Archive for the ‘Arcade’ Category
Traditionally horror and comedy are entwined, faithfully representing a laughable moment of relief to accompany the graphic depictions of death that follow. Although more rare, there is also room for comedy with horror elements and this week Fred and Jam are celebrating the games that get it right. From some of LucasArts classic hybrids to bikini clad samurai warriors, there’s no lack of hilarity in gaming for those not looking for a scare.
This week Fred is playing two versions of Splatterhouse. The first is the US Turbografx-16 port of the Japanese arcade title, slightly modified to avoid lawsuits in regards to lead character Rick’s similarity to Jason Voorhees from Friday the 13th. The second was only released in Japan on the Famicom (NES) due possibly to some even more obvious legal concerns. It was titled Wanpaku Graffiti. Enjoy!
Man do I love my MAME cab. In the culture of emulation, I’m not too keen on the concept. I understand that emulation is necessary and that it has been an essential tool in not only archiving these great works of the past but also in allowing me to play import and fan translated games I otherwise never would have experienced. Still, I think that more often than not emulation gives way to piracy. If I want to go get Super Mario Bros 3 on NES, I’ve got a slew of choices: I can buy the original hardware and game, I can emulate illegally, or I can purchase legal emulated versions (Virtual Console). In most of those scenarios I opt to purchase the tangible hardware/game – but this is not always the case as I have never purchased a Turbografx-16 CD console to play the handful of favorites like Rondo of Blood and instead “settled” for emulated, legal, Virtual Console and PSN versions. On the arcade front the story is a bit different. Not only do I have to pony up large sums of money for the hardware/software – in this case being a working cabinet and PCB board – but I also have to make space, transportation arrangements, power consumption, safety, and in many cases repairs. It’s one thing to buy a PS1 game from Kentucky, have it shipped to you, resurface it if necessary, and then enjoy it. For a good working Salamander cab I may have to pay $500-$1,000 upfront on eBay, drive to Kentucky with a large truck, move the whole thing over 1,000 miles without damaging it and paying for gas/transport, move it into my house, and then most likely degauss a monitor, replace some wires, re-solder some button connections, and if I’m lucky I can play that single game for about 30 minutes before it’s time for my A.D.D. brain to move onto the next new thing.
Enter MAME, Multiple Arcade Machine Emulator, for the PC. MAME is nothing new, the initial C++ build premiered in early 1997 when I was only in high school. It has come a long way since then, but the core of the emulator remains intact and it allows you to play just about every arcade game that has ever come into existence and customize nearly every aspect of each game. This comes with a price: at its core the emulator is command prompt (ie: what you used to call “DOS” if you aren’t familiar with command prompt inputs) that stops many players dead in their tracks. It seems easy at first, just pull open a command prompt, type “mame.exe” along with the name of the game (rom) you want and go. It gets complicated when you try to do things like adjust resolution, fit parameters, add enhancements built into MAME, use arcades with special languages or hard drives (SNK Neo-Geo or Capcome CP2 cabs), utilize controllers, or just plain flip a vertical game like Donkey Kong to working in the horizontal resolution of your monitor. As a result, the MAME frontend has existed nearly as long as the program itself. A frontend is a program that basically controls all of the aspects of MAME, puts in all the command prompt lines and options you want, and makes an easy launcher that usually contains an entire list of available games along with things like bezel art, marquees, screenshots, and even gameplay video. With a copy of MAME (it is free at mame.net), a set of roms (be them a few or a complete 4,000+ set – don’t ask where to get those), and a frontend (here’s where to get those) you can create an all-in-one solution for an arcade on a relatively outdated PC that should only run you $100 today.
That’s just the beginning for many arcade addicts such as myself. In college it was great, I just turned on this old Windows 98 machine that I set up to autorun the frontend Mamewah, and used the keyboard to play. Eventually you beat DoDonPachi or Final Fight (neither arcade version available by digital means in 2001 when I was in college) enough times that you want the arcade “feel” and upgrade to a gamepad. Using a program like Joy2Key (turns joypad buttons into keyboard presses and it’s free here) you play with the gamepad and pretend your PC has become and arcade console, but eventually that’s not good enough. You do some stupid stuff like buy $200 X-Arcade USB sticks (link) or adapt PS2 Street Fighter 15th Anniversary sticks to your PC, but all have a limited life span and expensive replacement cost that you think twice on whether or not this is a correct solution. Lets face it, arcades from the 80s and 90s were built to be abused and these fragile re-creations of the last decade or two just cannot compete. Eventually you decide to yourself that you are going to get an arcade cabinet.
That story is different for everyone. Some super classic fans get the Multicade, which is a 60-in-1 collection of the most popular vertical raster games from the past, slam that PCB into any Jamma cabinet (we will get to that later), and now you have simple but addictive games like Ms. Pac-Man, Donkey Kong, and Dig Dug at your fingertips. Others grab those Neo Geo MVS cartridge-based cabs and scour eBay for the perfect combination of two or four classics from that library. Some will buy their favorite game growing up, which is usually safe and inexpensive because by definition our arcade favorites were the ones that saw mass release like Mortal Kombat, Street Fighter II, a Konami licensed brawler, or a shmup. You’ll buy that, play it to death, and then I assure you it will eventually collect dust. Then there are those like me who pick up the cheapest arcade cabinet that meets their needs (in my case it was a Pit Fighter cab with a working 25″ monitor that some guy gave me for free provided I came by and picked it up) and convert it to a MAME cab. In many cases these conversions do not damage the original hardware, require no soldering or electronic knowledge, and only need a scant bit of software knowledge. The following article (with the longest intro in history) discusses the steps to turning a simple arcade cabinet into a MAME cab, the cost involved, and the high level process to making it a reality. As always, you can hit us up at the Contact link if you have additional questions for your setup, but please note that there are lots of online arcade resources that are probably much better than I am. Also if you want to rehab or fix a single game arcade cab or are just curious about that side of it, a great technical resource is John’s Arcade on YouTube.
Selecting Your Cab
For me this was easy: I wanted something that fully worked with the biggest monitor and cheapest price. As I began shopping I learned that most arcade monitors are between 19″-25″ and a vast majority will have horizontal resolution (like your TV, think Mortal Kombat) vs. vertical (think narrow sideways widescreen monitors like early games Space Invaders, Galaga, and Frogger). There are also two monitor types: raster and vector. Raster monitors look much like the monitors and TVs of today, except that they tend to operate at a 640×480 resolution in 15 khz (which is a much lower frequency than computer monitors, more on that later). Vector monitors are actually beams of light that create razor sharp graphics in either single color or multicolored setups that have more archaic graphics because they are literally drawing the image. Vector monitors are rare because they weren’t in many games and a large quantity have died out and no one is making new ones – games include Red Baron, Tempest, and Asteroids. Vector monitors usually are vertical resolution and should not be used for MAME cabs (not even sure it’s possible). You also will benefit from getting a setup with the proper wiring structure, in this case I recommend the Japan Amusement Machinery Manufactures Association (or JAMMA) setup. JAMMA is the most common wiring for arcade cabinets and it was widely used across the world because you could program your game to use this wiring setup and then swap the PCB (game) in and out of the cabinet at will. It allowed arcade owners to buy like 30 cabinets and then just swap the bezel art, marquee, and PCB around to turn any cab into any game. As a result most of your second generation games and later (1987-2000) will usually have JAMMA wiring, harnesses, and setups. You can easily identify the JAMMA setup by the PCB wiring, or just doing a quick search on Google before buying a specific machine. Please note that JAMMA is either wired for 3-button or 6-button, the later usually only being used by fighting games that already have six buttons, but either can be used by a MAME setup. It can be time consuming, techincal, and an overall headache to convert a 3-button JAMMA to a 6-button because you have to re-wire the whole cab. You have been warned.
In the end I would say that a good two-player, 3-button, decent monitor JAMMA cab can be had for under $200 – sometimes even free like mine – and once you’ve done the wonderful process of moving it (bring a friend and a dolly) and quite possibly disassembling parts of it or your house to get it into a room, you’re good to go. If you are a fighting fan, need a complete working list, or various other factors, a Capcom fighter a la Street Fighter II and its various iterations can be the better option, but cabs like that can vary, get expensive, and have limited quality so use caution when purchasing what is quite possibly the most modded arcade game of all time. Always wanted to find a good well kept Killer Instinct myself but to no avail.
Selecting Your PC
Plain and simple Windows XP is the best PC to run MAME on because it’s compatible with every version, every frontend, and every software solution to making a PC run in a JAMMA harness. You can get by pretty well with Windows 7, but most people I know downgrade to XP (full disclosure: my first MAME PC was an XP but my current is a Win 7). You don’t need too much hardware and an external graphics card, while necessary for this conversion, has absolutely no bearing on the graphics. It’s all in the processor. I usually try to find a 3.0 ghz Pentium 4 or around there because right after that when they went multi-core MAME isn’t optimized for it. RAM can be a biggie because it determines the games you able to play, although 2 GB of RAM are required by Windows 7 and that should be sufficient (and frankly the 512 MB required by Windows XP will still run a vast majority of games). Since price and spec of computers change on a daily basis, this may not be a great reference later, but currently a perfect PC for MAME use would be this one at Micro Center (the Dell Optiplex GX620 Big Case) for $100 (it comes with Windows 7 but XP will be free these days). Even better, this PC supports external PCI-e graphics cards, which most MAME cab creators will need. When purchasing these cheap PCs for your setup, be sure to verify it can do that because there are many former office PCs that have an open PCI-e slot that cannot use them for graphics cards. Again, a quick Google search will help you determine what’s best. Once you get this computer, you’ll want to set it up with all your software and basically make it work the exact same way you want your MAME cab to work before starting the process of converting to your actual cab and adding in the graphics card. You may even want drop a shortcut to your frontend in the “startup” folder for windows so that your PC will boot right into the menu and thus remove the need for keyboard/mouse when finally integrated into your cab.
Selecting Your MAME Version and Frontend
This is completely dependent upon the user. Some people like different versions of MAME than others and at times it may come down to the rom set you have (many MAME rom sets are based on the specific version of MAME they are compatible with due to the name of the roms at the time that version was published). If you mix and match rom sets for one version with a different version of MAME, some roms may be unrecognizable but I do not know how drastic these changes are. You’ll do a lot of reading through message boards in your journey and you may find the version you think is best based on the feedback of others in your search. As for the frontend (links in earlier paragraph), that again comes down to how much customization you want, what operating system you are using, what kind of cab you are using, and then personal preference. The plus side to frontends is they are their own program so feel free to load up the specific MAME and rom set you want and then bounce around between frontends until you find one you like. Again, MAME rom sets are not legal so how you obtain them, how many you obtain, and various other questions involving the games themselves cannot be answered here and will not be answered if you contact the site. Your answer lies in a search.
Putting it Together
Now that you have a working cab and a working MAME PC, you have to put these guys together. This will require the following: an interface solution (some form of hardware/software that links the PC to the cab for button inputs and video/sound output), a way to send the correct video signal to your cab (this will be a graphics card of some kind), and a few bits of software to connect the pieces.
First off, the interface solution. This will almost universally be handled by a J-PAC (I always use UltiMarc), which is a $60 item that plugs into your JAMMA PCB plug and will hook up to your PC’s video card, keyboard/USB port, and also accepts a separate keyboard (if necessary) for you to interface with. In return it will give your PC keyboard inputs for all of your directional pads and buttons. This will be how you can interface with MAME via your cab. Now, while it does
have frequency jumpers for 15/25/31 khz so as not to burn out your arcade monitor with too much power, it does not convert the signal down to those frequencies so you will need a proper graphics card that can do this. J-PAC is ready to go with 3-button setups but will require some re-wiring for any 6-button setups (although you can try plug & play but I doubt it will work). There is a disc that comes with it that contains instructions on various setups, but for the most part I find the J-PAC to be ready to go out of the box (other than the monitor frequency jumpers).
Next is the graphics card. In order to display your PC on an arcade cab you need to get the resolution proper for display (most horizontal monitors are 640×480) and the frequency correct (most monitors I’ve worked with are 15 khz). The easiest way (but not the cheapest way) to do this is to purchase the ArcadeVGA graphics card (also from UltiMarc) for a whopping $90. The plus side you get out of this card is that it’s tailor made for what you want and does pixel perfect recreations on your arcade monitor without software or settings. This is an especially tempting option if you need a J-PAC and purchase at the same time. I have seen them in action and they are nice, but I already had a graphics card that works and a J-PAC so I opted out of this for my current setup. It’s by far the easiest and best option.
Alternatively, you can use a software called Soft15k to force any compatible graphics card to get your PC resolutions and frequencies used by arcade monitors. You’ll be spending some time in the FAQ on this one. If you scour the FAQ you can find compatible graphics cards (I’m in there too), but what I used was a Radeon HD 4350 by Gigabyte I can vouch for and the Arcade VGA is based on the Radeon HD 5450 so those are good starting points. Try to pick cards from that era because they were low profile and required no additional power like today’s cards. Also before you ask (and get no answer), Soft15K does work with Vista (don’t use this OS) and Windows 7. The catch with Soft15K is that once you install it and shut down, the next boot will be in 15 khz and thus won’t display on a monitor, you’ll have to plug it into your J-PAC, turn on your arcade and pray that after it boots you get a viewable screen. Remember to find and adjust the vertical and horizontal placement, size, and v sync to make sure the picture is not rolling, centered, and fully viewable (it’s usually 6-8 nobs with labels found somewhere on or around your monitor). Assuming you’ve gotten it all set up, you should have a working MAME cab like this!
Cost and Final Rundown
So, how much should you expect to spend? Of course it will vary based on arcade cabinet, hardware, software, options, etc. Here’s a quick breakdown of my setup and you should be able to freely adjust the slight changes to your preferences.
Arcade cabinet: $0.00 (but $150.00 in transport costs for renting a UHaul – be sure to rent the dolly too – and paying for gas and pizza/beer for those that helped me)
Computer: $100.00 (try not to spend more or use a modern rig)
Graphics Card: $30.00 (Gigabyte Radeon HD 4350)
Random purchases: $150.00 (hardware, parts, degaussing coil, external speakers, etc)
Total Cost: Approx $500
Total Time Spent on First Build: Approx 10+ hours (spread over a week)
Again, your mileage may vary, but this is a good and (relatively) inexpensive way to play any arcades you would ever want. Granted, based on cost and space this is not the option for everyone but without the cabinet the PC portion and price definitely can be.
No it’s not a typo (just an inside joke), but we are actually talking about Data East and Data West. This includes the games they developed, published, and even the pinball titles available. It may not seem it, but Data East was a limited and significant developer of the mid-late 80s and just about all of the 90s.
Also be sure to check out the ASCII RPG/roguelike Sanctuary, for free, at the following address: http://blackshellgames.itch.io/srpg
This week we are joined by listener Jason (@albirhiza) to discuss our Shmup Game Club: Giga Wing 2, Velocity (Ultra), Radiant Silvergun, Power-Up, and Sine Mora. Campaigns, tactics, high scores, and more are covered as we dissect some of the more contemporary additions to the genre.
For those of you gearing up for this week’s Gaming History 101 shmup game club, I’ve got the Radiant Silvergun (links to my review/coverage of the game) campaign through to completion on a video here. Don’t expect the best playing in the world, I’m okay but I’m no match for the one-lifers who take this game on. It was more like 50 lives in my case, but nonetheless, I managed to complete the game despite some self destructing bosses. Click on the box art for the video.
The term “arcade game” these days conjures up images of cutting-edge graphics and sound, combined with innovative and interactive technology that can bring any concept to life. However, good graphics and interactivity have not always been a necessity for a game that is both enjoyable and addictive. I dread to mention the recent phenomenon of the Flappy Bird app but it is an example of an outrageously faulty and basic game becoming extremely popular. This has been seen in the past with games like Space Invaders, Pac Man, Tetris and Asteroids following very basic concepts and graphics, but still being addictive and rewarding when completed.
The Really Early Days
The first arcade games kicked off at amusement parks and are still present at fairs and theme parks, but there’s nothing particularly sophisticated about them. Ring toss, throwing balls at stacked cans, shooting targets, and other simple challenges have been doing the rounds for hundreds of years and can still draw in the punters to this day. Just don’t go expecting an easy win. Perhaps this is what is indicative of a good game – making it appear simple whilst making it actually fiendishly difficult to win. Make it too hard, however ,and you are left with Zelda II.
The introduction of the electric element into arcade games in the 1930s completely revolutionized pinball, which had existed as a spring-loaded tabletop ball game since the 17th century, and the advent of player controlled flippers in the 1940s solidified pinball’s reputation as a classic favourite amongst arcade gamers. Pinball continues to be a popular game to this day with digitized versions adding to the range of machines available. The Japanese even have their own variant of Pinball called “Pachinko’” which features multiple smaller balls in play all at the same time.
The Beginning of the Computer Age
The 1970s was the dawn of computer-based games. Rather than mechanical amusements, which had up until this point held sway. The seminal Pong was released in 1972 and in the late ‘70s and early ‘80s a swathe of arcade classics were released including Space Invaders, Asteroids, Pac-Man, and Donkey Kong. Game cabinets took their lead from pinball table designs but featured digital monitors and player-controlled joysticks and input buttons to control the action on screen rather than physically manipulating items, as in earlier amusement games. Anyone who was lucky enough to be alive at this great time will tell you that Pong was very addictive.
Late 80s Into the 90s – The Birth of the Games Console
SEGA MEGADRIVE – Release Date – October 29, 1988
The Sega Genesis (or Sega Mega Drive outside the US) saw the beginning of the developed console, bringing games like Sonic The Hedgehog, Pat Riley Basketball and Mortal Kombat to life. This product was unwittingly the start of a new generation of gaming. With most of the games relying on reflex and timing, they relied on the same instincts that were instilled in the general population from old arcade games.
GAME BOY – Release Date – April 21, 1989
The Game Boy saw a different kind of gaming completely. The handheld device was a revolutionary idea, and the death of every gamers social life. When I was a youngster I would literally take the bulky object everywhere I went, just for a few more goes on Teenage Mutant Ninja Turtles or Super Mario Land 2: Six Golden Coins. Again, the product design of the Game Boy was very simple, whilst the hardware and software were complex at the time of its release, showing that product design does not necessarily have to be complicated to be popular.
SNES – Release Date – November 21, 1990
What a machine. As a proud owner of a SNES, I have to say that the hours spent in front of the console were some of the best of my childhood. If you think this is sad then you obviously haven’t played the original Super Mario Kart, Street Fighter II or Donkey Kong Country. The design of the console and indeed of the games themselves worked extremely well. It never tried to be too extravagant or design based, simply slot the cartridge in the top (after blowing on it, of course) and you’re in gamer land. Nintendo skyrocketed in popularity with games being created in house and by third parties like Capcom. The product design of the console meant that they could improve the graphics and make a significant move from 2D platform games. Eventually this design would give us the hallowed Nintendo 64, which brought out games such as Banjo Kazooie, GoldenEye, and Mario Kart 64.
Shift Towards The Physical
Fighting games such as Mortal Kombat and Street Fighter II gathered huge followings whilst racers such as Daytona USA developed the trend of simulating an actual in-car experience. Gun games also developed so that players held an imitation weapon and fired at on-screen targets. In 1998, Dance Dance Revolution (DDR) marked a shift towards physical actions and computer inputs being combined. Players “dancing” on arrow pads would try to stay in time with a selected track, simultaneously watching the rhythm and timing displayed on-screen.
This has now led to new product designs and consoles that promote active movement. Consoles such as the Wii and the Xbox One now have the player standing up, moving around, and using themselves as the controller in many games. The future of product design in the gaming industry has never been predictable, but we can see that there is definitely a paradigm shift in the way that people are viewing gaming experiences and indeed the target audience for games.
Increased physical interaction has incorporated all manner of activities that have now been made available in arcade format. Football, guitar, drums, shooting, driving, and many more pastimes have been translated into interactive games with motion control, eye tracking, and other modern features common in today’s games. DCA’s design for the X-Putt, a golf putting game, shows how a design idea and inventive product can combine to create a novel and fun experience for gamers.
Starting today the reboot of Strider hits home consoles and PCs as developer Double Helix attempts to capture the charm that came with the original’s dedicated cult following. When I try to look back at Strider – and yes I grew up playing every version from the arcade at my local bowling alley that was ported to the Genesis along with the completely different NES version – it’s hard to see what exactly needs to be in the new game. Still, there’s no denying the hardcore appeal of this unique and odd addition to classic gaming that justifies looking back for those that didn’t grow up with it.
If you haven’t played it, the original arcade version of Strider is all over the place. There are multiple languages, settings across the globe, massive mechanical ape bosses, and even lead protagonist Hiryu riding on a whale at the end. As one of the pioneer titles of Capcom’s new CP arcade platform – think of it as a cartridge-based cabinet that allowed quick swapping of games with only a few ROM changes – the graphics are indicative of the cartoon style all CP titles shared (ie: Ghouls’n Ghosts, Willow, and of course Final Fight). Graphics aside, the game is also noted for its crazy gameplay that features hanging from walls and ceilings, fighting massive enemies, and reversed gravity. To accompany this eclectic melting pot was an equally frantic soundtrack that covered all the bases from electronic progressive music to ambient classical style. While the soundtrack is uncredited to original composer Junko Tamiya (she also did the solid NES version of Bionic Commando as well as my personal favorite Sweet Home), the original versions of the arcade game didn’t feature the Aerial Battleship or Third Moon stages (replaced instead by the first stage music on a loop) so it can be deduced that someone went back and composed those additional tunes. While the game itself covers a scant five stages that will take the average person probably 60-90 minutes in total (pros can do it in half that time) the high difficulty and game design that was more indicative of home consoles was fresh. Instead of trying to rack up a high score or conquer a single mechanic over and over you were progressing through brutally difficult levels with the carrot on the stick being that provided you could afford to continue as many times as it took, you could see the ending. This is why most people who play it today will either set it to free play on the cabinet or emulator and also explains why the PS1 port flat-out gave you unlimited continues.
I remember playing it when I was about 10 years old and being blown away by the neo future envisioned in the story’s 2048 Soviet dictatorship, indicative of the continuing fear of Cold War oppression and Socialist/Communist popularity. Each sound effect, especially the signature slash sound each time Hiryu swings his sword, had a crisp edge and realism I had not heard before. It was even more impressive that some of these sounds made it into the NES port, which was a technical feat in its own regard. While the plot is very hard to follow, even today, only playing for a few minutes proved that Hiryu, the youngest ever high-tech ninjas known as “Striders”, was a force to be reckoned with. This is counter to the gameplay in that the extreme difficulty and new mechanics meant you would die quite a bit through even the most basic levels of the game. Few titles I’ve ever played master the art of both empowering the player and kicking their butt at the same time, which Strider did in spades. Each stage and even area of a stage was drastically different from the last and I will never forget the large-scale of each boss. Not only that but beating the boss did not always mean the end of the level, especially with regards to the massive gravity sphere that destructed the ship you are on when it was defeated, resulting in a frantic escape run before completing the level. Oh yeah, and there were massive cyborg interpretations of King Kong (large gorilla) and Godzilla (large T-Rex) as well. Sweet.
Unfortunately I have to admit that I think a title like Strider is a perfect example of a game you most appreciate if you grew up with it. In a wild development cycle that included three independent companies working on an arcade version, an NES version (who also happened to develop the simliar but different Ghosts’n Goblins port), and a manga in Japan, Strider was unlike most projects in video games at the time. Ironically enough the Metroid-style open world NES version of the game that directly connected to the manga were completely severed by the business decisions of worldwide business. A Famicom version of the game was never manufactured or released in Japan and the manga never saw its way to our shores (not to mention the language barrier that separated each medium), so in retrospect it’s one disconnected mess of a story. One thing all regions had in common was that the teens of the time were enticed by the arcade port and many of them picked up and loved the later Genesis/Mega Drive version that came as close to the arcades as we saw in the late 80s. Even more odd are the random sequels that share the franchise such as the horrid US Gold/Tiertex sequel Strider II (known as Journey From Darkness: Strider Returns in the US) that probably isn’t worth emulating. Capcom later fixed the issue by ignoring the licensed sequel and releasing Strider 2 to arcades and later in a near-perfect port to the original Playstation. While I wouldn’t say it changed the world, it was a cool take on the mechanics of Strider and the odd 3D graphics of the time. If you play any version, I highly recommend the Genesis port because it really comes with no caveat. With Grin’s 2009 project being scrapped and Double Helix’s recent success with Killer Instinct 3, here’s hoping that the reboot doesn’t disappoint. Look back near the end of the week for that review. Either way, what other game can you say ends with you riding the back of a freaking whale for no reason?
You can’t have grown up in the late 80s and not been struck by the Teenage Mutant Ninja Turtles. It apparently transcends geographic location as co-hosts Fred (@spydersvenom) and James (@Jamalais) both had similar experiences growing up in different parts of the world. In this episode we dissect TMNT’s roots, marketing, and obvious integration into video game culture, covering the games that made the surfer-style pizza-eating New York crime fighters a pop culture sensation.
This week Fred is joined by James (@Jamalais) to discuss the arcade classics released by Taito in the 1980s. They cover the company’s history and many of the staple titles like Space Invaders, Jungle Hunt, Zoo Keeper, Bubble Bobble, Darius, Rainbow Islands, and Rastan. Return to one of the arcade pioneers of gaming’s golden years.
Please note: In the show Jam refers to a review for Rainbow Islands that was very close to him. That review can be read, unedited, here. (It is in an open document type, so I recommend using Google Docs to view.)