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#arcadegame

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Here’s some #arcadeGame #nostalgia for you. In 1978, Kasco, a Japanese arcade game maker, released “The Driver”, a driving game where the player is required to make inputs into a steering wheel to “drive” a car on screen to chase a red car.

But instead of a player-controlled car, the game uses a loop of 16 mm film, containing live-recorded footage. At the bottom of the frame, hidden from the player, is a white/black bar that represents the optimal steering input for that moment in the film. If the player deviates too much from the prescribed input for too long, the game is over.

This is a 4K scan of that film. While it’s obviously sped up, there is some really cool stunt driving going on!

#games #gaming #gamingHistory

youtube.com/watch?v=qDBq-RvbVy

Alexus 2040 update will be available tomorrow!
Besides new spaceships and power-ups, the update offers more confort features such as controller support.

You now have 3 ways to control:
- On-screen buttons
- Swipe to target (x-axis)
- Game controller

another early version of the arcade marqee light with remote controled LEDs and the tempest marquee panel, done in red PLA. the top picture shows it dissassembled and bottom shows it assembled and lit.
the magnets arent in design at this point. it was to be glued and the marqee couldnt be changed.
(excuse LED Layout.. it was just a test of the LEDs so mashed them in there)

I was always a fan of Double Dragon type side scrolling beat ‘em ups on the NES. So having Final Fight (1991) on the SNES to play with a friend was a fun arcade classic for the system.

#FinalFight #SNES #BeatEmUp #ArcadeGame #VideoGames #GamingClassic #Nintendo #SuperNintendo #StreetFighters #GamerLife #GamingCommunity #ClassicGaming #GamingNostalgia #RetroGaming #ActionGames #ArcadeClassic #RetroGames #16Bit

tiktok.com/t/ZTLQcq2C2/

In der Sonderfolge 14 des #stayforever #podcast wird ausführlich über #computerspiele in der #ddr berichtet. Hier habe ich fasziniert erfahren, dass wohl Jahrmärkte teilweise #arcadegame s dabei hatten, die Einblicke in westliche Spiele gegeben haben (neben Zeitschriften aus dem Westen ...mit Listings und Fotos). Kann das jemand bestätigen? Waren das westliche Schausteller oder aus Ostblock-Staaten? #retrogaming #retrocomputing

Bomb Bee was the sequel to Namco’s pinball-breakout hybrid Gee Bee, and is so similar that if we were covering the first in the series we probably wouldn’t be talking about this one. However, while Gee Bee was released to US arcades, Bomb Bee never was.

Bomb Bee sees a a greater use of color than its predecessor. Of greater historical note is that it was the first collaboration between Namco and Nintendo. The latter company licensed a version of the game for its own arcade hardware.

Both Bomb Bee and its predecessor are also noteworthy as early creations of Touru Iwatani, better known for later creating the far more popular game Pac Man. Iwatani joined Namco to work on pinball titles, but they’d assigned him to design video games instead. These hybrid games were his compromise.

Okay, enough preamble, onto the game itself.

While it’s easy to see what Iwatani was going for here, it’s easy to see why neither Bomb Bee nor its predecessor were the hits Namco wanted. The game provides one of the more interesting layouts for a paddle-based breakout game. Pinball configurations that wouldn’t be possible on a physical table.

On the other hand paddle games had been around for nearly a decade. Breakout had been out for two years. With the advent of Space Invaders the year before, video game players had shown that they were ready to move on to new kinds of game. Fans of pinball had real tables to turn to.

I personally found Bomb Bee’s paddles inconveniently small, though that may in fact be a reflection of my skills. Taking all the above into account, I’ll give Bomb Bee a C rating. It’s of average quality for the era of its release.

#1979 #arcade-game #namco #nintendo

https://mcoorlim.com/bomb-bee-1979/

This past weekend, we stopped at a tiny arcade at the hotel I stayed at with the family. They have one of the two greatest arcade games of all time - Ms. Pac-Man and Mortal Kombat II.

Don't argue with me...that's totally a fact.

Regardless, as the main screens cycled through I took this picture. There was a screen that showed up with details on how to order the soundtrack as well as two different Mortal Kombat comic books back when this dropped in 1993.

I wonder...do you think that's still valid? And if not, do you think there's folks out there who still have copies of these comics / the CD? Cause...I kind of want them.

Also, who stood around in an arcade in 1993 with a pen and paper to write down all this information? Cause I want to meet those people too...

...And borrow the soundtrack from them.

#VideoGames #MortalKombatII #MortalKombat2 #Arcade #ArcadeCabinet #Music #VGM #VideoGameMusic #ComicBooks #MortalKombat #FightingGames #ArcadeGame #ArcadeGames #Photo

Around 2020 or so I started doing a series of video reviews of forgotten games that hadn’t seen official US distribution. That channel is gone, but the spirit lives on. I’m going to adapt these into text reviews as a series here, in a roughly chronological order. Arcade titles are going to be a little tricky as regions weren’t rigidly defined, so consider inclusion of these games as a “to the best of my knowledge” kind of thing.

1979 saw more than a few Space Invaders clones. Our first arcade title Cosmo is closer to Taito’s Galaxian, released the same year in Japan by the company TDS. There’s enough variety here that it’s worth examining on its own.

As expected of the year of release, the enemy sprites are simple and single-colored. Unlike many late 70s games the sprites are individually colored, not relying on a screen overlay as in Space Invaders. The action is fast and frantic, forcing the player to keep moving to avoid destruction. However, the enemy ship patterns are simple enough once you’ve seen them.

This overlooked arcade title definitely doesn’t look as “nice” as Galaxian. There’s more variety in each wave. Enemy sprites have a lot of variation. Their attack patterns are very different, though in general they fall into the category of “fly around the screen until they decide to take a dive at you.”

One nice touch is that after every wave you get a little trophy in the corner to track your progress.

Minibosses

It’s generally accepted that the first real Boss in video games comes in 1980’s Phoenix. In Cosmo every fifth enemy waves that serve the role of mini-boss, presenting you with a single tougher enemy. That, too, was an unexpected element in a relatively unknown and simple game.

Unfortunately what you see here is an imperfect emulation. I’ve seen the real game, and it features multiple hardware improvements like moving starfields in the background instead of a blank void. As I can’t really judge the game’s visuals based on what I’ve played, I’ll leave that out of my evaluation.

I’ll be ranking each game against its contemporaries released the same year. In Cosmo’s case, that’s Galaxian and Asteroids. The game isn’t really up to their level, but it’s a fun hidden arcade gem with some unexpected – and fun – complexity. I’ll give Cosmo a B ranking.

#1979 #arcade-game

https://mcoorlim.com/cosmo-1979/