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Showing posts with the label video games

Atari brings the arcade home with a faithful adaptation of Space Invaders on March 10, 1980

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March 10th, 1980. Write that date down. Set it in stone. Because that was the day the invaders finally landed, right here in the living rooms of America, and we let them in. We welcomed them, even.  You remember, don’t you? The arcade—God, the arcade—had been your church. That dim, cigarette-smoke cathedral on Main Street where the machines glowed like hellfire and every quarter you dropped was a prayer. Space Invaders wasn’t just a game back then. It was the first real monster, the one that ate the entire industry whole in 1978 and kept right on chewing. Kids lined up six deep, feeding it silver like it was alive, watching those pixelated bastards descend in their slow, hypnotic lockstep while the soundtrack sped up and your heart tried to keep pace.  You paid your quarter—a shiny sacrificial offering—for three minutes of terror. And then, Game Over. You’d blow your allowance in twenty minutes, walk home broke and shaking, and dream about them all night—the endless onslaugh...

The Adventure begins on the Atari 2600 in March 1980

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There’s a chill in the air of late, a final, biting breath of winter before the spring truly takes hold. I spent much of the morning in my study, a mug of ultimate hot chocolate at my elbow, and my mind went back…back to a warmer spring, many years ago. March 1980. A different world. A different age. I was younger then, and my dreams were full of starships and dragons. And it was in that spring that a new kind of magic arrived, contained not in a leather-bound tome, but in a small black plastic cartridge. I’m speaking, of course, of Adventure . It has near finished its fourth decade, that little cartridge, but I remember when it was a knight in shining armor to those of us who craved more than just another round of Pong. Warren Robinett, the sorcerer who crafted this world of thirty screens, had to forge his own tools to do it. Atari’s high lords were oft cool to the idea of a graphical quest, and Robinett was like to be punished for his ambition. But he persisted, whilst others would ...

The curtain rises on ShowBiz Pizza Place on March 3, 1980

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March 3, 1980 The wind that came clawing across the Missouri River that Monday morning had that specific Midwestern edge, the kind that seeks out the gaps in your woolen coat and whispers things about hypothermia and the brevity of life. But nobody in the line looping around the corner of 110th and Metcalf seemed to care. They were vibrating. Not from the cold, but from the kind of feverish, electric anticipation that usually only precedes a new Star Wars movie or a new menu item at Taco Bell. They were waiting for the doors to swing open on a brand-new concept, a sprawling, fluorescent kingdom built from cardboard, grease, and dreams. They were waiting for ShowBiz Pizza Place . Inside the brand-new ShowBiz Pizza Place, the air was a different animal entirely. It was thick with the scent of bubbling mozzarella, scorched arcade capacitors, and the peculiar, ozone-heavy musk of hydraulic fluid.  It was the first of its kind, you see. The original. The alpha predator. We didn’t know i...

Benny Hill's Madcap Chase hounds the ZX Spectrum on March 1, 1986

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Benny Hill was one of many British cultural phenomenons to cross the Atlantic during the 1980s. But while TV viewers on this side of the pond were limited to wondering if Mr. Hill and Ozzy Osbourne had ever been seen together in the same room, Brits were busy becoming the ribald scamp via their home computers. On March 1, 1986, Benny Hill's Madcap Chase began to play out on the ZX Spectrum.  While the game begins with a photo-realistic scanned image of the comedian, the surprisingly large sprite of Mr. Hill players controlled looked more like Austin Powers when scrolling sideways - a remarkable feat, given that the swinging spy character wouldn't even be conceived of for another five years. Only when he turns to face the camera is he somewhat recognizable, chiefly on the basis of his desperate grin and granny glasses, and the aura of impending disaster that surrounds him like cheap aftershave. Benny lopes along with a gait that suggests both unholy enthusiasm and imminent card...

Mark Twain meets today's Tom Sawyer on the NES in February 1989

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Now, friends, gather ’round while I tell you of a most peculiar contraption that has found its way into the parlors of the nation this February of 1989. It is called the Nintendo Entertainment System, a grey box of electronic wizardry that promises to transport a body into worlds unseen without ever having to scrub a single fence-post. It seems the folks at Seta have seen fit to take the American hero Tom Sawyer—a boy who, I can testify, has a natural aversion to anything resembling honest labor—and trap him inside a plastic cartridge. They call it The Adventures of Tom Sawyer , though I suspect Tom himself would find the whole business far more exhausting than a Sunday school lesson. In this digital diversion, you take up the role of Tom, though he’s looking a bit more square-edged than I remember. He’s wandering through his own dreams, it seems, which is just like a boy of his temperament. But instead of the peaceful Mississippi, he’s beset by all manner of fantastical nuisances—...

The Konami Code is encrypted on February 25, 1986

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The snow had started again that February, the kind of late-winter storm that comes in sideways and stays, blanketing the little Maryland town in white silence. Kids trudged home from school with heads down, boots crunching, dreaming already of the weekend and the glow of television screens. But in one basement on Maple Street, the kind of basement that smelled of damp concrete and old Christmas lights, something beyond their imagination was waiting to be born. The date was February 25, 1986. A company called Konami released a Nintendo Entertainment System cartridge— Gradius . Now, Gradius was a mean piece of work. It was a scrolling space shooter that didn't just want your quarters; it wanted your dignity. The arcade version had been out for months, a cruel, beautiful machine that ate quarters like a dragon hoards gold. Too hard, they said. Too punishing. The ships exploded in seconds, shredded by enemy fire, and the pilots—those pale teenagers with shaking hands—walked away cursin...

Did you know there was an 80s computer game about Prince Harry?

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In the brisk February of 1988, the Atari computer owners of Britain discovered a small, digital miracle called Henry’s House . Now, the Atari 8-bit family was, by 1988, a bit like a venerable old relative who insists on wearing a tuxedo to a backyard barbecue—charming, surprisingly capable, but everyone suspected their time was nearly up. Yet, into this sunset period stepped young Henry. The premise of Henry’s House is one of those things that makes you want to lie down in a darkened room with a damp cloth over your eyes. It is a platform game about Prince Harry of Wales. Yes, that Prince Harry. The one who, at the time, was a toddler whose primary achievements involved being third in line to a very large throne and occasionally wearing adorable jumpers. The reception, dear reader, was not merely positive. It was glowing. Magazines that normally reserved their highest praise for things like "slightly less flickery than last month’s offering" suddenly found themselves reachin...

Defender becomes King of the Arcades on February 19, 1981

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Bethesda, Maryland - February 19, 1981 A new arcade machine appeared at the Farrell's Ice Cream Parlour at the Westwood Shopping Center today. The air was heavy with the scent of hot Old Time Franks, Holland Dutch Chocolate sauce, and butterscotch candy. A player piano's automated keys frantically rippled up and down like John Wesley Hardin was expected through the doors any second. And at the center of this electric storm, standing like some gleaming, alien monolith, was the Defender cabinet. Its marquee, a jagged burst of purple and blue, practically vibrated with the promise of high-tech violence. You have to picture the scene, the sheer, unadulterated chaos of it. Until this glorious, terrifying Thursday, video games were...polite. Simple, even. Pac-Man was a cheerful, yellow glutton, blithely navigating a maze. Space Invaders was a slow, methodical march of descending marching bands. Defender? Defender was an assault. It was the digital equivalent of being shoved into a ...

Jason Voorhees takes a stab at video games on February 18, 1989

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February 18, 1989. The kind of winter day that feels like a gray woolen blanket soaked in cold slush. Down at the local Video King—sandwiched between a fading laundromat and a pizza joint that smelled of scorched oregano—a new kind of terror arrived in a purple box. LJN's logo stared out from the front, that cartoonish red scar across the title, promising something forbidden. Friday the 13th . Not the movies, not really—those were for the drive-in, for the back row where you could pretend the screams were someone else's. This was for the living room, for the gray glow of the television at three in the afternoon when your parents were still at work and the house felt too big and too empty. Now, you might scoff. A video game? How much terror can a bunch of pixels really inflict? Believe you me, dear reader, if you were a kid back then, huddled in the glow of a cathode ray tube, the terror was real. It was the kind of creeping dread that starts in your stomach and crawls up your t...

Pitfall Harry returns to plumb the depths on February 17, 1984

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The cartridge arrived in the stores on February 17, 1984, like a quiet stranger stepping off a Greyhound bus in a small Maryland town at dusk. No fanfare, no parade, just a bright orangish box with a man in khakis swinging from a vine, staring out with that calm, almost amused expression Pitfall Harry always wore—like he knew something the rest of us didn't. But inside that box, something waited. Something that shouldn't have been possible on the old Atari 2600, that faithful little machine already wheezing toward the grave while the Colecos and Commodores strutted around like they owned the future. If Indiana Jones could have a sequel, so could Pitfall Harry. Ergo, inside that box was Pitfall II: Lost Caverns . Kids grabbed it off the shelf because the first one had been magic—jungles, crocodiles, scorpions, that swinging vine business that made your palms sweat. But this wasn't just a sequel. This was something darker, deeper. David Crane, the man who built it, had looked...

Flying Dragon: The Secret Scroll strikes, kicks and educates on February 14, 1987

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Imagine, if you will, the electronic landscape of February 14, 1987. While the rest of the sentient world is drowning in a saccharine sea of Hallmark cards and overpriced long-stemmed roses, a different kind of passion is erupting in the glowing cathodes of the American living room. Culture shock! Culture Brain has dropped a silicon firecracker into the NES slot: Flying Dragon: The Secret Scroll . It isn’t just a game; it is a frantic, flickering collision between the neon-drenched 80s martial arts flicks and the mystical antiquity of the Middle Kingdom. Culture Brain is tapping into the deep, resonant marrow of Chinese history and the Wuxia (martial hero) literary tradition. The game’s obsession with "The Secret Scrolls" mimics the Wuxia obsession with the Manual of the Unseen, a recurring theme in the works of Jin Yong where the loss of a manuscript equals the loss of a civilization’s soul. The gameplay features a revolutionary "mark" system—a flickering circle ap...

America tackles the Crime Wave on the Apple II on February 13, 1983

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February 13, 1983: The air thick with Reagan's morning-in-America optimism, but down in the streets—zoom! crash! bang!—the ghosts of the 1970s still haunted every corner, every alleyway, every flickering TV screen blaring out the nightly news of muggings, burglaries, and that endless, soul-sucking crime wave that had Americans locking their doors triple-time and dreaming of vigilante justice. The Me Decade? Ha! More like the Mugger Decade, the decade where soft-on-crime judges let the perps walk with a slap on the wrist, where urban decay spread like some psychedelic fungus from Haight-Ashbury to Hackensack and the homicide rate doubled—doubled!—between 1960 and 1980, violent crimes tripling like a bad acid trip gone national. The American Citizen—that beleaguered creature of the suburban sprawl—is tired. Tired of the muggers, tired of the squeegee men, tired of the "social rehabilitators" who looked at a street thug and saw a misunderstood poet. They wanted order. They w...

Atari invents survival horror with Haunted House on February 12, 1982

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The wind outside your window tonight—that thin, whistling scream that sounds like a ghost looking for a door handle—isn’t nearly as cold as the wind I remember from February 12, 1982. That was the day Atari let the shadows out of the box. They called it Haunted House , a simple little cartridge for the Atari 2600. But for those of us sitting on shag carpets in the dim glow of a Zenith tube TV, it was something else entirely. It was a gateway drug to survival horror gaming. Picture this: You're not some muscle-bound hero with a shotgun or a chainsaw (we'll leave that up to Namco's legendary Splatterhouse ). No, you're just a pair of wide, glowing eyes—vulnerable, anonymous, like any one of us stumbling into the wrong house on a stormy night (it happens, folks). Graves Manor, they called it, after old Zachary Graves, whose ghost still rattles around those pixelated halls. Is he related to the distinguished M.T. Graves of TV schlock horror fame? The slim game manual failed...

The totally bonkers release day of Dragon Warrior 3 in Japan on February 10, 1988

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It was a Tuesday in Tokyo, but it felt like the end of the world. Or maybe the beginning of a new, stranger one. It was a cold February morning in 1988, the kind where the wind bites at your cheeks like tiny, invisible teeth, and the sun hangs low in the sky, too lazy to chase away the shadows. Japan was humming along like it always did—salarymen shuffling to their trains, kids bundled up on their way to school, the whole machine of society grinding its gears without a hitch. But something was brewing under the surface, something dark and insatiable, like one of those ancient curses from the old folktales. On February 10th, the beast was unleashed: Dragon Quest III , or as they called it over here in the States, Dragon Warrior III . It wasn't just a game; it was a monster, and it devoured the country whole. Imagine, if you will, a line. Not a line for bread or a line for the draft, but a line of nearly four million people—a human snake winding through the neon-slicked streets of Sh...

Dragon Warrior II works well with others on January 26, 1987

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In the shadowed annals of a world not yet bowed by the weight of endless sequels and remakes, there came a day when the gods of code and pixel decreed the birth of a new epic. It was the twenty-sixth day of January, in the year nineteen hundred and eighty-seven, when the iron gates of Enix swung wide, unleashing upon the Famicom—a.k.a. the Nintendo Entertainment System—a tale of bloodlines cursed and kingdoms imperiled. Dragon Quest II, or as the bards in western realms would rename it, Dragon Warrior II , emerged not as a mere game, but as a chronicle of heroism fraught with peril, where the descendants of legends must forge alliances or perish in the attempt. The first Dragon Warrior, a modest affair, had planted the seed. It told a simple tale, a single hero, a princess to rescue, a Dragon Lord to slay. But with its sequel, the world of Alefgard, once thought vast, was revealed to be but a sliver of a greater tapestry. The blood of the hero Erdrick, once so potent in a singular cham...

Raid Over Moscow almost starts WWIII in January 1984

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Do you see them? These are the new wizards, the digital alchemists of Access Software out in the suburban sprawl of Salt Lake City. And what have they conjured up for the winter of 1984? They call it Raid Over Moscow. Picture the scene: It is January. The sky is the color of a bruised plum. In every split-level ranch from Levittown to Palo Alto, the Commodore 64—that beige breadbox of destiny, that 64-kilobyte marvel of the New Era—groans with the weight of the Apocalypse. And there it is on the screen! The Great Bear itself! The USSR! Only they aren't playing fair, are they? The storyline tells us the U.S. has dismantled its nukes—The Great Disarmament!—and now the Soviets, those "deceitful aggressors," have launched a sneak attack! Your mission? Not just to defend, but to STRIKE BACK!  You aren't just a boy in a striped velour shirt anymore. You are a Stealth Pilot! You guide your craft out of the hangar—taps, nudges, frantic stick-wiggling—trying not to scrape the ...

Zaxxon brings a new dimension to arcades in January 1982

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Something rather extraordinary happened at the start of January 1982. Sega, a company primarily concerned with making electronic amusements, unleashed upon an unsuspecting world a game called Zaxxon . The name, one suspects, was derived from "axonometric projection," a term from the field of technical drawing which sounds impressively scientific but essentially means "drawing things at an angle so they look a bit three-dimensional." This was, at the time, considered terribly clever. Prior to Zaxxon, arcade games had been content with two dimensions: left, right, up, down, and the occasional jump. Space Invaders marched stoically downward; Pac-Man navigated a flat maze; Defender scrolled horizontally with the enthusiasm of a bored librarian. But Zaxxon, in a fit of what can only be described as graphical overachievement, decided that diagonal would be far more interesting. The result was an isometric view—a sort of three-quarters perspective that gave the illusion of...

8 million ways to die in Shadowgate for the NES in December 1989

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The Christmas air was sharp with the scent of pine and impending snow, a false promise of peace. Kids everywhere were unwrapping their Nintendo Entertainment Systems, eager for another dose of cheerful Italian plumbers or brave elven heroes. But for some, for the unsuspecting few who dared to venture into the digital darkness released that month, something altogether different awaited. It was a season for huddling close to the woodstove, but for a certain kind of person—the kind who doesn't mind a little darkness with their cocoa—it was the season of the Castle. I remember that winter like it was yesterday. December 1989. The snow was falling thick outside my window, piling up against the panes like it wanted to get in, to smother the light. Christmas lights blinked lazily on the neighbors' houses, but inside, the world felt colder, darker. And then there was this game. Shadowgate . It showed up on the Nintendo Entertainment System right around then, slipping into stores just a...

NARC busts the arcades in December 1988

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There it was, in the dim, flickering neon haze of the American arcade in that fateful winter of 1988—December, to be precise—when the coin-op palaces still pulsed like the heart of the republic's youth culture, those cavernous temples of beeping salvation where the teenagers of the Reagan era gathered to escape the banalities of suburban life and plunge quarters into the maw of electronic ecstasy. And suddenly, BOOM!, exploding onto the scene like a rocket launcher in a crack den, came an arcade machine as addictive as crack but cheaper to use: NARC , from Williams Electronics. The wizard behind this cartel-busting curtain? None other than Eugene Jarvis, the maestro behind Defender and Robotron, now turning his genius to the hottest mania of the moment: the War on Drugs. Picture it, if you will: the cabinet itself, a towering monolith of black and blood-red, emblazoned with the slogan, "Say no to drugs!" Inside, digitized graphics—real photographs turned sprites, a techno...

To Dracula's house we go on Christmas Day 1989

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Christmas morning 1989 brought the box. You know the one. It had that heavy, high-gloss cardboard feel, featuring a whip-cracking hero who looked like he’d stepped off a paperback cover by Frazetta. Picture this: The living room is a battlefield of torn wrapping paper and discarded ribbons. Under the tree, nestled among the socks and sweaters, sits this little gray brick of a console, the Game Boy, with its monochrome screen glowing like a cursed artifact unearthed from some forgotten crypt. And inside it? The Castlevania Adventure , a game where you play as Christopher Belmont, a whip-wielding hero battling through Dracula's domain. No more were you tethered to the TV in the den, waiting for your turn while Dad hogged the remote. This was freedom, dark and delicious, packed into a cartridge smaller than a pack of smokes. But the real magic—or should I say, the real curse—came when the family piled into the station wagon for the obligatory trek to Grandmother's house. Over the ...