,
aiming isn't much of a factor in the new game. Since the playfield is 3D, all
you have to do is ride your bicycle right up to a mailbox or porch and simply
drop a paper off. In the original Paperboy, throwing a newspaper in a mailbox
was both challenging and risky.
Nonlinear
gameplay and 3D graphics simply don't mesh well with the Paperboy concept. While
the original game required full concentration and genuine skill on the part of
the gamer, the Nintendo 64 version is challenging only because of poor, loose
controls. Also, performing bicycle tricks and hunting for coins is boring and
seems like a wasted effort since each level is timed.
The
graphics in this game are weird and ugly. Slanted houses, odd angles and
triangular characters add up to an unpleasant visual experience. The music and
sound effects, which are flat and ordinary, could've easily been achieved on the less powerful Super NES.
Paperboy
for the Nintendo 64 is a contrived and convoluted mess. It proves that 3D
graphics and nonlinear gameplay don't necessarily make for a better game. If
you own a PlayStation, do yourself a favor and pick up Arcade's GreatestHits/The Atari Collection 2. It includes the original Paperboy as well as five
other arcade classics, all in their original forms.
Check out sample pages of my books on Amazon HERE.
Check out sample pages of my books on Amazon HERE.
Tuesday, April 9, 2019
Retro Video Game Review - Chuck Norris Superkicks for ColecoVision
Publisher:
Xonox
Developer:
Xonox
Genre:
Beat-’em-up/Fighting.
1983
(Images
courtesy of MobyGames and 8BitCentral)
SYNOPSIS:
Martial
arts legend, film star, and noted tough guy Chuck Norris got his very own video
game back in the day with Chuck Norris Superkicks, an early entry in the beat-’em-up
genre. You take on the role of the robed one as he attempts to reach an ancient
monastery in order to rescue a famous leader who is being held hostage.
You
begin the game as a white belt, but by defeating attackers, scoring points, and
learning new martial arts skills (such as somersault superkicks and forearm
blocks), you will earn each of the colored belts associated with the "Tang
Soo Do" style of karate. Every time you gain a belt, you get extra time.
In order to reach and enter the monastery, which is guarded by ninja assassins
(masters of karate and camouflage), you must achieve the highest rank of all—black
belt.
Chuck Norris Superkicks consists of seven levels: Path to the Monastery, Attack by
the Rice Fields, Attack in the Foothills, Ambush on the Waterfront, The Village
Attack, The Approach to the Monastery, and Inside the Monastery. You must walk
up pathways from screen to screen, avoiding tall grass along both sides of the
path. The manual instructs you to use your "sixth sense" intuition to
choose the correct route. Impassable barriers such as fallen trees block off
some of the pathways.
Many
times throughout the game, Chuck will stop walking, and the action will switch
to a close-up perspective. This is when you must punch, kick, and otherwise
fight off Yakuza, Dorobo, Tengu, and other warriors, guards, and bandits who
attack from both sides of the screen. After you clear a wave of enemies (some
of which throw stars), you will continue on your way.
REVIEW:
Among
gamers who seek out oddball titles, Chuck
Norris Superkicks is often the subject of ridicule. The reasons for this
are many as the game is replete with unintentional humor. If you walk on the
tall grass, seconds fly off your timer with every step you take. Are the
designers of this game telling me that world-renowned karate expert ChuckNorris is vulnerable to unkempt greenery? Also, the snow-capped mountain peaks
alongside the walkways are tiny in relation to their surroundings. They look
ridiculous.
The
manual suggests that you use your "intuition" when walking up
pathways in order to determine the correct route. This annoying bit of new age
nonsense only means that lady luck plays a role in the game. If you walk up an
obstructed pathway, you must turn around, walk a different direction, and
repeat the same level. It's not a huge ordeal to fight the same fights over
again, but this bit of hooey is annoying and redundant.
On a
more positive note, Chuck Norris
Superkicks is an unusual game for its time and something of a novelty.
Gaining fighting moves as you progress from level to level is a cutting-edge
concept. Especially cool is the somersault superkick. However, the game never
really picks up until you reach the final stage. Up until this point, the
levels are brief and easy to complete.
Once
you reach the monastery, a seemingly endless flow of ninjas come after you. The
more you defeat, the deadlier they become as their camouflaging abilities
increase. It's challenging and even enjoyable to dodge the thrown stars while
trying to punch or kick ninja after ninja—this is the point at which you can
really boost your score. Interestingly, the graphics take a marked leap in
quality as well. The inside of the monastery, with its rich blue hues, wall
dragon and flickering candles, is tastefully and elegantly designed.
The
game has a nice musical intro, and redundant, but competently done music plays
during fight scenes and when you progress from one level to the next. The sound
effects are about average for a third-party ColecoVision title.
Overall,
Chuck Norris Superkicks is an uneven
and sometimes laughable gaming experience. The inclusion of pathways makes the
game a quest of sorts, but the actual walking and avoiding "killer
weeds" is a little dull. In fact, first six levels are less than exciting.
Level seven is fun, though, and the game was clearly ahead of its time in terms
of combat and RPG elements. If you’ve only played the blockier, less detailed Atari 2600 version, or
you’ve never played it at all, the game is worth checking out for its novelty
value.
Check out sample pages of Brett Weiss's books HERE.
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