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Welcome retro gaming fans to Simon Says!

Simons retro ramblings about arcades, nintendo, mario, miyamoto and donkey kong

EPISODE I:

ARCADES: where did it all begin?

 

For most of us our first recollection of classic video games would be of either PONG or SPACE INVADERS.
SPACE INVADERS being found in a dirty dark dank arcade in some back street well before videogames became “cool “.
Maybe you remember (if you ‘re old enough !), as I do, sneaking out of school to feed the nearest arcade with shiny ten pence pieces to while away many a few hours.

Space Invaders arcade machine

MOONCRESTA, PACMAN, SCRAMBLE, GALAXIANS, GORF & GALAGA all have fond memories for me. Arcades were uncool places unlike today - mainly filled with fruit machines and Pinball tables, and at best a small spattering of coin -op heaven.
You would be overjoyed as a new machine turned up and your pockets emptied as your pleasure grew.

SPACE INVADERS cabinets nestled between Pinball machines with that familiar thud thud thud as wave after wave of alien scum inevitably beat you into dust. Competing with your mate for that high score that would beat his.

A domain of male aggression in those days as not many femme fatales were gamers - unless they fancied one the blokes and would “hang “ around like a love sick groupie.

Going in an arcade as it opened to set a new high score on your favourite machine, leaving your initials to prove your worth and returning later to find some nerd had either beaten your score or even worse had “accidentally on purpose turned the machine off" so resetting the machine and wiping off your score after all your efforts.

The smell of fags in the air, the din of electronic heaven. The scrabbling about to find the required dosh to feed the habit of gaming and keep playing for just a while longer. Knowing you were in trouble for missing school, or not being home for mum’s beans on toast at the required parental guidance set time, so a few more mins out wouldn't make much difference.

Colour me bad with only monochrome invaders were replaced with waves of coloured Galaxians or Scramble’s maze of rockets and missiles, or Robotron’s limited appeal Square Dance fight effect. All turning into a mish mash haze of ultra violet flashing lights - no epilepsy warnings in them days - inserted your coinage it was then upto you what happened next. Times were a-changing and more people were getting into games.

Home systems were becoming more prevelant from the early ATARI V.C.S’s to the miniscule memoried VIC-20 (3.5 k!) to the SPECCY and CBM64 et al. (Arcades today - home console revolution another day) arcades were where it was at in my youth.

I can remember 3 scams back in the day - oh what a devil I was when I was younger and the world was simpler.

1) “Fanny by gas light “ The con of being able to obtain illegal credits for free by using a gas cooker ignitor to fool the machine that you had inserted money into its' greedy innards.
As the coin slots were metal originally you could use the ignitor to send a spark into the slot and it would fool the electronics into thinking you had put money in - sorted!
Unfortunately they sussed us and replaced the metal coin slots with plastic ones and then the con did not work anymore. But it was fun whilst it lasted.

2) “ Wot no puppet on a string or soap on a rope?” The old coin on a piece of string trick meant you could get your money back if youu were nimble enough - a skill in itself. You drilled a hole in a coin and tied a piece of string through it tightly and as the coin dropped it was whipped out again at the last second.

3) “ Not the water Margin …………”My mate even froze water into 50p shapes using an indentation of a 50p in blue tack - never saw it work but he was always full of crack pot ideas and stories. Supposedly when the ice froze it became “real money" and thus meant more free gaming!Nowadays we are spoilt with what we have at our fingertips - XBOX & PS2 & CUBE, PC ONLINE , MULTIPLAYER DEATHMATCH GAMING all at home - only a dream in my day!

No internet to talk over or XBOX live to lounge around in - these were the real nitty gritty in your face arcades - where fights often broke out if you were thought to have distracted someone and caused them to lose a credit or scupper their chances at that elusive high score.

To be factual 1979 was when the UK 1st saw TAITO’s SPACE INVADERS cabinet’s appear - seen in your local chippy or pub (you can even spot one in early episodes of Only Fools & Horses if you look in the bar scenes closely enough).

Monochrome was followed by the lush colour event that was GALAXIAN - featuring coloured diving alien hordes. It was a revelation in comparison to the basic invaders stance and you got COLOUR!!!!For the player with 4 hands (or more usually - you flew it and a mate did the firing and smart bombs) was the octopuss lover’s game DEFENDER from WILLIAMS, created by Eugene Jarvis. Instead of a static attack from side to side as in SPACE INVADERS or the swooping attack formation of GALAXIAN you now had to contend with the whole screen moving left or right dependant on which direction you took. Not only were there varying hordes of baddies to dispatch but you had to save the poor sap humanoid figures and carry them back to 'mother earth' to safety - complicated at the time and still a challenge today. The games were innovative and the genres were fresh, as nobody had seen these wonders before.

Defender

Atari unleashed a classic - BATTLEZONE - the 1st 3D vector graphics game where you controlled a wire framed tank which, in its' day, was a revolution as the graphics had never been so big or done in this way before.

CENTIPEDE was to see the use of the first trackball controller (a ball mounted into the cabinet which you rolled about with the palm of your hand in order to control the direction of the ship), the aim being for you to destroy the alien centipedes and spiders. The trackball often broke or got jammed at inappropriate moments but it was unique compared to the norm of button bashing (like using a mouse now on QUAKE or COUNTER STRIKE, it was very intuitive).

This was followed by MISSILE COMMAND which also made use of the trackball controller. MOON CRESTA was my fave of this time (great to play on a pc-based emulator but not the same as being there nearly 25 years ago). It had a simple theme you had to kill the bad guys - whether they looked like flying jammy dodgers or moon rocks that resembled marshmallows or not very scary icicles : all the time trying to preserve your ships, of which you had 3. This was unique as the stratergy behind the game was to stay alive long enough through the first few waves to be reunited with your other ships via a tricky docking manouevre. This docking needed skill and you always looked like a real plonker if you crashed one ship into another after trying so hard to keep them from destruction by the alien hordes only to crash and burn yourself.

SCRAMBLE was a huge hit also, with you having a ship flying over mountainous terrain. You had to shoot & bomb at the right time to kill the enemy spaceships and keep re-fuelling as you flew from left to right to reach the maze of the enemy base. A very colourful game that required hand and eye co-ordination to kill the bad guys and keep hitting enough fuel power-ups to keep your ship afloat.

Scramble

GORF from MIDWAY was a take on SPACE INVADERS and featured the first early digitised speech. I remember playing PHOENIX, which was a GALAXIAN clone. PHOENIX was great. The game itself reminds me of visits to the seaside and summer hols spent at Blackpool or Yarmouth. Young love and teenage holiday romances. Yesteryear!

Phoenix

Anyway back to PHOENIX. Made by CENTURI, it featured hoardes of birds swooping down on you and spawning out of egg capsules. You had to reach a mothership at the end and break through its' defences whilst fighting off the attacking birds; only for it to start all over again with another wave, only faster. You had a shield button which you could use for a limited time when you were in the mire and this added a touch of skill and finesse to the proceedings - do you use your shields to save your bacon or finely time the use of the shield to kill an alien attacker just as they were about to touch you?

GALAXIAN had itself a lovechild - GALAGA. This was to be NAMCO’S own follow up game to the successful GALAXIAN. It pitted the player against similar waves of coloured alien hordes to defeat, but added the chance of boosting your fire power if you were adept enough to get the extra ship bonus. The alien ships would swirl above your tiny single laser gunship set against a starry background, very similar to GALAXIAN, but when they had all formed into a SPACE INVADERS type squadron above you, a few groups would ream off from each side and bomb you. If you hit one of the top alien mother-type-ships it would change colour from green to blue indicating you could get it to project its' tractor beam at you on its' next approach. Sometimes they even emitted the beam unaided, you then waited as it emitted the tractor beam and you guided your ship into it’s ray and it hoovered you up and your little white ship became red and was CAPTURED. You then had to shoot the alien ship holding your ship captive and, if successful, it would then rejoin you for the fight giving you double the fire power, all the time avoiding the hoardes of other invaders. It seemed manic at the time but was very addictive. You needed the double fire power for the bonus challenge stages where if you shot all the aliens in various waves you were rewarded with a PERFECT! and a bonus of 20,000 points to aid you in your journey.

Scoring points was paramount as you needed to attain a certain score to get extra ships to continue - 20,000 saw your first and then at 70,000 and then every subsequent 70,000 point mark. So accuracy was very important in the challenge stages to get the best number of hits to get the bigger bonus to keep you gaming!
A little FLAG icon in the bottom right of the screen would indicate how far you had got and the centre screen subtitle would ask if you were “READY !” for the next wave, great simple fun and at the end you were rated on how many shots you had fired and you got a percentage score so trigger happiness was not the order of the day! Even the music was jolly and added to the feeling.

Galaga

PACMAN - another NAMCO game was to be the most popular and successful game in the arcades of that year when it was released in 1981. It was different to the other fodder of the time. No aliens or missiles or lasers or bomb attacks were evident in this pioneering effort from NAMCO. It featured the now world known little yellow ball man known as PACMAN. In reality it was just a little yellow mouth shaped like a ball with no legs that moved around a set maze, gobbling coloured dots and avoiding 4 deadly ghosts that lived in the centre of the maze at first and then would pursue poor PACMAN around the maze trying to catch him. Contact meant death unless you gobbled up a POWERPILL. One was located at each of the 4 corners of the maze and if you ate one the ghosts transformed into blue ghosts you could then catch and eat. If you manage to catch all 4 of the ghosts you got the better bonus as the value of each would increase as you caught them. The POWERPILL did not last long so you had to be quick and they soon morphed back to hunt you again. Temporary relief only coming when you finished the maze by gobbling all the coloured dots on screen and then you got onto the next maze. Who could mistake the familiar sound of PACMAN going - “ wakka wakka wakka “ around his maze prison until he had removed all his dot to dot spots?

Pacman ghosts

The 4 ghosts even had names and they were:

SHADOW - NICKNAME : BLINKY (RED IN COLOUR)

SPEEDY - NICKNAME : PINKY (PINK IN COLOUR )

BASHFUL - NICKNAME : INKY (CYAN BLUE IN COLOUR)

POKEY - NICKNAME : CLYDE (ORANGE IN COLOUR).

PACMAN was an instant success with all manor of license deals abound for merchandise for the little yellow ball. There were pillowcases and lunch boxes made with the little yellow icon on. The little yellow figure even spawned his own cartoon series and this in turn lifted NAMCO into stellar riches for the time and the richest ARCADE game company in the world.

Masaya Nakamura

Stories and myth surround the birth of PACMAN and that NAMCO’S boss at the time (MASAYA NAKAMURA) gave the creator of PACMAN a mere $3500 bonus in recognition of his efforts for the company.

Dismayed at the pitiful amount of his gratuity he left the company and the videogames industry forever, never to work in gaming again. It reminds me of how poorly treated the creator of TETRIS (we will delve into this another time as it is a big story) was treated and how little he saw of the money it produced in eventual sales - it’s a crime how they were unappreciated.

While PACMAN was the most successful arcade game in 1981, nothing could prepare us for the momentous arrival of the king - DONKEY KONG. DONKEY KONG was to bring us 3 VERY IMPORTANT NAMES to the industry which we now take for granted, namely - NINTENDO / SHIGERU MIYAMOTO (known as GOD in the games world - sorry but he is great - no ninty fanboy lovey dovey stuff - he’s an icon) and finally lest we forget the cameo role MARIO had to play in DONKEY KONG.

KONG was created by NINTENDO a very large and old firm more known at the time for producing and making it’s vast fortunes from the manufacture of Japanese HANAFUDA PLAYING CARDS. The creator of this game, DONKEY KONG was an industrial design graduate by the name of : SHIGERU MIYAMOTO (please do not refer to him as SHIGGY’S as some do - most have never met him and I kinda think he would’nt be too impressed with the nickname).

Despite the attempts of the movie giant UNIVERSAL to stop the use of the name with an injunction because of their rights with regards the KING KONG property & movie licence, DONKEY KONG became a smash hit & the little plumber MARIO would rise from this cameo roll to where he is today.

Miyamoto...dirty threesome???

NINTENDO, MARIO & SHIGERU MIYAMOTO were now set to become close to our hearts and a relationship had begun which now 20 years on is still with us - the dirty threesome!A brief touch on a few points most of you have heard about, or a little bit of history for those that don’t.

 

Any questions?

Email me: simon@retroscene.co.uk

SIMON SAYS

NEXT TIME - CONSOLE WARS - EPISODE II : ATTIC ATTACK OF THE CONSOLES.


 

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