Video Games

50 Years of IRON MAIDEN episode 21: Ed Hunter album & game

50 Years of IRON MAIDEN episode 21:  Ed Hunter

GRAB A STACK OF ROCK #115

Maiden were back in a big way.  Though the video game began life with Blaze Bayley on lead vocals, when it was finally released, Bruce Dickinson and Adrian Smith were both back in the band!  The ironic thing about this was that neither of them were depicted in the game, though Blaze was!

A 3 CD set, Ed Hunter was the first release with Bruce and Adrian back in the band.  A “greatest hits” album and a video game all in one, Ed Hunter was a must-buy for Maiden diehards, especially in the United States where it contained a bonus track:  “Wrathchild 1999 (New Vocal Version with Bruce Dickinson)”.  Standard versions contained 20 tracks split over one-and-a-half discs, with the tracks selected by the fans in an online poll.  We break it down track by track, and compare to the previous “hits” album, Best of the Beast, while also discussing the new track which was also available on a promotional CD single with band art.

As for the game?  The last disc-and-a-half of space featured the game and installation software.  Harrison got his copy working!  He got out a vintage computer and some video capture software, and recorded himself playing and winning the game!  We provide a highlights reel from Harrison’s video, to give you a feel for the gameplay and graphics.  (Epilepsy warnings will appear when appropriate.)

This release also featured a tour.  A big one!  Harrison breaks down the setlist, and what tracks from that tour were released in live versions.

Maiden were back…and so is 50 Years of Iron Maiden!

Friday September 5 at 7:00 P.M. E.S.T.  Enjoy on YouTube.


Past episodes:

Handy YouTube Playlist:

 

VIDEO: Mike Plays a Crappy Game of Pac-Man (Plug and Play)

I wanted to play a game of Ms. Pac-Man for this video, but it appears my Plug and Play did not survive the winter.  This is a real shame since it also had Pole Position and Dig Dug on it.  It will be difficult to replace, as it was a version that came with a cartridge slot.  Alas, replace it I must.  These used to be cheap, $20 to $25 at Toys R Us.

In this video, I played a regular version of Pac-Man.  I didn’t do too badly for being so out of practice, but you’ll see a couple spots where I got frustrated.

 

VIDEO: Mike Plays Another Game of Pac-Man Plus

Pac-Man Plus was a little-known 1982 sequel to the original 1980 Pac-Man arcade game.  The game play and mazes are the same, but much more difficult.  Ghosts are faster, less predictable, and more aggressive.  Eating a power up gives you less time to go after the ghosts, and sometimes turns them invisible.  The maze can even turn invisible for a short period of time.  This is a nerve-wracking game, but oh so very fun.

Here’s me playing Pac-Man Plus this past summer. It’s quick and you get an idea for the challenges that await you if you attempt to play this arcade non-classic!

#1074: Have You Played Atari Today?

A sequel to #653: The Reset King (Music and Gaming and other stories)

RECORD STORE TALES #1074: Have You Played Atari Today?

The Atari 2600 might have been the dominant video game system in our childhood lives in the early 80s, but it was far from “the best”.  Intellivision offered better graphics.  Colecovision was also impressive, and had a pretty good home version of Donkey Kong.  Atari had a greater breadth of games available, though its graphics were pitiful by comparison.  Atari boasted the blockiest graphics on the market!  Did we care?  Well…yes!  We did care about graphics, but we also wanted all our favourite games on one system:  Pac-Man, Asteroids, Defender, Space Invaders, Centipede, The Empire Strikes Back, Frogger…all of them.  Though it should be noted, it was the parents who chose the video game systems in the neighbourhood, and price was also a major factor.

Domo arigato, parents of Owen Avenue, for spoiling the shit out of all the kids.

We had a 2600.  The Schippers had a 2600.  The Szabos had a 2600.  George Balazs had a 2600.  The Morrows had a 2600.  The only kids that didn’t have a 2600 were the weirdos (just trust me) across the street, the uber-religious Dolph family, who had a Commodore Vic 20.  With so many families in the neighbourhood owning the same systems, borrowing games was commonplace.  The typical length of a game borrow from a neighbour was three days.  Just enough time to get pretty good at a game, and often enough, to get bored with it as well.

No, those old Atari games didn’t have a lot of longevity.  Most of them got a little monotonous after a certain number of plays.  The games barely had any memory at all, so things tended to get…repetitive, shall we say.  Most Atari video games just got faster as you played, repeating the same screens and obstacles.  Eventually, you got fed up and died.  Then you pulled out the cartridge to put in something else, because you were sick of that game!

The truth is, as iconic as the Atari was, we were often disappointed with their actual adaptations of the games.  We did our research.  We read reviews in video game magazines, and we watched reports on TV.  We all knew in advance that we would be disappointed in E.T the Extraterrestrial well before we received it for Christmas in 1982.  But we tended to get the games anyway, because we liked to try the games ourselves…and sometimes the choices weren’t really all that great!  Occasionally, the low rated games like Combat and Adventure were our favourites.  E.T., not so much.  I know we received E.T. for Christmas….

Christmas!  Atari and Christmas…they went hand in hand.  Every Christmas, my uncle and aunt from Stratford would come to stay over.  There was a nice finished room in the basement with a pull-out couch bed.  Unfortunately…the Atari and TV were also down there!  Which meant, when my sister and I inevitably woke up at, like, 5 AM to see what Santa got us (Atari games), we had to wait and wait to go downstairs to play them.  Often we’d wake them up by constantly checking to see if they were awake.

So many disappointments back then!  Pac-Man?  That goes without saying.  Beyond minor things like the annoying clangy sound effects and messed up colours, they also changed the layout and orientation of the maze.  Usually Pac-Man’s escape tunnels are on the sides.  Atari put them on top and bottom of the screen, which really felt wrong.  It wasn’t…terrible…I mean, Pac-Man was still eating pellets, being chased by ghosts, before chasing them after eating a power pill.  Same idea just…really poorly executed.

E.T. was all but unplayable at anything but the easiest difficulties, without agents and doctors chasing you.  It was also extremely annoying, as you searched a large multi-screen play area for your phone’s pieces and the location of your spaceship’s eventual landing pad.  The landscape was dotted with pits.  Aren’t they all?  Common problem in the suburbs.  E.T. constantly falls in these pits, costing him energy when he levitates out of them.  What, you don’t remember that scene from the movie?

Here’s the thing though.  It was ironic that even though actor Henry Thomas was pictured on the box for E.T. the Atari game…Thomas himself was contracted by rival Intellivision, selling their system in TV ads!  This irony was not lost on my dad, who thought we should have bought the system that Elliott himself was hawking on TV.

Indiana Jones’ Atari adaptation fared marginally better.  Now this was a game we were able to beat, thanks to a detailed step-by-step instruction booklet.  Yet…the game had no relation whatsoever to the movie.  Oh sure, your character kinda looked like Indy with a brim-hat shaped head, but…when did Indy need to find a grenade to throw at a wall exposing a cave?  When did he need to retrieve an Anhk (Vinnie Vincent fan?) to…oh shit, you know what?  I cannot remember the convoluted plot to this game!  There were caves with weird cells you could get trapped in.  There was a cliff over a jungle, filled with thieves and tsetse flies.  There was a black market where you could buy bullets and the all-necessary shovel to eventually dig for the Ark of the Covenant.  There was also a “lunatic” there who would kill you instantly if you passed him.  Eventually you find the map room, which has a narrow walkway you must not fall off, and if you are in the right spot at the right time with the right item activated, eventually the sun will come out and illuminate a specific mesa on a map that is concealing the Ark!  You remember the mesa scene in the film, right?  Indy must jump from mesa to mesa using his whip, an annoyingly frustrating task.  Then, he must parachute off the mesa, and maneuver past an annoying treebranch, into a little hole in the side of the mesa.  There, you must…dodge aliens…and go to the bottom of the screen where there is a mound of dirt.  If you have acquired a shovel, then you can dig for the Ark.  Just like in the movie.

It took us forever to beat some of these games.  Of course, most Atari games back then didn’t have endings.  Most just kept going on, getting faster and faster until you “died”.  Some that did have proper endings included Adventure (another bizarre and primitive quest game), Haunted House, and E.T.

Despite the numerous…ahem…pitfalls of trying to find a decent Atari 2600 video game, there were some exceptions:  A handful of truly great games on that primitive system.  Many of these were made by another company called Activision.  Activision typically made the best 2600 games, and had a really cool unified line of box art.  Best of all, their video games were original concepts. Pitfall was one of the best games for any system of the era.  A huge side scrolling adventure and treasure hunt, this game saw “Pitfall Harry” seeking gold and diamonds in the jungle, trying to navigate a series of obstacles such as fire, scorpions, rolling logs, quicksand, and alligators.  You could try taking a shortcut through the tunnels below, but you’ll get there eventually just by falling through a pit!  Activision really had a hit with Pitfall, but there were so many more.   Chopper Command had you piloting a really cool helicopter, taking out both ground and air enemies in a side scroller where you had full control.  River Raid scrolled upwards without any control on the player’s part.  You had side-side freedom of movement, and a lethal forward gun.  The necessity of stopping for fuel was a unique and challenging aspect.  There was a clever game called Dolphin that involved the concept of sonar, and listening for tones to know your next move – which you must make in an instant.  Many of these games came out later in the Atari’s life.  That system really had legs.  We were still playing it into 1986.  Eventually, the Nintendo NES supplanted it.

Graphics and simplicity aside, the Atari 2600 had one weakness we don’t often hear about.  It is generally said that the Atari had the superior controller over the Coleco and Intellivision systems.  Intellivision had a sleek controller with a directional disc instead of a joystick,  Coleco’s joystick was stubby and uncomfortable.  Atari’s was just right.  It fit perfectly in your hands, with a smooth-moving rubber-covered stick and a single “fire” button.  Definitely the easiest, if simplest, of the controllers.  But it was not sturdy.  Inside that rubber outer shell was a fragile plastic skeleton.  It only took my cousin, Captain Destructo, one visit to destroy two controllers.  They were never the same after that.  You could try to fix them, glue the inner frames back together, but the joystick’s response became mushy, as the frame flexed more easily in the weak spots.  Eventually they’d break again.  I think we went through six joysticks in total, including some third party models.

The Atari didn’t just have joysticks.  It also had paddles – basically a wheel and a button.  These paddles were wired in pairs, so some paddle-based games could have up to four players.  Warlords was one such Atari game.  The paddles were used for rapid side-to-side motion necessary for pong-like games such as Breakout.  There was an addictive variant called Circus that was a lot of fun as well.

Then we had Star Raiders, the game I saved and saved and saved up to buy.  The first cheque I ever wrote might have been for Star Raiders.  It was expensive because it came with a third controller:  a number pad.  We always imagined what Atari could do with that number pad in new games going forward…but they never did.  Star Raiders was a first person shooter that had you defending yourself from TIE Fighters and “Zylon” (Cylon) Basestars (I’m not kidding), while managing your shields, and warping in and out of different zones.   As you take on damage, your shields, weapons and sensors can malfunction.  Hopefully you have enough energy to warp to homebase and get repairs, before the enemy fleets destroy it!  Though the combat scenes could be difficult, and annoying asteroids were frequent, it was an immersive game.  The hum of your engines, the glow of your shields…the game did the best it could for what the Atari 2600 was capable of.  In many respects this was a highpoint for the whole system.

The many hours and Christmases spent in the basement playing Atari peaked at the end of 1984.  December 26th, in fact.  While playing Atari in the basement, my best friend Bob “The Reset King” Schipper introduced me to something new called Iron Maiden.  Life was never the same after that.  Video games took a sudden back seat to cassette tapes.

Still, even after music took over, Atari had a comeback later in the 80s when I acquired Activision’s excellent simulator, Space Shuttle.  By this time, I was in highschool.  This intricate little game was impossible to win without paying exact attention to the instructions, and taking the precise steps in the correct order as needed.  Just like a real shuttle launch.  Landing it was even harder!  Once you got the hang of it though, you couldn’t help but beam in pride at landing a space shuttle!

Even though Atari’s successor, Iron Maiden, taught me not to waste my time searching for those wasted years, I don’t look at those days in the basement playing Atari to be wasted time.  While my skin may have grown pale playing Armor Ambush in the dark, I had a damn good time.  And what’s wrong with a kid having fun and creating good memories in his own way?

Absolutely nothing.  Have you played Atari today?

Sunday Screening: Retro Gaming – Plug & Play Ms Pac-Man

40 years ago, for my birthday in 1982, my parents got me Ms. Pac-Man for the Atari 2600.  Those of us who had a 2600 were well aware of the compromises made in consideration to graphics.  Even so, Ms. Pac-Man was one of the best Atari adaptations.

Last weekend, on what turned out to be my birthday celebration for 2022, I turned back the clock and played Ms. Pac-Man again.  The arcade version, thanks to these excellent plug & play games.  I didn’t have the greatest game – I’m out of practice – but you can see my old high score on the screen.  I made it to level three this time at least!

WARNING:  Gratuitous swearing.

Sunday Screening: Retro Gaming – Plug & Play Pac-Man

Dusted off (and changed cruddy batteries) on our old plug & play arcade games this weekend.  Pac-Man was first up, and two rare variations at that:  Super Pac-Man (my favourite) and Pac-Man Plus, a challenging variant of the original.  Check out my first runs through below.  This weekend also included some Galaga, Dig Dug, Ms. Pac-Man and Pole Position.  Is there a game of these you would like to see next?

F-bombs included below!

#902: The Adventures of “B” Man

A pretty messed up prequel to #631: The Locker Door

 

RECORD STORE TALES #902: The Print Shop The Adventures of “B” Man

In the mid 1980s through to the 90s, my dad had an old client named Skully.  He was a computer guy.  Every so often, he would gave my dad a list of games and programs he could copy for us.  If we sent him a pack of floppy discs with a checked-off list, in a few weeks he’d come back to us with all the games we wanted.  Classic Concentration, Alleycat, King’s Quest, Into the Eagle’s Nest, Digger, and so many more games with names long forgotten.  All on 5 14” floppy discs — double sided, double density.

One of the programs we checked off from Skully’s list was a program called The Print Shop.  And strangely enough, it was Print Shop that had a personal impact bigger than any of the games.  In fact it was one of the most widely pirated Commodore 64 programs of 1985, although we had the IBM PC version.

We mostly used it to make birthday and Christmas cards.  It was great for that, all pre-formatted and everything.  You could use pictures from its own library.  Stuff like birthday cakes, turkeys, Easter bunnies, and so on.  Or, you could painstakingly make your own graphics, block by block.  In fact we used Print Shop all through the mid to late 80s.  It had a poster feature and a banner printer.  We used that to print a “DEMOLITION” banner when we went to see WWF wrestling at the Aud.

My sister, Bob Schipper and myself learned how to use The Print Shop to make blocky pictures.  The first experiments involved modifying pre-existing graphics. That was a good way to learn. The Easter bunny fell first to our mischievous ways. Bob changed his smile to a scowl, and we changed his happy wave to a middle finger! Of course we did. I was 12 and he was 14.

The next thing I obviously had to do was figure out the  logo.

With some trial and error, I drew a pretty good recreation of the legendary Kiss double lightning bolt.  I proudly printed it out in poster mode. But what else should be on the poster? I was fascinated with the Kiss discography and had memorized every album and year. So I painstakingly typed out each line of text to go beneath the logo. KISS (1974) HOTTER THAN HELL (1974) DRESSED TO KILL (1975)… all the way to ASYLUM (1985).

I taped that “poster” to my wall. I was so proud of it!

Wanna know something funny? In 1987, I updated it. CRAZY NIGHTS (1987) had to be added! It took some work trying to make everything fit. I knew if Kiss continued to release new albums, I wouldn’t be able to make space forever! SMASHES, THRASHES & HITS (1988) was the last album I could squeeze onto to my humble Kiss poster before I gave up. I didn’t have a lot of things to put up on my walls, and I didn’t like to cut up my rock magazines. A printout from The Print Shop just had to do!

When the time came to start highschool in the fall of ’86, Bob helped me prepare some locker artwork. I had a Gene Simmons poster — the one of Gene from the Asylum era with his tongue stuck in the bass strings. We also thought the Easter bunny giving the finger would be a cool addition to the locker, as long as the teachers didn’t make me take it down! But what should it say? Bob and I discussed numerous sayings, shooting them down one after the other. Somehow, he came up with “The End Of Rock Is The End Of Life!” and I went with it.  “OK!”  Up it went in my very first locker. That way the girls will know I’m serious about the music. I’m in it for the music; it says so right on the poster with the Easter bunny giving the finger!

I know what you’re thinking at this point.

“What a loser!” you say. “But what the hell is ‘B Man’ and what are his adventures?”

 


This is really embarrassing. But what the hell.

That autumn (’86) I remember one of us somehow caught a bee, and pulled off its head. OK, I said it. I don’t know who it was. But we thought it was pretty cool, and Bob had an idea. He drew a little muscle-y body, and we taped the bee’s head to the paper right over it. “I AM ‘B’ MAN!” wrote Bob in a word bubble.

And once again, I thought it was a good idea to tape it in my locker. Now, I cannot remember if Bob was onside with me on this. He didn’t need “‘B’ Man” in his locker. He already had awesome posters. But I thought, hey. It’s all about getting the attention of the girls, and they’ll love that I removed the head from a bee and taped it to a poster with a drawing of a little muscle body on it. They’ll think A) that I’m good at drawing and B) I’ll protect them from bees. I showed the bees who the boss really was. Me! I was the bee boss.

It comes as no shock that none of my posters did anything to attract girls. A pair of them gave my “The End Of Rock Is The End Of Life!” the old side-eye. I think “‘B’ Man” was too small for them to be disgusted by him. My cluelessness was rivalled only by my awkwardness. I had completely misjudged the female gender. My colossally bad assumption, that because I thought something was cool they would too, was profoundly and predictably incorrect.

And so that’s the irony of the title. There were no adventures of “‘B’ Man”. He wasn’t even shot down in flames. He was a total dud and came down with no fanfare.

Now, to anyone who’s sitting there going “what a psycho! Eww!” We were kids. It was 1986. Virtually every neighbourhood had a group of kids participating in a good ol’ bug burning. It happened. It was for science n’ stuff. We all turned out pretty good.


And so, a seemingly innocent story that began with kids nerding out with primitive printing software, ends with insect mutilation. Bees, no less, the guardians of plant life on this Earth. I guess metal really does pervert the hearts of the young.

#898: Vanguard 2

RECORD STORE TALES #898: Vanguard 2

Released to arcades in 1981, Vanguard didn’t catch my attention until it hit the Atari 2600 the following year.  While I have never played the arcade game, the Atari version was in my hands as soon as I could afford it.  Notably, the Atari game borrowed some of its music from Queen.  Vanguard was a scrolling space game, but where it differed from other games was that it changed orientation from side-to-side to up-and-down at points during the adventure.   There were a variety of adversaries, and power-ups to take advantage of.  There was even a “boss” to take out at the end, and then it all repeated over again at a higher difficulty.  We kids were in love with it, even the simplified Atari version.

Incidentally, Atari artwork and instruction manuals were excellent.  They often began with a short story — this one of the “Vanguard Expedition” into the “tunnels of Aterria” looking for a semi-mythical “City of Mystery”.  Enough to capture a kid’s imagination, especially when combined with the cool box art.

My best friend Bob and I, being the creative types, thought we could design a sequel.  We painstakingly drew every screen in pencil, one after the other.  There were 19 screens in total.  We taped them together in order with Scotch tape, so that you could lay the whole thing out on the floor if you so desired.  Each screen led into the next with attention to detail.

Bob and I had “designed” a dozen games already, drawing them on paper, but they were one or two screens at best.  Our Vanguard 2 was 19 levels!  Many heavily ripped off from Star Wars.  It was only 1983 or 1984 at the latest.  Although ours is completely unrelated to the actual Vanguard II that came out in 1984, out friends kept on telling us “You should send your ideas in to Atari”.  We were big dreamers but we had a lot of fun pouring hours of creativity into these projects.  I’m glad I still have some of them, including Vanguard 2.

I thought it would be fun to scan each screen and post the whole thing with commentary.  I tinted the old pages to give them some variety visually.  Check out the complete Vanguard 2 game!

Title page.  Our “hero ship” basically ripped off from the Colonial Viper from Battlestar Galactica.  Enemy ships show heavy Star Wars influence.

Screen 1.  Scrolling to the right.  Imagine continuous scrolling, as if all the pages were laid out on the ground.  Entering mountain!  Just like the first Vanguard, you must navigate a tunnel in your space ship.   Enemy craft, mines and drones ahead!

Screen 2.  A barrier to break through, and a choice of upper or lower tunnels to take.

Screen 3.  Upper tunnel was a trap!  Although you could possibly shoot your way through a weak spot in the cave wall.

Screen 4:  Switching out your ship for a submarine.

Screen 5:  More enemy resistance ahead, and a difficult choice of three tunnels to take.

Screen 6:  Bottom tunnel would have been the best choice.  Giant jelly fish and a 5 second force field power up ahead!

Screen 7:  Now it’s giant Octopii!  Your sub is running low on fuel, and there is a tempting fuel depot in the lower cave.

Screen 8:  The only way through these narrow caverns is to miniaturize your sub.  Then you must choose upper or lower tunnels, with the upper appearing easier.

Screen 9:  The upper tunnel has heavier resistance at a poor attack angle, plus a classic Atari-style bouncing barrier block, that you must time just right.  Success means deminiaturization and a new spaceship.

Screen 10:  Whether you take the upper or lower tunnels, you have plenty of opposition and the opportunity for a 5 second shield.  Either way — the Sarlacc pit awaits at the end of the screen.  (We would have called it something else.)

Screen 11:  Made it through the first mountain.  Passing through the energy barrier automatically “beams” you to the next screen.  (We called the mountains “Screen 1” and “Screen 2” since we envisioned it as a continuous side scroller, with only this one break in between.  Here I am calling the individual drawings “screens” as it makes more sense when you look at them individually.)

Screen 12:  Still scrolling to the right — entering volcano!  A choice of two tunnels ahead.

Screen 13:  Either way, both tunnels will lead you to a new ship, plenty of opposition, and a 7 second force field.

Screen 14:  Your new ship has dual lasers and can stand the heat of the lava lake you are about to enter!

Screen 15:  You’re heating up so don’t be long.  Upper tunnel offers some squidly opposition while the lower has plenty of enemy subs.

Screen 16:  You’re low on fuel, and a giant lizard is sitting right there by the fuel depot!

Screen 17:  Boss Level!  As in the first game, the Great Gond awaits you at the end.  He is protected by enemy ships and cruise missiles.  Once you beat Gond, we change orientation:  now the game scrolls up!  Make your escape through the cone of the volcano.

Screen 18:  Scrolling up as you try to outrace the flames of the erupting volcano beneath you, while being harassed by enemy ships and missiles!

Screen 19:  If you beat the flames, you win the game!

We could have had a hit video game on our hands!  We loved to draw and a lot of this was drawn outdoors.  I’m pleased the thing held together long enough for me to scan it.  Imagine that Queen theme playing as you win!

Sunday Chucke: Honky Tonk?

One of the guys at work is Italian.  He’s originally from Amalfi, where I traced my own family from.  As you’d expect, he has an amazing accent.

We were talking about old video games, and he said, “Oh, my grandkids have one that they love, have you heard of it?  Honky Tonk, they call it.”

Honky Tonk?

It took only a second to know he was talking about Donkey Kong!

Hey, it’s great to know that the kids are still playing the classics. That makes me smile.