Archive for the ‘Playing’ Category

Return from Replay 2011

Friday, November 11th, 2011

Good grief… this time last week I was in Blackpool in the process of getting set up for Replay 2011!

Replay 2011

I was there under the Oldschool Gaming flag and had a C64 with a 1541 Ultimate running Jason Tinkler’s Out-Space, a VIC 20 (which was loading from the C64′s 1541U) which usually either had The Keep or my unreleased 16K version of Lunar Blitz (which i really must get around to cleaning up and releasing) on the go, a Spectrum +2 with a painfully wobbly DivIDE that just about loaded Dingo or Reaxion if you spoke to it nicely, an Atari 800XL equipped with an SIO2SD that spent most of day one running Space Harrier from cartridge and day two showing off my sadly still work-in-progress shooter Callisto with a burst of Mighty Jill Off here and there. And at the end was my partially converted C64GS, running cartridges of Edge Grinder and Blok Copy for pretty much the entire event.

Oldschool Gaming stall

Those were joined by Antiriad’s Oric Atmos which spent some time showing off the nearly complete conversion of Skool Daze, Kenz’s Specadore 64 which had an Easyflash and Prince of Persia for some of the event and Mark Ball’s Atari 7800, which had what was one of only two XM expansion modules connected and was running quite a few games that utilised the shiny new hardware!

Oldschool Gaming stall

OSG was set up in the entrance hall before the doors to the event itself and in the long run that worked out pretty well; the main hall was, as with last year, reminiscent of 1980s gaming events, in other words a cacophony of excited chatter, 8- and 16-bit sounds with PA announcements overlaid. Had we been in there or even the second hall where we were originally pencilled in to be, the odds are I’d not have been able to talk to anybody… and I did a quite frankly scary amount of talking! During the course of the weekend I chatted to all manner of people including James Monkman, Frank Gasking, Sean Connolly, Jason Tinkler, Colin Davies, Jason “Kenz” Mackenzie, Dan Gillgrass, Mark R. Jones, Soren “Sokurah” Borgquist, Jens Schönfeld, Darran Jones, Andrew Fisher, Gasman… the list continues well past the capacity of my memory and I’m surprised my voice didn’t give out completely!

I’d just like to thank the organisers Dave, Gordon and Matt for putting in so much effort to get this event off the ground again, all the volunteers who put time, effort and hardware into making those grand plans possible, everybody who wandered past the Oldschool Gaming stand and stopped to play or chat and Spencer Guest for driving me and the computers there and back. Finally, I didn’t take many pictures because my eyesight was a bit crap during the weekend but here’s the entire Replay 2011 gallery along with all the preamble images from posts prior to the event:

Playing: Moon Patrol (A8)

Monday, January 17th, 2011

Hello everybody, my name is Jason and I have an almost crippling addiction to Moon Patrol on the Atari 8-bit. I’ve had this addiction for quite a while now, but was only playing with an emulator and telling myself it wasn’t the same as the hard stuff, that I could stop at any time… and then a parcel arrived on Saturday morning containing an actual cartridge and I was hooked!

Moon Patrol (Atari 8-bit)

In fact I’ve wanted Moon Patrol for my Atari 8-bit for a while, although it didn’t occur to me to actually look for one on eBay until R3PLAY where there was an XE Games Machine and a box of cartridges to choose from. Just nine English pounds got me unboxed cartridge without manual (that did include the shipping from America) and after a little digging around through storage boxes, out came the (t)rusty Atari 800XL and power supply. The C64′s Zipstik was borrowed and several hours of diligently patrolling the moon followed.

Moon Patrol (Atari 8-bit)

The sprites might be a little chunky and the otherwise nicely defined backgrounds could possibly have done with a little more variety of colour between stages considering the Atari 8-bit’s large palette, but Moon Patrol‘s gameplay is absolutely spot on and, after a day and a bit of playing with a decent joystick on the big telly in the front room, getting through the first loop without dying is tantalisingly close to being a reality and my final life is usually lost about halfway through the second. And that tune has been indelibly burnt into my bloody brain and I’ll no doubt be humming it all week!

Moon Patrol (Atari 8-bit)

Playing: Fire Hawk (arcade)

Sunday, August 29th, 2010

For the last week or thereabouts I’ve been playing a lot of a coin-op called Fire Hawk – it was released by Korean manufacturers ESD in 2001 and a little “research” on the internet reveals that it’s actually built on a hack of Psikyo’s code with the most popular guess as to where the “donation” came from being the Strikers series; the influence of those games is pretty obvious too, with the overall look being like an unrefined, low resolution version of Strikers 1945 III.

Fire Hawk (Arcade)

Each level has a cliche… erm, theme ranging from desert with armed pyramids to rainforest and passing through that mining town with a huge marshalling yard, a rusty industrial area and the semi-rural landscape that’d be quite nice if it wasn’t for the mega tanks and concealed guns along the way. It also has what I can best describe as a “twee village” that sticks out like a sore thumb since it’d belong in an entirely different game if there hadn’t been an absolutely massive jet “parked” by one of the buildings – the bizarre scale of the jet to it’s surroundings hints that whoever drew the backgrounds wasn’t told which scale was being used for everything else.

Fire Hawk (Arcade)

To be honest, I’m not entirely sure why I got so hooked on the thing. It’s a relatively simple shooter and not exactly perfect either since there are some bugs in the mix and, whilst most of the issues are cosmetic things like bosses leaving large chunks of themselves behind after exploding, I reckon the variation in the amount of kicking a boss will take on the later levels is too erratic to be deliberate and the collisions seem to be a bit squiffy since I’ve seen medals floating under the body of my plane without a hit being registered.

Fire Hawk (Arcade)

But it could’ve been worse; there’s a hack of Fire Hawk (oh, the irony) by another Korean dev Yona Tech called Spectrum 2000 that manages to all but shatter things to the point where the difficulty was ramped up to “fecking quick” at the start, half a helicopter and two bits of tank track were still considered to be an active boss that was therefore still firing and, whilst credit feeding through it to see how badly damaged things actually were, it fell apart completely, leaving an invisible, non-firing and indestructible chunk of boss in play so the level wouldn’t end!

Fire Hawk (Arcade)

Actually, I suspect that I do know why Fire Hawk (and to a degree Spectrum 2000 although that was more a morbid fascination) managed to hook me, it’s the simplicity of the thing; after a little “complexity” whilst having to choose from five different planes with their own weapons and initial level order, it becomes a case of dodging like a madman, grabbing power-ups and medals as they go past and most important of all giving anything that gets in the way a serious kicking.