Posts from: Arcade

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Chuck chucks Missile Command history out the window

While watching the latest Chuck last night (‘Chuck Versus Tom Sawyer’, which, knowing UK TV, aired sometime last year in the USA), Missile Command became a major plot point. Chuck (the show) is harmless fun, but it did highlight a problem in taking history and messing with the truth with merry abandon.

The episode was mostly quite well-written and the revisions not nearly as irksome as, say, Titanic taking First Officer William Murdoch and turning a guy who saved lives into a murderer, but I was nonetheless decidedly uncomfortable at times. The reason? Missile Command is essentially a pacifist game. As ex-Atari guy Greg Rivera mentioned to me in a recent interview: “One of the goals [of the Missile Command team] was to teach the futility of war. No-one ever won Missile Command,” adding that there’s no ‘game over’ in the production, just an ominous ‘THE END’ when all your cities are destroyed. In Chuck, however, Dave Theurer is turned into Atari’s Japanese chief engineer, with terrorist ties.

All shows take liberties with history, and I’m sure no malice was intended by the scriptwriters. But in an increasingly hostile age, it’s a shame to see a fantastic satirical, pacifist statement by a true giant of classic videogames misrepresented in such major fashion. Then again, the concept of a living, breathing, vibrant and bustling Atari HQ in the USA almost makes up for it.

Chuck

Crazed Atari fans try to get back at Chuck’s inaccuracies the only way they can—retro-videogame-style.

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The need for speed: the majesty of S.T.U.N. Runner

S.T.U.N. Runner

Some gaming experiences stay with you forever. I’ve played more videogames than I care to remember, on many different platforms, but I distinctly remember ambling into a very small arcade in Clearwater and, among the beaten-up and half-dead machines, spotting S.T.U.N. Runner.

Akin to smashing a futuristic bobsled game into a rollercoaster experience with a hammer, S.T.U.N. Runner got over the feeling of speed in a way no games had done before and few have done since. The pace was breathtaking to my younger self, and the game over incredibly quickly. But on getting to grips with the game’s mechanics, S.T.U.N. Runner became a fantastic means to while away an hour, escaping from the hot Florida midday sun.

Snapping back to more recent times, Ed Rotberg was kind enough to chat with me last year about his classic tank game Battlezone, and we then talked about S.T.U.N. Runner. Preparing for the interview a day earlier, I fired up the game in MAME and had forgotten how pretty it is. Sleek vector-based designs shoot past at breakneck speed, and even when using a PC, control of the craft is just perfect.

Perhaps this is nostalgia putting the boot in, but I think it’s a massive shame that the game has never been done justice on home formats (with the exception of an astonishing and surprisingly faithful Atari Lynx effort), because even in today’s rush for increasingly extreme gaming experiences, S.T.U.N. Runner still impresses.

My interview with Ed (and co-conspirator Andrew Burgess) is in the current Retro Gamer.

S.T.U.N. Runner

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Posted: April 8, 2009

By Craig Grannell in Arcade, Gaming, Magazines, Retro Gamer, Retro gaming

In the (Battle)zone

Late last year, I had the good fortune to interview Ed Rotberg, creator, among other things, of the groundbreaking Battlezone. This vector graphics tank simulator was the first truly immersive 3D environment in videogames, and probably the first 3D update of a 2D classic, what with it being heavily based on Kee/Atari’s various overhead Tank games.

The current issue of Retro Gamer, 59, includes portions of the interview in ‘The Making of Battlezone’, and the game is featured on the cover as a beautifully rendered faux-vector scene.

This seems to have been good timing by Retro Gamer, since all kinds of Battlezone-related things seem to be cropping up right now. First, there’s Vector Tanks, a heavily Battlezone-inspired blaster for iPhone, written by the supremely talented Peter Hirschberg. Secondly, Wade Shooter’s video for Fujiya & Miyagi’s Sore Thumb dresses the band and instruments in vector ekoskeletons, occasionally cutting to scenes of vector tank warfare.

Battlezone video

The kind of band Red Dwarf’s Kryten no doubt dreams of.

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Posted: January 27, 2009

By Craig Grannell in Arcade, Gaming, Interviews, Magazines, Retro Gamer, Retro gaming

About Revert to Saved

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