Saturday, November 16, 2024

Top 5 Retro Video Games - With My Nephew Chris! - NES, PS1, ColecoVison

 

Having my nephew Chris join me on my YouTube channel to talk about his five favorite retro video games was a fantastic experience. He was home from Okinawa, and it was great hanging out with him. Not only did it allow me to showcase a fresh perspective on some classic titles, but it also provided viewers with a glimpse into the gaming interests of a “younger” retro gamer (at least compared to me). Chris and I covered several nostalgic games, with two of his standout picks being Smurf: Rescue in Gargamel's Castle for the ColecoVision and Final Fantasy VII for the original PlayStation—two vastly different games that highlight the diversity and depth of retro gaming.

First, Smurf: Rescue in Gargamel's Castle is a unique retro title that Chris remembers with great fondness. Released in 1982, Smurf was a significant game for its time, especially because of its cartoonlike graphics and innovative platforming mechanics. In the game, players take on the role of a Smurf trying to save Smurfette from Gargamel’s Castle, which Chris found both beatable and fun—he liked that it had an actual ending.

On the opposite end of the retro gaming spectrum, Chris’s choice of Final Fantasy VII for the original PlayStation revealed his appreciation for immersive storytelling and deep gameplay. Final Fantasy VII, released in 1997, is considered a landmark title in the RPG genre and is one of the most beloved games of all time. The game has complex characters, such as Cloud Strife and Sephiroth, and a memorable storyline, which revolves around saving the planet from the evil Shinra Corporation. It has an excellent turn-based combat system, something common in classic JRPGs. Our discussion of Final Fantasy VII brought out his appreciation for both the technical achievements of the time and the depth of gameplay that has allowed it to remain relevant in the gaming community even decades after its release.

Throughout the video, Chris and I covered additional retro titles that rounded out his top five, emphasizing the qualities that make each game a special part of gaming history. He offered a bonus pick as well. From early arcade-style games to the more graphically rich RPGs of the late ’80s and into the 90s, Chris’s picks showed the evolution of retro games and his broad taste in video game genres.

Sharing these insights with my YouTube audience not only enhanced my content but also appealed to viewers who have a shared passion for retro video games. It was a fun experience for both of us, and I look forward to having him back on the channel to discuss more games.

Thursday, November 14, 2024

5 Questions with Patrick Hickey Jr. - New Red Dead Revolver Comic Book!


I recently caught up with my buddy and occasional collaborator Patrick Hickey Jr., who has a new project he’s incredibly excited about: Red Dead Revolver, based on the awesome Western-themed video game. It’s not just any comic, though, as you’ll discover in the interview below.

BRETT WEISS: What inspired you to choose Red Dead Revolver as the focus for this comic, and what unique aspects of its development story are you most excited to explore? Is this a one-off issue? Do you plan on covering other video games in this manner?

PATRICK HICKEY JR.: The story of Red Dead Revolver is an amazing one, full of twists and turns, and I felt like I needed another way to connect audiences to my video game journalism. Like my Minds Behind the Games books, it delves into the development cycle and the history of the game’s development, mainly how it was a game Capcom had no idea what to do with, as well as how damn good Angel Studios was before (and after) their merger with Rockstar.


This story appears in my Minds Behind the Shooter Games book. However, that book, despite performing well in the marketplace, was a victim of a sad realization that many gamers don’t want to read “real books.” They see black and white photos and a ton of text and get turned off. They want something fun, something they put on the coffee table and something they can pick up and read quickly. Despite the fact my books are chapter-based and easily accessible, the fact that they were released through an academic publisher hurt their mainstream appeal as well. It sucks when you know you have killer content that wasn’t presented to the proper audience, so I felt the need to figure it all out in another way.

After writing seven video game books in six years, I started my own comic book company, Legacy Comix. After the death of Ed Piskor earlier this year, who did an amazing job telling the origins of Hip Hop History and the X-Men in comic book form, I felt this was a fitting tribute to his work and a way for me to combine my two major creative loves, comics and games.

My hope is that this is just the beginning of telling stories in this manner. I just need the audience to come out and support.

WEISS: How did your experience as a video game journalist and author of the Minds Behind the Games series influence the way you approached writing this comic?

HICKEY JR.: I knew I had killer quotes, but writing a comic book script and an article are two different beasts. Luckily, I have 30 single-issue comics under my belt the last two years, and I was able to condense and tell a story here that works wonderfully in 24 pages. Add in excellent sequential art by Joshua Adams and two variant covers, and it’s got something for everyone.

WEISS: The comic is told through the perspective of Dominic Craig, one of the game’s developers. How did you decide on him as the lens for the story, and what parts of his story resonate most with you? Are there fictional elements to the story?

HICKEY JR.: There are zero fictional elements to this story. It is Dominic’s story to tell because I felt he had the most insight, and considering how well we worked together on other chapters in my books, it was a no-brainer. From his breaking into the industry to his efforts on the game, he’s incredibly kind, relatable and honest—the type of person you’d want to hear a story from. This I feel makes his view of the development cycle perfect for a comic.

WEISS: How closely did you collaborate with artist Joshua Adams and variant cover artists Valentin Quinones and Brandon Bentfeld to visually capture the atmosphere of the Red Dead universe while staying true to the real-life story of the game’s creation?

HICKEY JR.: I not only wrote the comic, but I’m the Editor-In-Chief and Owner of Legacy Comix. Every single page has my blessing. I hired Josh, Val and Brandon for their respective roles. If the book fails, it’s all on me. The whole goal was to bring this story to life and connect gamers and comic book fans the same way a sports fan will watch an ESPN 30-for-30 or someone will watch an episode of a Netflix documentary. I think we’re on our way to doing that.

WEISS: Given Red Dead Revolver's place in gaming history as a precursor to the Red Dead Redemption series, what do you hope readers and fans of the games take away from this behind-the-scenes look at its development?

HICKEY JR.: That this game almost never existed and was marred by uncertainty and failure before becoming a success on the Xbox and PS2 and before helping, in its own way, to provide the identity to one of gaming and Rockstar’s most successful titles. Can you seriously imagine Rockstar without this series? Maybe, but I can’t.

Red Dead Revolver

Legacy Comix

Written By Patrick Hickey Jr.

Letters, Pencils, Inks, Colors and Cover by Joshua Adams.

Variant Covers by Valentin Quinones and Brandon Bentfeld.

Available January 2025

Sunday, November 10, 2024

The NES & SNES Omnibus Digital Books - Just $3 For All Four - Brett Weiss

If you're a fan of retro gaming, I've got an insane deal for you on my Patreon page! For just $3, you can get access to FREE PDFs of all four of my massive Omnibus books, covering the NES and SNES consoles—two of the most beloved systems in video game history. That's right—$3 gets you immediate access to all four volumes of my critically acclaimed series:

1.     The NES Omnibus: The Nintendo Entertainment System and Its Games, Volume 1 (A–L)

2.     The NES Omnibus: The Nintendo Entertainment System and Its Games, Volume 2 (M-Z)

3.     The SNES Omnibus: The Super Nintendo and Its Games, Vol. 1 (A–M)

4.     The SNES Omnibus:The Super Nintendo and Its Games, Vol. 2 (N–Z)

These digital books are packed with in-depth details about the NES and SNES, covering every North American release for both consoles, plus foreign releases for the NES. Each book is a comprehensive guide, featuring descriptions, reviews, quotes from other sources, nostalgic stories, production info, and a wealth of historical context—perfect for collectors, gamers, book lovers, and pop culture buffs.

But that’s not all. By signing up at the $3 level, you also get access to a ton of exclusive content that I offer to my Patrons. This includes:

  • Early access to upcoming books and projects before anyone else gets to see them
  • Exclusive articles and videos, including behind-the-scenes insights into my work process
  • Personal updates about my life and business, so you can follow along with what I’m enjoying and what I’m working on
  • Photos of rare video game items, along with information them
  • And much more!

It’s an amazing value—especially if you’re passionate about retro gaming and want to dive deeper into the history of these iconic consoles. These books are available digitally as PDFs, so you can download them instantly and read them on your computer, tablet, or e-reader.

So, what are you waiting for? Head over to my Patreon page, sign up at the $3 level or higher, and start downloading your free PDFs today! You’ll also be supporting me in my ongoing work, which means I can continue to produce high-quality content for you to enjoy.

Sign up here: https://www.patreon.com/c/brettweiss

Thanks so much for your support, and enjoy all the amazing content I’ve put together for you!

Brett Weiss

 

Friday, November 1, 2024

8-Bit Guy's New Video Game & Pinball Arcade in Bedford, Texas - Time Rift

My recent video on the new Time Rift Arcade in Bedford, Texas has really blown up, especially for a channel my size. You can watch it by clicking HERE. Featuring a quick interview with co-owner The 8-BitGuy, it has well over 28,000 views and counting, with tons of great comments. I’ve posted some of the better ones here:

@torham – Toobin’ would be enough to get me in the door if I lived in the area.

@davidworley6342 - No Rastan? Blah. Cool arcade, though.

@ComdrStew - I've been to newer arcades. Well, they call them arcades, but they are usually crap. This looks like a real arcade. They are even using the CRTs for the old consoles, the only way they look good.

@Jad_the_Taff - Just found out this is about 5 minutes from my house. I will definitely be coming by. Thanks for the video because I didn't know just how nice a place this is on the inside. Great job 8-Bit guy!

@user-tb5ns7hc5i - I have never seen an arcade with machines all in that good of condition and working order.  Omega Race! Terrific.

@JasonDavis103 - WOW. I wish this was in Atlanta. It seems to only be missing Satan's Hollow and Crazy Climber. I'm so jealous that you can go there on the way to work.

@JimmyRussle - Great tour and great commentary! David is a cool dude. Definitely going to check out the arcade when I’m in Dallas for work next month.

@Jolly-Green-Steve - A very well-balanced arcade that I wish had a location in Central Florida. All the best arcades seem to be in Texas for some reason, besides Galloping Ghost.

@dave4shmups - This looks like an awesome arcade!  I really hope that it does well.  I’ve seen some of the videos of The 8-Bit Guy helping refurbish some of the arcade cabinets and he put in a lot of work.

@xtremejay2000 – Dang, there is one glaring genre that is my favorite, missing. Where are all the beat-’em-ups? Final Fight, Double Dragon? I spotted Simpsons, and I am sure Ninja Turtles was there but still very slim on the beat-’em-ups and almost NO vertical shooters.

@michaelcharach – Wow, looks great.  Most important thing to me is that all the games work properly. Nothing worse than playing these old games and the controls stick, etc. With the 8-Bit guy at the helm, I bet everything works perfectly.

@voodoomotion5855 - These bring back memories of the arcade at the swimming pool in the ‘80s. We couldn't afford to play and had to pretend we were playing the demos.

@piggsinablankie - This is awesome.  Thanks for the tour.  Hope the 8-Bit Guy has much success. I was hoping to see the Sinistar arcade game and the Gorgar pinball machine. Two voices that used to scare the heck out of me as a kid. Really nice ones there like Spy Hunter and Mr. Do!

@ChrisH0Y - Awesome -  Rad selection! I played so many of these when I was a kid. I'm so glad my parents were generous with the quarters on pizza night. The background music for RallyX still is stuck in my head to this day. Maybe they will find a Sinistar machine someday? "Beware I Live!"

@Starchface - Damn. Is there no game you haven't played?  This place looks magnificent, full of pristine machines each carefully restored by David and his brother Mike.  With them and Electric Starship Mike as the 3 partners, I think it will do well. I don't even want to imagine the electric bill, though!

@andymanaus1077 - I live on the other side of the world, and it's bittersweet to me to see such an amazing arcade appearing 40 years after most of the games were new.  It's incredible to see the favorite games of my teenage years side by side with games I've never heard of and other games I know but have never seen in real life, all in perfect working order. I wish the guys every possible success. Are all the games free play? That would be the icing on the cake for me. As a kid, my family and I were poor, and I had to carefully pick and choose the games that were worth my money. I could spend days in this arcade. I hope it does really well.

Friday, September 20, 2024

Four More Iconic Intellivision Games - The Next Mount Rushmore

 

I recently did a video on the Mount Rushmore of Intellivision games, meaning the four most iconic titles. You can watch the video by clicking HERE.

The four listed below barely missed the cut and could have easily been included. (Utopia gets an honorable mention.) What are your four picks for the most iconic Intellivision games? Let me know in the comments!

Advanced Dungeons & Dragons: Cloudy Mountain

Advanced Dungeons & Dragons: Cloudy Mountain was a groundbreaking title for the Intellivision, and one of the earliest video games to bear the Dungeons & Dragons name. Released at a time when most games featured simple mechanics and limited depth, Cloudy Mountain offered a more complex, story-driven experience that featured strategy, exploration, and survival. Players ventured through various environments, battling monsters and gathering items, all while navigating procedurally generated mazes that increased the game’s replayability.

                       

The game’s use of random generation to create unique layouts for each playthrough was revolutionary for its time, and it allowed players to experience something different each time they played. The added tension of limited arrows and the need to think strategically about each encounter made Cloudy Mountain stand out. With its overhead view, sound design, and strategic elements, the game foreshadowed many of the hallmarks of modern RPGs and adventure games. Its inclusion on this list is well-deserved for pushing the boundaries of what video games could offer in terms of complexity and innovation.

Tron: Deadly Discs

Based on Disney's beloved Tron movie, Tron: Deadly Discs became an immediate hit for the Intellivision due to its fast-paced action and exciting gameplay. Players controlled a warrior who threw energy discs to defeat enemies, while also needing to defend themselves from incoming attacks. The game was simple in concept but offered a nice sense of speed and reflex-based gameplay that delighted fans.

Tron: Deadly Discs featured arcade-like action that mirrored the futuristic aesthetic of the Tron film. The ability to use walls to rebound discs for trick shots added a layer of depth that separated it from other action games of the time. Furthermore, its connection to the Tron franchise made it an iconic licensed game, showing how video games could expand on the worlds established by movies. Its popularity as one of the Tron video game tie-ins and its contribution to the Intellivision's library of action titles firmly secure its place on this list.

B-17 Bomber

The most famous title to take advantage of the Intellivoice module, B-17 Bomber brought a new level of immersion to video games by incorporating voice synthesis technology. The game put players in control of a World War II B-17 bomber, requiring them to manage various aspects of the mission, including navigation, bombing, and gunning down enemy aircraft. The Intellivoice feature provided real-time audio feedback, with a voice narrating information about incoming enemy planes, bomb targeting, and other mission-critical details, creating an immersive experience that was ahead of its time.

The strategic gameplay required players to balance offense and defense, making tactical decisions as they attempted to complete bombing runs while fending off attacks from enemy fighters. The ability to switch between different stations on the plane, including the gunner and navigator, added layers of complexity and made the player feel like they were truly in control of a wartime bomber (relatively speaking). Its innovative use of voice technology and its multi-faceted gameplay make B-17 Bomber one of the most memorable games in the Intellivision’s catalog, deserving its place on this list for pushing the boundaries of interactive audio in gaming. Say it with me, now: “Beeeee Seeev-uhn-teeeeen Bomm-ber.”

Night Stalker

Night Stalker is one of the defining titles of the Intellivision, combining maze-based action with elements of survival horror. Players controlled a lone protagonist trapped in a labyrinth, stalked by robots, bats, and spiders. Armed with a limited supply of bullets, players had to navigate the maze, avoid enemies, and strategically pick up new weapons to survive. The eerie, pulsing soundtrack and the tension of being hunted through dark corridors set Night Stalker apart from other maze games of its time.


The game was challenging due to its survival mechanics—players had to carefully balance offense and defense while making decisions on when to fight or flee. Its atmospheric design and minimalist graphics contributed to an ominous, high-stakes gameplay experience that resonated with players. Night Stalker highlighted the Intellivision's ability to deliver more mature, tension-filled experiences. Its innovative mix of action, strategy, and suspense helped cement its legacy as one of the Intellivision's most iconic titles, making it an essential part of the console's library. There’s a reason many people were anxiously anticipating the proposed reimagining of the game on the unreleased fiasco that was the Intellivision Amico.

Tuesday, August 13, 2024

Review of Alien Abduction!, a New Title by Audacity Games for the Atari 2600

Alien Abduction!

Audacity Games

New Atari 2600 action/adventure game by John Van Ryzin

In the ever-expanding universe of current games for classic consoles, Audacity Games has delivered a nice dose of nostalgia with their latest release, Alien Abduction! for the Atari 2600. This new title, programmed by H.E.R.O. designer John Van Ryzin, echoes the classic gameplay of that great title while having enough differences, such as fresh level designs, to set it apart. It's a labor of love that respects the constraints of vintage technology, designed without hardware acceleration or modern enhancements that weren't available during the golden age of Atari classics like Pitfall!, Keystone Kapers, and H.E.R.O.

Alien Abduction! had been available digitally for the Atari VCS since May of 2023, but its physical release brings an extra layer of authenticity and fun that collectors crave. The physical package includes a high-quality box, cartridge, and manual, created with care to replicate the feel of classic Activision releases. The game itself certainly feels like a classic title.

As a lowly Tech Specialist, Grade 3, you embark on a perilous mission to rescue Princess Zyrvanni, who has been captured by malevolent aliens. Equipped with a space suit featuring jet boots, an energy defense shield, and a plasma gun, you must navigate through a treacherous spaceship filled with aliens, drones, and robots while dodging superheated walls and radioactive floors and managing your health and energy levels. In H.E.R.O., you are equipped with dynamite for demolishing walls. Here, you trigger bombs that are positioned in various spots throughout the levels.

The controls and gameplay of Alien Abduction! might take a little getting used to, but once you get the hang of it, the game reveals itself to be a lot of fun, boasting that addictive "just one more time" quality. Points are awarded for destroying enemies, collecting items, and rescuing the princess to complete each level. A modern twist is the ability to submit your scores online via QR code technology, adding a competitive edge to this retro experience.

Graphics in Alien Abduction! are solid and serve the gameplay well. While they may not push the boundaries of the Atari 2600’s capabilities, they effectively create an immersive environment for the player. The sparse sound effects further add to the retro charm, delivering a minimalistic audio experience that complements the game's visuals without overwhelming them.

The pedigree of Alien Abduction!'s development team is noteworthy. John Van Ryzin, a seasoned programmer from the Atari 2600 days, spearheaded the project with additional programming by the legendary David Crane. These names alone are enough to excite any retro gaming aficionado, as both Van Ryzin and Crane played pivotal roles in creating some of the most beloved games of the era. The game’s packaging and manual were designed by Sean Kelly, co-founder of the National Videogame Museum, who also served as a beta tester along with John Hardie, another NVM co-founder. This attention to detail and involvement of industry veterans ensures that Alien Abduction! not only plays like a classic but also looks and feels like one.

Alien Abduction! is a commendable effort by Audacity Games to bring a new yet familiar experience to the Atari 2600. It’s a game that respects its roots while offering fresh challenges and fun gameplay. Garry Kitchen, another legend from the Atari days, personally handed me a copy at the Corgs Retro Gaming Expo, a highlight of that great convention.

Whether you're a long-time fan of the Atari 2600 or a newcomer curious about all the hype surrounding retro gaming, Alien Abduction! is a title worth adding to your collection. If you ever wanted to play H.E.R.O. in space, now’s your chance!

Friday, August 2, 2024

Game Informer Shuts Down, Lays Off Staff - RIP to an Iconic Magazine

 

After 33 remarkable years, Game Informer is shutting down, marking the end of an era for one of the most influential video game magazines ever published. This decision comes as a significant blow to the gaming community (although not entirely surprising), which has relied on Game Informer for insightful reviews, previews, and industry news since its inception. Well, not so much in recent years, but you get the idea.

For me personally, Game Informer's closure is particularly poignant. For their Classic GI column, Greatest Game of All Time, I had the honor of writing about Mr. Do!, my favorite video game. Additionally, they interviewed me years ago, and several of my books were featured in their holiday and reading guides, further solidifying my connection to this iconic publication. Up until a decade or so ago (yeah, I’m part of the problem), I was a steady subscriber, thanks in part to their GameStop rewards program, which was icing on the proverbial cake—it saved me a lot of money over the years!

Founded in 1991, Game Informer became a staple in the gaming world, covering everything from the retro scene (I was surprised and excited when they reviewed Lady Bug for the ColecoVision) to the Super Nintendo (debuting the year they began) to the modern era of what are essentially interactive movies. The magazine's ability to evolve with the industry while maintaining a dedicated readership speaks to its quality and relevance. However, like many print publications, Game Informer faced increasing challenges in the digital age. The decision to close was not made lightly but was influenced by a combination of factors, including financial pressures and shifts in how audiences consume media.

GameStop, the parent company of Game Informer, has been undergoing significant restructuring, which included substantial layoffs and strategic shifts. This restructuring effort aimed to adapt to the changing retail climate but unfortunately also led to the discontinuation of the magazine.

Reflecting on the legacy of Game Informer, it's clear that the magazine was more than just a source of gaming news; it was a community hub that brought gamers together. The farewell message on the website appears to have been written by AI, with statements like "the early days of pixelated adventures to today's immersive virtual realms," but it was a very good magazine for many years with strong editorial content. Yeah, not everything they published was great (some articles were outright clunkers), but they cranked out a ton of deep-dive features, news items, previews, and reviews that were well-written and thoroughly researched.

As we bid farewell to Game Informer, it's important to acknowledge the contributions of its talented team (including my buddy Ben Reeves, who wrote the foreword to my book, The SNES Omnibus Vol. 2). Their passion and expertise helped shape the magazine into what it was, and their work will be remembered fondly by readers worldwide. While the presses may stop, the impact of Game Informer will continue to resonate in the gaming community for years to come.

The closure of Game Informer signifies the end of an era, but it also serves as a reminder of the evolving nature of media consumption. As gamers, we’ve already adapted and found new ways to stay up to date on the the video game industry. In fact, we did that years ago via such websites as GameSpot and IGN, as well as social media. And yes, Game Informer’s own website. Although Game Informer will no longer be there, the legacy it leaves behind will inspire future generations of gamers and journalists alike.

Game Informer's shutdown is a significant loss for the gaming community. It was a publication that not only informed but also connected and inspired its readers. As we look back on its 33-year history, we can appreciate the immense contribution it made to the world of video games and hold on to the memories and insights it provided. Farewell, Game Informer, and thank you for being a part of our gaming journey.

Hopefully, someone will write a retrospective on the publication in Old School Gamer, which is an independent publication and one of the few print video game magazines left.