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      Prosthetics, once more with feeling
    Posted by: Dark Jaguar - 14th September 2015, 6:36 AM - Forum: Ramble City - Replies (3)

    http://arstechnica.com/science/2015/09/d...n-fingers/

    Once again proving that the biggest advancements for the betterment of humanity tend to come from an unlimited military budget... sadly... Yay Darpa!

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      Calvin Klein ads are getting weird.
    Posted by: Dark Jaguar - 8th September 2015, 6:41 AM - Forum: Ramble City - No Replies

    This is about the best quote I've ever seen.

    Quote:In the Maya Biosphere Reserve in Guatemala, a protected forest of 8,100 acres, there are an unknown number of wild jaguars. Researchers have set up cameras to take a census of them, but jaguars often move through the region too quickly to get good images of their unique spot patterns, and show little interest in the cameras themselves.

    But applying Obsession for men changed all of that.

    I can just see this on TV as the confused brain child of a Don Draper/David Attenborough collaboration.

    https://medium.com/starts-with-a-bang/we...66391e2861

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      Phantom Pain
    Posted by: Dark Jaguar - 7th September 2015, 9:31 PM - Forum: Tendo City - Replies (11)

    Well, I got it day 1 (the box even says so). So far, I'm having a blast. It's classic Kojima.

    In fact, I'm pretty sure Ground Zeroes is Big Boss stuck in a coma dream for years waiting to "wake up" for Phantom Pain, because Kojima is that sort of crazy.

    He's also the sort of crazy that let me build a NATURE PRESERVE on my off-shore military installation, because now I have to collect all the animals of Afghanistan. I'm using all the military tech of the 80's, such as a walkman playing The Final Countdown while I use predator style invisibility to give people free balloon rides.

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      Fhqwhgads to the sun
    Posted by: Dark Jaguar - 31st August 2015, 11:11 AM - Forum: Ramble City - Replies (4)

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      Atari 5200 Game Opinion Summaries - Unpopular or no, I like this system!
    Posted by: A Black Falcon - 30th August 2015, 6:53 PM - Forum: Tendo City - Replies (3)

    Background & My Thoughts on Getting the System
    --
    The Atari 5200 is really interesting and kind of good. I grew up playing PC and Nintendo games, not Atari, so the 5200 isn't a console I knew much about as a kid. Once I did hear about it, it interested me because of its short lifespan, small library, and poor reputation; this made me want to try it to see if it was better than people said, as such things often are in this industry. So, in the '00s I played a lot of emulated games, and one thing I tried were the 5200 and 7800. I probably played 5200 games more than 7800 games, intrestingly enough. I liked the games, I just wasn't sure what I'd think of the very-unpopular controller. That's the big thing most people dislike about this system, after all. So, the first Atari system I got was a 7800, which I got in early 2013. At the time I kind of wanted the 5200, but that wasn't available locally then while the 7800 was, so I got one. It's a good system and playing 2600 and 7800 games was interesting and often fun, but sadly that console mostly stopped working in early to mid 2014 -- its power button died. I really, really need to get it fixed, but haven't.

    Instead, in early August this year, I got a 5200... and I like it for sure. One thing I've noticed about the 5200 is that while the library is small, it's really high quality! Most of the 17 games I own are good, only a few are only average, and none are bad. All of the games are fun to play to some degree. Of course, almost all of the games I have are conversions of popular arcade games, so that does make sense -- they are working from quality source material. And that is one issue with this system, its library mostly consists of ports. There aren't many 5200-exclusive games, in fact there are very, very few. That is too bad, but at least the games it did get are mostly good, and often have some differences versus other versions of the games. The 5200 isn't powerful enough to do perfect ports of early '80s arcade games, so 5200 games are at least somewhat unique, and no 5200 game is available on any modern platform -- while Atari and Activision have done collections and re-releases of many of their 2600 and 7800 games, 5200 games have not been re-released, unfortunately. This is a pretty nice system which I love to have. I have played the 5200 at least some every day since I bought it in early August, and am still having a lot of fun with the system. Even though it has some flaws, overall I definitely like the 5200 and it's great I finally have one.

    [Image: 307610_front.jpg]

    System History
    --
    The Atari 5200 released in November 1982. It was a part of a new wave of consoles that released that year, which I consider to be the beginning of the third generation though most disagree. See my article on that issue for more on my thoughts on the issue of the 'missing' console generation of 1982-1984. This new wave of systems came two and a half years after the Mattel Intellivision's release in late 1979. It is, essentially, consolized Atari 400 or 800-line 8-bit computer. Instead of designing an all-new console for their second home system, Atari decided to instead base it off of their already-existing computer line released in 1979. This meant that the hardware wasn't entirely up-to-date. Computers are more powerful than consoles, in general, so the system is competitive with other consoles of the day, but it could have been a lot more powerful than it is. This can really be highlighted by pointing out that the much more powerful NES released in Japan in June 1983, only eight months after the 5200 did in the US. While the 5200 is within the same generation as the NES power-wise, it's far behind it within that generation. The 5200's main competition was the Colecovision, released in August 1982. The Colecovision sold much better than the 5200 and has about twice as many games released officially in the '80s, 120-plus on Coleco versus only 60-something for the 5200. Nintendo took notice of the Colecovision, and supposedly designed the NES to be better than that console. This paid off when Sega decided to put the hardware behind the Colecovision in their first console, the Sega SG-1000; it released the same day as the Famicom (the NES's Japaense name), but is far less powerful because the Colecovision and 5200 were probably a bit dated by the time of their release. Versus the Colecovision, SG-1000, or NES, the 5200 has very different looking graphics. All three of those systems have sprite-based displays, with mostly tile-based screens with sprites on them. On the 5200, though, graphics are much more pixelated and blocky, in that signature Atari style you see on the 2600, 5200, and 7800. The 7800 does have better sprites than the 5200, but it still mostly lags behind the NES in such things. It's not a bad look, just different. You get used to it.

    Design-wise, the Atari 5200 is a very large system. The system has a large space on the back that lets you store two controllers in the system itself, an unnecessary feature that makes the box larger than it needs to be. Atari was thinking of releasing a "5100" system which would have been smaller and removed the controller storage space, but it was not released. Design-wise, the 5200 is clearly the system that the Atari 2600 Jr. and the Atari 7800 both copied, because the 5200 and 7800 have nearly identical design stylings, apart from the 5200's somewhat larger size. There are two 5200 models. The first has four controller ports and an external box with both power and automatic RF-switch components; the second model, only two controller ports and standard power and manual-RF switch ports. I have a model two; they are more reliable, but I do wish I had four controller ports. There is also an Atari 2600 adapter for the 5200, which works on all 2-port models but only certain 4-port ones. I tried to get one of these, but sadly it doesn't work right -- it's got the CRAZIEST graphical glitching on screen. Too bad, I really would like to play 2600 games again. The cartridges are similarly a bit bigger, and like Western NES carts are mostly filled with air, with only a small circuit board in a larger case. They do look nice, though, so I don't mind the large size. As with all consoles before the NES, you cannot save in 5200 games, and instead will just have to film the screen or write down your high scores on paper, if you want any record of your accomplishments. As almost all games are score-based games, keeping a high-score book is a good idea for classic console gaming, and I do do that.

    Of course, no discussion of the 5200 is complete without discussing the great videogame crash of 1983-1984. In spring 1983, not long after the 5200's release, videogame sales began to drop. There were many causes of this, but one major one was that the licensing model of console gaming did not exist yet, so third-party games made the first party absolutely nothing, and they had no control over them. In 1982 a huge number of third-party studios started up, and they flooded the market with mediocre and derivitive games. Many failed to sell. The first parties helped fill shelves too, by making games for their competition; if you can't make money off of third-party games for your system, at least make money off of people who bought the other machines, the thinking was. So, there are Coleco games on the 2600 and Intellivision, Atari games on the TI-99/4A, Intellivision, and Colecovision, and Mattel games on the 2600. Interestingly, few arcade developers made their own home ports at this point, so numerous arcade games by a wide variety of developers were converted over to consoles by Atari, Parker Bros., Coleco, and some others. Some arcade companies did eventually make their own games, Sega did start releasing their own 2600 and 5200 games after initially licensing some out to Coleco, but most were not done by the original developers. So, in the list below I always list the original developer of arcade games not made by their publisher. This hurt Atari later on though, as on the Jaguar for instance they couldn't just release new Pac-Man or Berzerk games -- those games were not originally Atari properties.

    Another problem that helped cause the crash was that Warner Bros., Atari's corporate parent since the late '70s, didn't understand that new consoles would be needed, so even after the 5200 released, they continued to focus as much or more on the 2600 than they did their new system. The 5200 versions of games also on the 2600 are generally much better, but they didn't get nearly the attention they needed, and the system badly needed exclusives, which it has almost none of. These issues confused gamers and delayed a transition to new hardware that needed to happen. Also, the industry was still quite young, so stores were not as used to videogames as they would later become and many thought that they were a fad which was starting to pass, so they ditched them at bargain-basement prices; consumers either stuck with their old systems or moved over to computers as the console industry faded; and sales began to crash. As the panic spread, record profits quickly turned into record losses for many companies. A lot of those studios founded in 1982 didn't last two years before being shut down by their owners or corporate parents -- CBS Video Games, Fox Games of the Century, US Games (a division of Quaker Oats), Parker Bros., and more stopped making games for years after 1984. Activision, the first third-party studio, did survive, but they were one of the few. Parker Bros. and Activision were the Atari 5200's two strongest third-party supporters, I should add -- Activision released 13 5200 games, and Parker Bros. eight. Most are ports, but they include some pretty good games. Atari's first-party 5200 games are often pretty good too, as I have found out.

    But just having good games wasn't enough, and as sales dropped, Atari's clueless owner, Warner Bros., decided to get out. After supporting the system well from release in Nov. '82 until the end of 1983, Atari drastically cut back on 5200 support the next year. Almost all 5200 games planned for 1984 were cancelled. Some have leaked to the fans and been released as free downloads for those with flash carts or homebrew cartridges of the games, but others just vanished. The only 5200 game released by Atari in 1984 was Choplifter. Third parties did release games that year, so the 1984 release list isn't too bad thanks mostly to Activision and Parker Bros., but the system was killed off far too early. Even worse, Atari bought up the rights to a new system designed by GCC (the designers of the massive hit game Ms. Pac-Man), which they dubbed the Atari 7800, and decided to release it in 1984, not even two years after they had just released a console! That's just insane stuff, as bad a move as the worst of '90s Sega mistakes. Killing a console that quickly and replacing it with a new one is NOT the way to get consumers to want to stick with your company, they will instead start to mistrust you! But after a test market of the system, it was put off because instead WB sold the console and computer side of Atari to Jack Tramiel. WB did keep the arcade side of Atari, though, which was dubbed Atari Games. Atari Games would become a semi-independent company partially or fully under WB's control until being bought by Midway in 1996. Most of Atari's game developers stayed with the arcade division, though, and Jack Tramiel didn't hire on many of Atari Consumer's employees, so when he finally did release the 7800 in 1986 it had an incredibly thin game library. In its four-year-plus lifespan, the 7800 only managed about as many game releases as there are on the 5200 even though its lifespan was, for the most part, twice as long.

    There is one exception to that short lifespan issue, though -- Jack Tramiel discovered that they had warehouses full of Atari 5200 games and software when he bought the company, including three completed and packaged but not-released titles. He decided to sell it off at a discount, and it sold fairly well. The three new games, Gremlins (1986) and two Lucasarts titles, Rescue on Fractalus and Ballblazer (1986 or 1987, it's not clear), were nice additions to the system's library. I definitely want Fractalus, that looks like a pretty interesting game. I think that the good sales the 5200 had at this point help show that Atari made a mistake by deciding to abandon the system so quickly in 1984. Yes, the games industry was collapsing, but giving up on their console only helped it go down even faster. I always say that game companies need to either not release a system at all, or support it for a full life. If Atari was going to release the 5200, they needed to stick with it. Release a better controller and smaller system model, for example, and actual exclusive games. It's really too bad it got dumped so fast; if it wasn't a good idea they should have released something better instead. The hardware is a bit dated so that might have been a good option, but it's not too bad and does allow for some pretty good games. At least homebrew developers have helped fill in the gaps in the system's library by porting dozens of Atari 8-bit computer games over to the 5200, though! They have at least doubled the size of the 5200's library over the past decade-plus. I'll definitely need to get a flash cart at some point so I can play them all. That's the current state of the system -- mostly ignored, but occasionally a new Atari 8-bit port releases. There are also three original homebrew titles for the system that I know of that have been released on carts; this is far, far fewer homebrew games than other classic systems have, but at least there are all those 8-bit ports to give it a good volume of homebrew content even if almost none of it is new.


    The Controller
    --
    So, yes, I do think that the controller is decent; once I put together a working controller I was pretty happy with it. It isn't the most comfortable controller, admittedly, but it works well. The controllers are fragile, I had to buy two of them to have the parts to put together one good one, but if you get a good controller they're fine. The 5200 controller is very innovative in some ways. It was the first controller with a pause button, as far as I know, and that's a FANTASTIC addition! None of the other classic consoles let you pause your game, so that you can on the 5200 is really great. The system also has an analog joystick, two buttons (doubled on each side, but that's just for left or right handed play, they aren't different buttons on each side), and a 12-key keypad. The Intellivision popularized keypads on console controllers, and the Colecovision and Atari 5200 both copied the concept of a vertically-oriented controller with the stick/pad on top, keypad below, and buttons on the sides. The problem is that this design is not comfortable or good for your hands over long play sessions. And that is an issue with the 5200, after an hour or two of play it does get uncomfortable. Still, 5200 games are short, so I don't mind this too much. The side buttons are often accused of being mushy, and this is true, but I think they're fine, so long as they work well as mine do. And as for the stick, it's analog and doesn't entirely auto-center. It's fantastic for analog games which make use of the analog nature of the stick, as some games do, but games which just use it as a big digital stick can have some response issues, I do admit.

    Perhaps the biggest complaint about the controller, though, is that the stick doesn't auto-center. I didn't entirely understand what this means until I used the controller; I thought that maybe the stick would just stay where you left it, but that isn't entirely true. Really, the stick partially autocenters, but not entirely. So, the issue is that the only centering this stick has is a rubber thing around the stick. This moves the stick back towards the center, but won't spring it back to center when you let go of the stick as a good joystick should do. Atari really cheaped out with the stick design, and that's really unfortunate because it hurt the console. The 5200 would have done better with a better controller, I think; it has other problems of course, but this is one of them. Still, I do think that the criticism the controller receives is overdone. The controller isn't that bad, really! Games which do use analog really benefit from the stick, and some games play better with this controller than they would with any of the digital-only controllers which almost all consoles over the decade after this would use. I think that the 5200 controller was a good idea, and love the Start, Pause, and even Reset buttons that are right on the controller -- it really is a huge improvement over other systems which either don't have those buttons or, like the later Atari 7800 or Sega SG-1000 and Master System, put them on the system itself. The 5200 did it first and better. Even the NES doesn't have a reset button on the controller! It's quite handy, particularly for classic arcade games like these. I don't like the keypad nearly as much, but you don't need to use it much in games; most games use only the stick and side buttons. It works okay in the few games that do require you to use the keypad.


    Favorite games
    --
    5. Popeye
    4. Super Cobra
    3. Pole Position
    2. Galaxian
    1. Defender

    Honorable Mentions: Dig-Dug, Astro Chase, Centipede, Missile Command, Star Raiders


    Notes for the List Below
    --
    -analog control required means that the game actually makes use of the Atari 5200's analog joystick, so you have proportional control in some way. I thought this was worth mentioning for anyone who hates the controller and wants to use some adapter instead; these games won't work well with non-5200 controllers.
    -two buttons required mark games that actually use both of the side buttons on the 5200 controller. Most games only need one button, but some use two. Non-5200 controllers will only have one button on them that you can use.
    -Keypad required means that the game actually uses the keypad ingame during play, and not only to select options. Almost all 5200 games use some keypad keys to switch game modes, select the number of players, and the like, but only a few actually have you using the keys during play.
    -Trackball supported marks games that advertise support for the Atari 5200 trackball controller. I don't have one yet, but I'd really like to get a 5200 trackball, it sounds great.
    -When I talk about the other platforms these games are available on, excepting the Atari 8-bit (400/800) computer line, the other versions of the games here are not the same as these versions. No Atari 5200 game is available for legal digital download on any modern system, so if you want to play real 5200 games you need to either emulate or buy the real system.

    Game Opinion Summaries - 18 total
    --
    [Image: gfs_38213_2_1.jpg]
    Astro Chase - 1 player. Astro Chase is a pretty interesting space shooter game. This game is interesting for several reasons -- it's one of only two computer conversions I have for 5200; the other 15 games I have are all arcade ports. Parker Brothers released this port of an Atari 8-bit game by First Star Software in 1983. Astro Chase has good presentation, with nice graphics, an actual musical soundtrack, and little cutscenes after every four waves or so. The gameplay is good, but could be a bit better, though. The main drawbacks are repetition, control issues, and a low difficulty level for too long. In the game, you play as a flying saucer protecting the earth from waves of missiles. If even one missile reaches the planet, it blows up, game over. You can't actually win, so Earth's demise is inevitable; very few games of this era have endings, unless the game is very short. That's too bad, but the gameplay is fun once you get used to it, even if it could be better. The play area has the earth in the center and a field of asteroids and planets around it. You have maybe a nine-screen area to fly around in, approximately; there are some barriers preventing you from flying any further into space. The play area doesn't expand as you get farther, what you see is what you get. The planet and asteroid obstacles are probably randomly are-located for every level, though, so there is variety to the level designs. The gameplay is just basic shooting, though. As you fly around there are two types of targets, missiles and enemy ships. Missiles can't hurt you, but you must shoot them all down before they hit the Earth. They are small, and can be hard to hit because of the controls -- you have only eight-direction movement and firing in this game, not full analog control, unfortunately. Full analog aiming and movement would have really helped this game. The second enemy type are various kinds of enemy ships which are trying to kill you; these can't hurt the Earth, but will shoot or ram you if they can. Each wave in the game works the same way. You start near the Earth, and fly around looking for missiles to shoot at while avoiding or shooting down the endless waves of enemy shops that attack you while you do so. It's fun for a while but gets repetitive. Still, I do like the game.

    Visually, the game looks nice for the time, but as with a lot of games on this system there is only limited color variety. All planets, asteroids, and such are purple; your ship is one color; and each enemy type is a single color as well. I do like the soundtrack, it's one of the better ones in a 5200 game I have; few of Atari's 5200 games have full soundtracks. The controls are the thing that holds this game back, though. You move with the stick, in only eight directions, and while holding the lower button can fire. While holding the button you will autofire, and the stick will now aim your shots, while your ship continues moving in whichever direction it was moving before you hit the button. So, it's a limited sort of twinstick mode, but it doesn't work nearly as well as a real one because you can't actually control your movements while aiming, you just fly along in a straight line. It is amusing to see your ship bounce off of everything as it does, though. When you hit things you lose energy, but you have so much of it that it won't run out anytime soon. You won't be getting game over soon either, because Astro Chase gives you a lot of extra lives! If you're decent at the game a game can last a good while. The game does let you choose your starting wave at the beginning, though, which is a nice option. I would like to see all of the little cutscenes, I haven't gotten them all yet. Overall, Astro Chase is a good but not great game. It's perhaps not quite as good as I was hoping after seeing the nice visuals, but it is a decently fun game, if you luck into finding a cheap copy as I did. Still, it is great to see a 5200 game that clearly is "next-gen" compared to the system's numerous enhanced Atari 2600 ports, and isn't available on that older platform. The sound and graphics are good as well, and the gameplay decent. Analog aiming, a better difficulty curve, and an ending would be great features to add to this game, but it's fairly good as it is. Despite my criticisms, this is a pretty good game for sure. Atari 8-bit computer port not available on any other console.


    Berzerk - 2 player alternating. Berzerk, from Atari, released in 1982 and is a port of an arcade top-down shooting action game by Stern, much better known now for its pinball tables. I covered the Atari 2600 version of this game previously, in my 2600/7800 thread, but now I have the 5200 version as well. Berzerk on the 5200 is a lot like the 2600 version, but with better graphics, some voice samples, and gameplay more accurate to the arcade game. As with the 2600 version, though, while I do like this game, I don't love it; in games like this the limitations of this kind of very basic design really stand out to me. Berzerk appears to be a maze game, but it really isn't. This game is made up of an infinite number of randomly-designed static screens. You play as the one human, trying futilely to escape from a robot army. You move with the stick, and fire by hitting the button while pointing the stick in the direction you want to shoot. 8-direction firing (with two sticks or something) would be awesome in this kind of game, as it is the controls feel a bit limiting. The controls are a bit slow thanks to the 5200's joystick, but do work. The walls are electrified and kill any human or robot who touches them, and enemies will all shoot at you as well, and move towards your position. The game has a top-down perspective, and each room has a different wall layout. The grid isn't too small, though, so you don't have any complex mazes to navigate, just a couple of walls here and there. There are also exits on all four sides of the screen, unless one has been locked as they sometimes are; then you need to use a different exit. Your goal is to get as many points as you can before you die, and you get points from killing robots (or luring them to their doom by getting them to bump into walls) and from point bonuses you get after leaving a screen. If you take too long on a screen, the killer smilie face Evil Otto will appear and start chasing you. He is pretty much invincible, so get off the screen when the voice sample announcing his presence plays. This game can't play voice samples during gameplay, so the game will always pause when one plays, or play them between stages. Still, this is the only 5200 game I have with voices, and it's great that it has them at all. I wish more 5200 games used voices, but I imagine it took up a lot of cart space for the tiny amounts they had for these games. And that latter issue is my other, main issue with this game -- it feels like there is no point to this game! You can't escape the robots; there is no real maze, only an endless number of always-new random rooms (so if you go back through a door you just go to a new random room, not the last place you were); and your only real goal is to play for points. I do enjoy score-attack play sometimes, it's fun enough in Galaxian for instance, but in Berzerk I'm left wanting more. At a minimum, actual mazes to work through that then loop endlessly once completed would have been a huge improvement over the endless succession of random rooms you have here. Still, Berzerk is a classic for a reason, and the game does play well. This version of the game is not was good as the arcade original thanks to not-quite-as-good graphics and slower controls, but it is still a solid game that's fun for a while and shows off the system's voice capabilities nicely. Arcade port also on the Atari 2600 and Vectrex. There is also a sequel, Frenzy, released exclusively on Colecovision and arcades.


    Centipede - 2 player alternating, analog control required, Trackball supported. 1982's Centipede is a port of one of Atari's most popular arcade hits. It is yet another shooter, this time a static-screen shooter. You can move around a box on the bottom of the screen, and shoot up at centipedes, spiders, mushrooms, and more. Centipede has been released on innumerable platforms over the years, so there is no particular reason to get this version, but if you do it is a good version, particularly if you have the trackball; sadly, I don't have one yet, though I do want one. Comparing this version to the Atari 7800 version of Centipede, the main question is, do you want minutely better graphics and some neat simultaneous multiplayer modes (the 7800 version, since it has those while the 5200 is alternating only), or do you want better controls (the 5200 version, since the 7800 is digital only)? Or just get both as I have, and have both options available when you want them, that works too. :P For single player modes the two versions are the same -- both are Centipede, with four difficulty settings and graphics that aren't quite up to the arcade games' standard. Visually the two versions look very similar, but spiders look slightly better on the 7800, as they use two colors instead of one, so I guess it has a tiny visual edge. Your ship, the centipede segments, and the mushrooms look slightly different on each system, but are about equivalent artistically. The 5200 version stretches the game to fullscreen while the 7800 runs in a border to maintain a more arcadelike look I guess, but really they're about the same visually. In terms of sound, as usual the 5200 sounds better, thanks to its superior sound chip. This game doesn't have music, only sound effects and such, but they do sound nice.

    Gameplay is fast and frenetic. The analog stick gives good analog control over your ship, and you have analog speed control as well -- you move at several speeds depending on how far you push the stick. The centipedes are your main target, but watch out for the spiders, they get tough to avoid very quickly! Some centipede segments drop new mushrooms when they die, filling up the screen. You need to keep shooting to clear out those mushrooms, they can't hurt you but will redirect the centipedes, hastening their trip down the screen. Each time you kill all parts of a centipede the screen's colors change. In addition to centipede parts and spiders, there are also a couple of other enemies that appear once in a while, including one type which drop down the screen and another that move across the upper part of the screen, giving you a point bonus if you can hit them. Centipede is a difficult game, and games are often short, but definitely has a strong "just one more game" factor that can keep you playing for a lot longer than you initially meant to. It's a great classic and I definitely like it, this version of Centipede is pretty good! Sure, Centipede is on dozens of platforms, but I think this one was worth getting. It's surely even better with the trackball. Arcade port, also available (in slightly different forms) on dozens of platforms.

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    Defender - 2 player alternating, two buttons plus keypad required, Trackball supported. Defender for the 5200 is Atari's version of the Williams arcade side-scrolling shmup of the same name. An absolute work of genius, the original arcade version of Defender released in 1980 and is one of the greatest games ever made. Eugene Jarvis's first game might be his best! Robotron 2084 and Smash T.V. are also fantastic, but I like Defender even more. And fortunately, Atari did a fantastic job with this port of the game. Light-years better and more accurate than the mediocre 2600 "Defender" game, Defender for the 5200 is fantastic and one of the best games on the system. The graphics and sound are very close to the arcade game, the controls are great, and gameplay is about as good as it gets. Really the only flaw with 5200 Defender is that it's easier than the arcade game. This game is challenging, but it's not quite the crushing challenge of the arcade game, particularly on lower difficulty settings. I have always loved Defender, with its simple but very stylish graphics, droning sound effects, and monumental challenge. So, it didn't take long to fall in love with this version! The game may be easier to control and play than the arcade game, but it's still amazing.

    In Defender, you try to save humans from an alien armada. Of course, as in most games of this era the game is an endless game you can't win, and are instead just playing for score. I prefer being able to beat games, but good endless score games can be lots of fun too, and this is one of the best. This is a scrolling spaceship shooter, or shmup. Each level is a horizontal looping stage, so if you keep going in either direction you will go endlessly through the stage. There is a map of most of the level on the top of the screen, and the play window below. The map shows nearby enemy Lander and human locations, and where you are, so it's vital. You move up and down with the Y-axis on the stick, move with the X-axis (but remember that the ship will have to reverse directions before you can go the other way, so you can't just shoot at things on both sides of you without a delay), fire with the lower button, bomb with the upper one, and warp by hitting any keypad button. The arcade game had only buttons with no stick for movement, so control here is a bit easier I think. Gameplay is fast and furious, and at times the screen is filled with enemies. I have always liked the very cool white line graphic that Defender uses for your shots, and it looks great here. 5200 Defender is lower-resolution and blockier than the arcade game, but otherwise looks fantastic and is a great representation of the game. All of the enemies are here, from the landers trying to capture the humans, to the tougher enemies that home in on you if a lander captures a human, to the small UFOs, block things, and more that try to kill you. You do get extra lives, but between the many enemies and their bullets, you'll die eventually. If all humans are killed, the ground blows up and you have to fight some tough battles in space before continuing on a new land area, as in the arcade game. Defender is a frenetic game where you fly back and forth, blasting away at enemies as you try to save the humans from the landers. The engine, shot, and droning intro sounds are just like the arcade game, and gameplay is as close as you could get on hardware of this era. Overall, Atari 5200 Defender is one of the better versions I have played of one of the best space shooters of all time. It is easier than the arcade game even on the hardest setting, but it is still a hard game that will take a long time to master, and sometimes it's nice to play a slightly easier version of Defender. An arcade port, versions of Defender are available on many platforms old and new.


    Dig-Dug - 2 player alternating. Dig-Dug is one of several Atari ports of popular Namco arcade games that Atari ported to the 5200; others I have include Pac-Man, Galaxian, and Pole Position. The game is a sort of top-down and sort of side-scrolling action game. The game is set underground, and you dig tunnels as you move. You play as a guy with a pump, and inflate monsters until they pop as a way of killing them. You have to kill all the monsters on each screen to progress, though when they're down to only one left it will try to run away. There are also rocks scattered around which you can try to get to fall on enemies. If you drop 2 rocks on a stage, a bonus item will appear for extra points, so get them. You can chase it down for more points, or let it go. It's a simple but well-made game. I don't have great memories of Dig-Dug, but I bought it anyway because it's a 5200 game and the price was reasonable. Previously I thought the game was okay, but not as good as its clone (of sorts) Mr. Do. Mr. Do is like Dig-Dug, but with improved gameplay variety; it's a pretty fun game. Dig-Dug, though, doesn't have anything to it beyond just doing the same thing over and over. You go around the screen, kill the monsters, and repeat. However, I found myself having fun this time! I'm sure the 7800 version that I also have is just as good, so I'm not sure why I like this more than when I last played that version a year or so ago, but I do. Dig-Dug was one of the bigger surprises here, I wasn't expecting too much but I actually find it pretty fun.

    Visually, Dig-Dug looks a lot like the later 7800 version. The game has good graphics which look like the arcade game, though as always they are lower resolution and don't quite match the arcade games' sprite detail. Still, the game looks good, and is a bit more colorful than many 5200 games seem to be, which is nice. The 7800 version does look a bit better, as it has multi-colored sprites instead of one-color sprites like on the 5200, but this version looks good despite that. The sound is very accurate to the arcade machine as well, both in the music that plays during the game and in the ingame sound effects. The audio is better than in the 7800 version for sure, the music plays more and both music and sound effects are better. The gameplay is as good as any version of this game, too. The game controls well, and you can move around and fire easily. I had no issues controlling Dig-Dug. This game requires a bit of strategy, because as you move around the screen digging those tunnels you have to think about where you want the tunnels to connect. Monsters can travel through the rock, but only can walk normally along their starter tunnel areas or in the tunnels you dig. You also move faster while in a dug tunnel than while digging, sort of like Pac-Man while he's eating dots versus when moving faster in a cleared corridor. Still, this is for the most part a fairly simple arcade shooter. The pump mechanic is weird, as few other videogame characters use such a weapon and you have to repeatedly tap the button in order to kill an enemy, but it does work. The gameplay is simple, repetitive, and fun, and I've played this game more than I thought I would as I try to get farther in the game. There are only two enemy types in this game, but there are at least some new dirt colors as you progress to mix things up a bit, that's nice. Overall, Dig-Dug is a pretty good game that I definitely like. I do still like Mr. Do and its added variety more, but Dig-Dug is a good, simple arcade shooter with a little bit of a thinking side, and it's good fun stuff. Thanks to the better audio I think I'd rather play this version than the 7800 one. Arcade port, other versions of Dig-Dug are on probably dozens of platforms.

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    Galaxian - 2 player alternating, analog control required, Trackball supported. Galaxian, another 1982 release from Atari, is a port of Namco's arcade single-screen shmup that is probably more famous as the predecessor to the all-time classic Galaga. I have always liked Galaga a lot, as I said in my Atari 7800 list, but Galaxian is a game I have mostly overlooked in favor of its more famous sequel. Well, playing this version of the game now, Galaxian is a pretty great game too! And this 5200 version of the game is fantastic, as well. 5200 Galaxian has great graphics, very good controls, eleven difficulty levels to choose from, and great, classic static-screen-shooter gameplay. As in most games of this kind, gameplay is simple: you move left and right with the stick, and fire up with the lower button. Only one of your shots can be on the screen at a time, so try to get used to the aiming, it is important. You will autofire by holding the button down, but with only one shot at once on screen I find it often better to press the button to shoot, so you can aim better. In Galaxian there is a formation of enemies at the top of the screen, and some regularly dive down at you from their places above. The key to scoring points in Galaxian is that you get more points for hitting diving enemies than enemies in formation at the top. In this version, unlike the arcade game, there is actually a different sound effect for hitting diving enemies than ones in formation, which helps encourage you to try your best to shoot at the diving enemies, not just to wipe out the barely-moving formations. I really like this. The sound effects as enemies dive down at you are also great stuff and add to the game. Like most 5200 games this game doesn't have music, but it does have great sounds.

    The other major addition to this 5200 version of Galaga is pretty nice: analog movement controls! Unlike the digital arcade game, here you have two movement speeds, so you will move faster if you press the stick harder, and slower if you don't move it as far. It's a great feature that helps you dodge through the forests of fire that can fill the screen in this game. Maybe digital controls would be better, but I think 5200 Galaxian controls pretty well, this game is great fun to play. Galaxian is a nice-looking game, with a great starfield background and enemies of several colors. The yellow enemies are the boss enemies, brown are their guards, and the others are the normal enemy ships. You get more points for killing yellow enemies if they dive down with guards and you take out the guards first and then the boss enemy -- you get only 150 points for a solo diving yellow boss, but a full 800 for if you kill two guards and then the boss enemy they dove at you with, all in one pass. Figuring out the timing to hit enemies is tricky, but this game rewards practice. The numerous difficulty levels are nice as well, as they scale up from tough to crazy-walls-of-bullets hard. On that one though, 5200 Galaxian does have one flaw: lots of slowdown! When a lot is going on on screen, Galaxian will slow down significantly. I don't know if the hardware really can't do better than this or if this is just a symptom of an early title for the system, but it is unfortunate. Otherwise though, this is a great static-screen shmup. I had never really played much Galaxian before getting this game, but I sure will be in the future! It's too bad that the 5200 didn't get a version of Galaga, to see what it could do compared to the great 7800 version of the game, but this is also a pretty good game. It's more traditional and Space Invaders-styled than Galaga is, but it's also a fantastic game. The 5200 version of the game looks, sounds, and plays great, and is one of the bigger surprises here for me. Arcade port; the arcade version is available on numerous platforms, but this version is 5200-only.


    Joust - 2 player simultaneous. Joust, from Atari, is a conversion of the Williams arcade game. I have never loved Joust all that much, so I got this expecting to not like it that much, and unfortunately, that is accurate. Joust has an awesome story, but the gameplay is a bit frustrating. Joust is a side-view arcade action game. You are a jousting knight riding a flying ostrich, and have to defeat other jousting knights. So yeah, the story is awesome, but that gameplay... I don't know, it's a good game, but ever since I first played Joust as a kid I haven't liked it that much. Nintendo's Joust clone Balloon Fight might be slightly better. Still, Joust is at least an okay game, but that's about it. The stick moves you left and right, and the lower button flaps your bird's wings, making you 'jump' higher into the air. The 5200 version of this game is good, but not the best version of Joust; I don't mind the 5200 controller, but it's not ideal for this game. Flap control is essential in this game, and the fire button, while decent, isn't the best. A bigger issue than the controller is the game itself, though -- Joust is an INCREDIBLY floaty game. It's very hard to go where you want to in the air because you're floating all over. That's not just this version, that's Joust in general and it's always been one of my biggest problems with the game. Balloon Fight has tighter, better controls.

    Joust is a combat game. You defeat an enemy by hitting them from a higher altitude, so the higher lance wins when two sprites collide. Good luck, you'll need it. This is a single-screen arcade game, so on each screen you need to defeat all the enemy knights. Defeated enemies turn into eggs, which then fall down to earth. If they land in lava they burn up, but if they land on the ground you'll need to walk over them to defeat them and get points or the enemy will respawn. There is only one basic stage, but as you progress sometimes some platforms will vanish, giving the game some variety. There are also several different enemy types. Still, Joust has little variety, every stage is similar. Of course that is how most games of this era work, but I don't have quite as much fun playing this game as I do many of the other 5200 games I have. Every attempt I make at playing Joust ends with me frustrated at the controls, and I never have been able to stick with it long enough to get good; I'd rather play a game I like more instead. Still, this is a fine port of the game and looks and plays well. The graphics look a lot like the arcade game, the sound is good, and it controls like Joust, for people who like how this game controls. Arcade port, also available on dozens of other consoles.


    Kangaroo - 2 player alternating. Kangaroo is another arcade port by Atari, this time of a game they published themselves in the arcades, though Atari may not have developed the arcade version. Kangaroo is a Donkey Kong clone single-screen platformer. It's a decent game with badly flawed controls. You play as a mother kangaroo, and have to reach your joey (your kidnapped baby kangaroo) in order to beat each screen. As in Donkey Kong, there are four screens in the game, each harder than the last. Your enemies in this game are a legion of monkeys who are dead-set on stopping you. They climb up and down the sides of the screen and sometimes come onto the platforms, and throw things at the kangaroo that you'll have to duck under or jump over. You can attack them with your punch attack, used with the lower button. There are pickups along the way for points, and if you hit the bell more will appear that you can go back for if you wish for a higher score but some added risk. You need to be perfect with your jumps between platforms here too, because falling even a single pixel means immediate death, which is kind of annoying. Kangaroo is a hard game, and I haven't yet beaten all four screens though I have reached screen four. Kangaroo is also on the Atari 2600, and I have that version. I like that this version has four screens, that one only has three. Visually Kangaroo looks okay, but certainly doesn't push the 5200. This version is a step over the 2600 version and everything looks much clearer, but it's still only an average-looking game. As fopr sound, there is a song that plays before you start, but as with most 5200 games, there isn't ingame music most of the time. A little tune does play when you hit the bell, though. The audio is decent, but seriously, more 5200 games should have had soundtracks, the audio chip can handle it!

    The biggest issue with this game, though, are the controls. The controls have not been improved over the 2600, and thanks to this joystick might be even worse here. On the 2600, up for jump was a sad necessity, you punch with the button and there is no second button to jump with on that controller. The 5200 does have two buttons, though... but you still must use up to jump! It's horrible, and kind of ruins the game. Getting used to the jumping in this game will take some serious practice. You need to push the stick in the direction you need to go in, then diagonal forward in that direction, then back down or you'll keep jumping and maybe jump into some hole up ahead. It's clumsy and doesn't work well. Why in the world couldn't they have let you use one of the buttons to jump with, the game would be pretty good if they had done that! As it is though, Kangaroo is an okay game with a big learning curve. Because you need to recenter this stick after each move, you really need to pay attention to every move in this game, and make sure to move the stick back to center after each jump or duck. It does work, but better controls, that is a jump button, would have helped a lot. I have started to get more used to the game with some practice, though, so it is playable. The stages have some nice variety; I like the stage with the tower of monkeys you can knock down if you wish, that's fun stuff. Still, overall, Kangaroo is only average thanks to average visuals and the awful jumping controls. Still, as one of the few officially-released platformers on the 5200, it's worth getting if you have the system. As flawed as it is, as a platformer fan I do like that I have this game, it can be a fun challenge. Arcade port, also on Atari 2600.


    Missile Command - 2 player alternating, analog control required, Trackball supported. Missile Command was one of Atari's biggest arcade hits of the early '80s, so they made sure to port the game over to the 5200. This is an endless missile-defense game with a side-view single-screen view. You have six cities to protect from missiles, planes, little homing triangles of doom, and more. You move a cursor around the screen, and each press of the lower button fires off a missile from your centrally-located silo. The arcade version had three silos, each with a button, but this version has only one, like the 2600 version. It'd have been nice to see two, at least, one for each main button on the controller. Fired missiles explode once they hit the point you targeted, and your goal is to destroy the falling enemy warheads in those explosions. These missiles will also blow up in the air, maybe causing chain reactions. The missiles come in waves, and after each wave your score is tallied. You have a limited number of missiles per wave, and get a replacement city each 10,000 points, which the game will remember if you have all six intact. Missile Command is a simple game, but extremely difficult! This is one of those brilliant classics, perfectly designed to be fun for a minute but to take many hours to master.

    This 5200 version of the game may have worse graphics and simpler gameplay than the arcade original, but thanks to the analog stick in the controller it does have pretty good controls. The 5200 joystick makes a pretty solid trackball or spinner replacement, as this game, Centipede, and Super Breakout all show. I imagine the controls are even better with the 5200 trackball, but they work pretty well with the standard controller too! This game controls great and is a lot of fun to play. Sure, the graphics definitely could be better; 5200 Missile Command looks better than the 2600 game, but this system can do a lot more than this. And while the sound is decent, it's nothing great. But with great controls and constant action, 5200 Missile Command is a very good game despite its simplified design and lacking presentation. Missile Command is one of Atari's great classics, and even without the trackball this is a fantastic version of the game. Missile Command does get very hard very quickly, but it's supposed to be that way. This is a game about a nuclear war. You are doomed and can't win, just like it would be in a real nuclear war, something which felt much more likely when this game was released during the Cold War than it does today. Each game ends with a pretty nice THE END screen, on a red background, which then starts blowing up. With gameplay this great, though, you'll want to try again right away for sure! Missile Command is great, one of the upper tier of 5200 games I have in terms of fun factor. Arcade conversion; the arcade version has been ported to innumerable consoles, though this specific version is 5200-exclusive.


    Pac-Man - 2 player alternating. Another Atari port of a Namco classic, Pac-Man for the 5200 is a pretty good port of one of the most popular arcade games of all time. While I don't hate the Atari 2600 version of Pac-Man as much as many people do, this version is worlds better as it actually looks and plays a lot like the real thing, something that cannot be said for that game. Pac-Man, the most popular maze game, is a pretty good game but has never been one of my favorite classic arcade games; it's a great game, but while I do like it and think it's a fun game, I've never gotten hooked by Pac-Man enough to want to get good at it; it's something I'll have some fun with for a few minutes here and there, but don't love enough to take too seriously. So, while this version of Pac-Man is great technically, and plays fairly well though it does have some control issues, it's not one of my most-played 5200 games because I don't love this game as much as some of the others I have for the system.

    Still, I can't deny Pac-Man's greatness, or its importance. I guess I just prefer a bit more complexity in a game like this, either through more complex game systems and more variety, as you see in Turtles for the Odyssey 2 (and arcades); that game is very obscure, but fantastic. Pac-Man is a simpler game. You are a yellow circle with a mouth and eyeball, and have to eat all of the dots in each level's single-screen maze. Four enemies called ghosts chase you around the maze, trying to kill you. Near the four corners are power pills, time-limited super-dots which let you eat the ghosts instead. Everything works here just like it does in the arcade game. The stage is identical every time, but as you get farther the enemies get faster and bonus item types change. There are also several in-between-level skits to see. It's nice that they kept those in this version of the game. Visually, the game looks like a slightly downgraded version of the arcade game. Everything looks similar to the original, but as with most 5200 games, the resolution is lower, objects blockier, and colors duller than in the arcade game. Still, for a 1982 console game this looks fairly good. It doesn't quite match up to the NES version of Pac-Man visually, but it's close and plays just as well. Other than the screen resolution and detail, the biggest difference between the two is that the NES version attempts to replicate the arcade games' vertical monitor and has a sidebar, while the lower-rez 5200 version is full-screen. This makes the maze a bit different looking, but it's still clearly the Pac-Man maze, and the gameplay is the same. For sound, it's a decent approximation of arcade Pac-Man's sound effects.

    There is one issue with 5200 Pac-Man, though, and that is the controls. Games with analog controls work great on this controller, but digital games are more hit-or-miss. Some control well, like Defender, but in Pac-Man, the stick definitely takes some getting used to. Because the stick is loose and has a lot of throw, you need to move the stick a good ways to make each move. You'll need to get used to moving the stick to the direction you want before the turn in order to make corners. I still sometimes miss a turn I wanted to do. Also be sure to move the stick back to center, to avoid unwanted extra turns. I may mostly like the 5200 controller, but it isn't as good for Pac-Man as it is for many other games. Still, the game is entirely playable, and once you get used to the stick the game plays fine. Overall, Pac-Man is a very good game, but probably isn't one of the best 5200 games. Still, this game probably should have been the original 5200 pack-in game, not Super Breakout -- it's a good port of one of the most popular games of the time. Arcade port; other ports of the arcade game are available on many, many platforms.

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    Pengo - 2 player alternating, Trackball supported. Pengo, a 1983 Atari release, is a port of the arcade game by Sega. Pengo is the game that Hopper on the TI-99/4A is a clone of, for anyone who read my TI list. Versus Hopper, 5200 Pengo has more variety but perhaps slightly worse graphics. Pengo is an okay top-down arcade action game with some strategic, or perhaps puzzle, elements. You are a penguin, and have to crush your enemies by shoving blocks at them. This is a tile-based game, so you move from space to space with each push of the stick. Each level has a random assortment of blocks scattered around the screen, and you can push them by walking into them. If the block runs into some enemies before hitting a wall, you'll kill the enemy. A level ends after a certain amount of time or if you kill all, or all but one, of the enemies. As in Dig-Dug, when only one enemy is left it'll try to run off. Catching them is harder here than in that game, though, because you have to rely on boxes being positioned in the right places in order to kill enemies, so they often escape on me. That's okay. You get a point bonus after each level based on how fast you finished the stage and how many enemies you took out. There are a few more gameplay elements, such as a bonus if you line up the three special-looking indestructible blocks in a row, but those are the essentials. It may sound simple, but Pengo is a decent game which requires more strategy than most arcade action games do. If you just randomly push blocks around you will quickly run out of usable blocks and the enemies will get you, so think carefully before pushing blocks! Enemies will destroy blocks as they run into them, so if both sides are wiping out blocks too soon you'll be left with nothing. Also some blocks will turn into enemies; these flash with an enemy at the start, so if you can remember which they are, you'[ll get a point bonus for destroying those blocks before the enemy comes out of it. While definitely not one of Sega's best early arcade games, Pengo has some nice strategy and is a fun game. I like games which make you think, and this game does do that.

    Visually, Pengo looks okay. The game has decent graphics, though it's not great looking. Your penguin looks like a penguin, and the enemies like other creatures. As with most all 5200 games the game is low-rez and pixelated; 5200 graphics really look different from the sharp-sprites look of the Colecovision or NES. I don't mind, that's just how it is. The game could use more color, a common problem in 5200 games; most everything is monochromatic. Still, the blocks and enemies look different. The sounds are fairly basic stuff, just sound effects here with no ingame music, as usual on this system, or for arcade games of the day. The game does control well; I've never had an issue with the controls, the stick works fine here. As with many 5200 games, this game is light on options; there are some difficulty settings, and the usual two player alternating mode, and that's it. Still, Pengo is above average at least, for sure. This somewhat puzzley strategy of thinking about which blocks to push, and when, is fun, and it's always satisfying when you crush multiple enemies with a single shove. The playfield isn't too large, so even with only a few enemies danger is always nearby. Catching that last enemy when it runs is difficult, but you move on either way. I like the time bonus for finishing a stage fast, it rewards better play. However, Pengo does get repetitive and a bit boring after a while; as with most games of this era the game does only one thing, and it can get old eventually. Overall, Pengo is above average but not great. Because of somewhat more complex gameplay this is probably better than Hopper on the TI, but the game is a bit slow for an action game, and isn't as great as the great puzzle games, either. Still, Pengo's worth a play, at least. Arcade port, Pengo is also available on the Atari 2600, and, in Japan and Europe only, the Game Gear. I have the Japanese Game Gear version, it's the same basic game but has better graphics than on the 5200. There are also various old computer ports of the game. Pengo has few sequels, but there is a Japan-only Genesis game and a modern widescreen remake that only released in Japan (arcade/Xbox 360).

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    Pole Position - 1 player, analog control and two buttons required, Trackball supported. Pole Position for the 5200, from Atari, is a racing game, and a port of the Namco arcade game of the same name. This is a 'linescroll' style racing game that gives you a sense of motion by moving objects towards the screen. Pole Position for the 5200 has very blocky graphics, only one track, the game ends after a single race, and teh game is five minutes long, beginning to end, on the default setting. It's only maybe twice that long on the hardest mode, if you can beat it. However, despite the seriously lacking amount of content here, Pole Position for the 5200 is a great game! Sure, it badly needs more, but thanks to fantastic controls and smooth gameplay, 5200 Pole Position plays so well that the flaws are somewhat mitigated. Indeed, the key to 5200 Pole Position's greatness are those controls. This game shows off the 5200 controller better than almost any other I have! The analog joystick gives you extremely smooth control of your car; the not-entirely-autocentering stick works great in a driving game, you don't want the wheel to immediately spring back to center the moment you let go of it; and the two buttons give you independent controls for gas and brake. The controls work great, and with a little practice I was weaving between cars with only a few crashes. The analog controls here really show how unfortunate it is that there aren't any racing games with analog controls on the NES, SMS, TG16, SNES, Genesis, and such -- digital controls cannot match analog precision in a driving game! However, the great controls do help make this game even shorter, as they help you move through traffic more easily than you probably could with a digital stick. How much durability does a game that is this easy to finish really have? Sure it's really fun, and you can make it harder with the higher difficulties and longer races, but that only adds so much. Pole Position has four difficulty settings, but all that really affects is the number of cars that will be on the track and how much time you start with. You can also change the number of laps of the race from one to eight. An eight-lap race on the highest setting is a challenge, you'll need to never hit anyone to finish it. Still, the track itself is too easy; this game really needs more challenging courses! Also, you aren't racing against the other cars here, really; this is a score-based game. As fun as it is, in a racing game I want more than just to play for score.

    Visually the game is smooth, but all objects are super blocky. Cars look like lumpy blocks of pixels, and roadside signs have no text, they are just rectangles on a pole. The actual car sprites of 7800 Pole Position II look better, but you do get used to this game, and the simple look has a certain charm to it for sure. I kind of like the look of these lumps of pixels. The sound is good, with a nice rendition of the opening theme first, and well-done engine sounds for your and the other cars during the race. It'd have been nice to have a full ingame soundtrack, but the engine sounds do give you a good idea of where the other cars are.

    In Pole Position, you start out with a qualifying lap. You have plenty of time for this lap, so just try to finish fast enough to place in the top eight. If you don't finish in the top eight you will keep going, but the timer won't refill and you don't have time for a second lap, so just reset the game and try again. To reset, hit Pause, then hit Reset. Some 5200 games reset by just hitting Reset, while others require you to pause first; this is in the latter camp. If you finish in the top eight, it's on to the main race, a one to eight lap race lap race on the games' only track, Fuji. This is a somewhat easy circuit with only one tight turn. Apart from that one turn, the main challenge in this game are the other cars, not the course itself. Later linescroll racing games like this do a much better job of actually having challenging courses, but this game doesn't have it. The four difficulties each have a name, and oddly the default one, difficulty 2, is called the "Malibu Grand Prix" for some silly reason, though this is obviously in Japan thanks to the mountains in the background. The higher settings are the Namco and Atari Grand Prix, and the lower one Practice mode. In the main race, your time is quite limited. If you want to finish all four laps, even on the default difficulty you'll need to crash one time at most, maybe two if you otherwise race really well. On the top setting, anything more than a one-lap race really will require no crashes. Any more than that and it's over, you'll run out of time, game over. After each completed lap you get more time, just barely enough to get around the track again if you don't make any mistakes. So, skill is required to finish the game, but it's not too hard to do thanks to the smooth controls. At the end, whether you finished the race or not, your score is tallied. Remember, there are no real other racers in this game, they are just obstacles. You get points for how many cars you passed, how much time was left on the clock when you finished, and such. Overall, Pole Position is a pretty good game that is a lot of fun to play. This is the only racing game released for the 5200 during its active life, but at least it's a great one! I do find it quite unfortunate that the game has only one track, but at least there are a few difficulty settings to add a...

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      In retrospect, Stop N Swop was kinda dumb
    Posted by: Dark Jaguar - 29th August 2015, 10:34 AM - Forum: Tendo City - Replies (3)

    I think we all recall getting so excited about what secrets Stop N Swop had for Banjo Tooie, then finding out that recent changes to N64 hardware meant Rare had to abandon those plans.

    However, on thinking about it, Rare were kinda being too clever for their own good with that little "trick". Frankly, they could have accomplished everything they intended to if only they'd just programmed in Memory Pak support instead of this "hot swapping" nonsense.

    Not much else to add there.

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      Rare Replay Medley
    Posted by: Dark Jaguar - 27th August 2015, 5:47 AM - Forum: Tendo City - Replies (2)



    It's pretty sad that this opening video in this collection is the best new content to come out of Rare in all too many years.

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      Darunia!
    Posted by: Darunia - 24th August 2015, 5:23 PM - Forum: Ramble City - Replies (7)

    Darunia!

    --Darunia

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      Pendulous (Sharewave ver. 2.4)
    Posted by: A Black Falcon - 23rd August 2015, 10:30 PM - Forum: PC Game Reviews - No Replies

    Introduction

    Pendulous is a turn-based strategy game for the PC released in 1992 and updated with new versions until 1995 that was developed by a pretty much unknown team called Kamyan Software. Kamyan Software only made a couple of games, but with how good this one is it’d have been nice to see more from them. The game apparently was originally released as High Command, but changed to Pendulous with the first patch, and that is the name I have always known it as. It was originally a Windows 3.1 game, but works on any modern 32-bit Windows OS as well. I don’t know about 64-bit compatibility, I haven’t tried it. The game is a simple game, with only one unit type, but it is also deep thanks to the supply system. Pendulous is a lot of fun to play, and it’s a game that I keep coming back to again and again to play a game of here and there. Sadly I only have the shareware version, but the final shareware version is quite full-featured, so that’s not so bad. I’d love to have the full version, but sadly I didn’t buy it back then and finding it now seems to be impossible. Too bad. The final shareware version does have nag screens asking you to pay for a game that you now can’t pay for even if you wanted to, but they don’t detract much from the game. I have played two different shareware versions of the game, one earlier and the other newer. I will mostly be talking about the newer one here because it has a lot more features — the first shareware verson doesn’t let you save user maps, among other things! It was so incredible when, in the early 2000s, I found that there was a newer shareware version that adds in that feature, it added years and years of life into the game. Pendulous really is a very good game, and I’ve wanted to review it for a while because it is quite obscure but deserves to be much better-known. Pendulous is great, play it!

    Quote:[Image: pend1g5ssz.jpg]

    Early in the game in a Random map. I am playing as Green. Note that this is in the replay viewer so the whole map is visible; while playing the actual game, Random mode has fog of war fully on.

    The Basics

    First I will mention the modes, features, and graphical tiles that make up this game, and talk about the graphics and sound as well.

    Modes and Features

    Pendulous is a turn-based strategy game with some wargame elements, so your goal in each game is to defeat your enemies and conquer the map. The game has a few modes and lots of options within each one. You can play a normal game on a pre-created map, play a three player game on a random map with a neutral AI opponent holding much of the map, create your own map, or edit the AI settings and save a custom AI. Technically the random-map mode is just a normal map called Random, but it’s a very special normal map unlike the ones you make yourself, so it definitely deserves to be listed separately. There is no campaign, at least in the shareware, only single maps. That’s fine, this kind of game works great with each game self-contained.

    Pendulous is a turn-based strategy game for two to four factions per game. There is no diplomacy in this game, only combat — you win by defeating all other factions by conquering all of their cities, or by having the most points when the turn limit is reached… and you get points by holding territory and cities. Cities are really the heart of the game, the supply system works from them. You also eliminate opponents by conquering all of their cities. Game length varies, but games rarely take too long; games over half an hour long are on the long side. How long a game takes will depend on the size of the map, the number of turns allowed, and how long it takes someone to win. Games can be short or moderate length, but Pendulous matches won’t go on for hours. You can save a game in progress, but games are short enough that I usually just play a full game in one sitting. The game has no online play support, but does support up to four player local alternating multiplayer, or one player against up to three computers, depending on how many factions the map supports. After selecting your map you choose whether a human or computer will control each faction, and then which AI each computer will run.

    Overall, considering the modes available, the customization options in the editors are great, I really like them! The map and AI editors add a huge amount to the game. Between the built-in map, Random maps, and maps I make myself, I play the maps I made myself the most often, but random maps are a nice change from the usual. They can be easy or hard depending on layout and starting positions. I wish that I had the registered version so I could see what other maps the original creator made, but this shareware version is great as it is.

    Quote:[Image: pend-terrainjnq2e.jpg]

    This image is a cutout of the types of ground you can lay down in the map editor, to show all of them together. The top row selects the player, the bottom the four types of terrain.

    Tiles and Units

    Ground – Normal ground. Armies can be placed here. How difficult enemy-held normal ground is to capture will depend on how many allied and enemy units are touching that space. Pendulous does not have mountains or anything like that, so normal ground represents all earth that doesn’t have armies or cities on it.

    Ground with an army on it – This is normal ground, but with a unit placed on it. It will be harder to capture than normal ground without units on it. It’s important to note that you can only place armies on normal ground, not on cities or water. Armies do not have multiple hit points, health bars, or the like — if they lose a battle (or go out of supply for too long) they will be destroyed. Only one army can ever be on one space at any one time, you cannot stack troops.

    City – Cities are the most important things in this game. You win a game of Pendulous by capturing all enemy cities; this is the only win condition. You cannot place a unit on a city, so the best way to defend them is to surround them with troops. Once a faction has lost all their cities they are eliminated, so protect them! Supply also radiates out from cities, so watch out. I will explain the supply system below, but essentially you must always control a path from a city to your troops.

    Water – Water is an obstacle, you cannot move onto it or take control of it. If water-crossings have been turned on, any player with a city touching the water (make sure to place these in your map if you want water crossings to work) can then attack any other space in the body of water that that city touches. Remember supply, though! An attack at a distant place must take a city on turn one or else it will fail.

    And that’s it, those are the only types of terrain in Pendulous. They really are all that the game needs; the game has plenty of depth in its gameplay strategically, it does not need more complex map options.

    Graphics

    The game looks like it was originally World War II-themed, but there are six different tilesets available to change the visual look of the game. I prefer the basic Original style, which was the only graphical look available in the earlier shareware version of this game I first played. Original is the tileset seen in most of the screenshots in this review. The other types look kind of ugly or are a bit harder to see territory in. Most of the other themes have larger squares than Original, which means you can see less map in the same amount of space, and also don’t fully color in squares with the owner’s color but instead just have a border for the owner’s color with a standard color in the middle, which makes telling what your territory is a bit more difficult. Also, the “better” graphics in the alternate tilesets look even more dated than the basic one, really — this game is from the mid ’90s and looks it, and those alternate tilesets really make this stand out while Original has a more timelessly simple look. I recommend sticking with the classic tileset, and not using the ships, tanks, or other options. The game looks okay for a low-budget shareware game from its time, but it is definitely the gameplay that makes this game so fun to this day, not the dated and mediocre visuals.

    Sound

    The only sounds you will hear in this game are a generic ‘Attack’ sound when an army attacks another one, and a generic ‘placed unit’ sound when an army is put down on the map. That is it. There are different sounds for each graphical tileset, though, appropriate for the theme; that’s a nice touch. Any other audio you’ll have to provide yourself, but that’s fine, I usually just play without music, but it’s easy enough to turn some music on, or a Youtube video, or what have you, while playing Pendulous. I don’t mind the nearly-nonexistent audio, the game is fine as it is. Now, on to the details of how the game plays.

    Quote:[Image: pend275sze.jpg]

    \Mid-game during the game from the first image above. I have eliminated Grey and now are fighting Red on two fronts.

    Gameplay

    There are three main gameplay elements to explain: Supply, placing and moving armies, and combat. I will explain each now, with some gameplay strategy suggestions in each section as well. After that I will cover other important subjects, including the AI and strategies against it, how you win each game, and customization options the game has.

    Supply

    The supply system is the core of Pendulous. Supply radiates out of your cities to all spaces that you control, in any of the eight directions from each space. There is no limit to the amount of supply a single city will provide, or degradation over distance or anything like that, you just need all land and armies always connected to at least one city at all times. If enemies cut off some of your land and troops from all of your cities, or capture all of your cities in an area, after that turn ends the cut-off armies and ground turn dark. These troops and spaces now are helpless, and any enemy who attacks them will automatically win every time and take the space. In addition, after the affected player’s next turn, all units on dark spaces will be lost and the tiles will become blank spaces. You can lose whole large blocks of armies this way if things go badly, which can be very difficult or impossible to recover from if you are in a bad situation. I love the supply system in this game, it makes the game a lot more interesting than it would be if you just placed armies around and attacked territory.

    Placing and Moving Armies

    At the beginning of each turn, each player gets a number of resources and reinforcement armies, with the number of each you get depending on the game settings for armies and resources per turn and city. Every turn, each player gets to do two things: first place any new armies they have gotten, and then move current armies. Remember, there may only ever be one army on any one space, and you can’t put armies on cities, so they will spread out all over the map in a hurry during games of Pendulous. On the first turn of each game armies may only be placed on your own territory, but after that you can attack both with new and current armies. You have a limited number of moves each turn, in addition to the limited number of armies you get each turn, so you need to carefully consider what you want to do. You can end a turn whenever you want from the menu. Unused moves and troops carry over from one turn to the next, and as I said earlier the maximum amount of troops and armies you can have at any one time depends on the settings chosen by the map creator in the editor.

    In addition to placing armies, you can also move armies that you previously placed on the map. If you click on an army of yours, instead of empty ground, you will pick up the army on that space. This will use up one move, though. This army then goes into your army queue, for use in attacks or placing on empty ground you control, so moving an army from one space to another uses up two moves, one to pick it up and the second to put it down. You often have more resources than armies, but in maps which give you more resources than armies, which is how the built-in maps and some of the maps I’ve made work, this is even more true so you really need to consider how to use your troops — having more resources than troops encourages offense to the point of stripping your defenses bare. But if you don’t attack, the enemy will… A delicate balance between the two is required.

    Combat and Basic Strategy

    Combat in Pendulous is simple as expected, but has depth to it. Yes, there is only one unit type, the basic army, and units die in one hit, but because only one army can be on any one space at a time, because you have limited units and moves in your queue each turn, and because of the support and attack-chance systems, you need to carefully consider each attack. Before attacking, a percentage displayed on the screen shows how likely victory is if you attack that space. Once you have clicked on an enemy-controlled space while you still have armies and moves left, an attack begins.Whether it succeeds or fails depends on a percentage chance, the Success rating seen in the right bar on the screenshots, but multiple factors affect that win-chance percent. First, if you have armies touching the space you are attacking, your chance of winning goes up. If the enemy has units touching that space, the chance goes down. Cities will similarly affect these values, though not as much as armies do I think. This means that lines of troops support eachother and make breaking through the line more difficult than it is for scattered groups of troops. However, as mentioned previously, you often need to use those defensive lines for attacks, so it’s important to carefully consider which troops to leave and which you can remove. The unit effectiveness rating for each side present will also raise or lower your chance of winning if the sides have been set at anything other than the default 100%, as well. And importantly, each time you attack a space your chance of winning the next time goes up by a couple of percentage points.

    So, if you have a lot of armies to burn, you will eventually probably win even in low-percentage attacks, but that is pretty bad strategy. It is almost always better to first set up a better by getting multiple troops on tiles touching the enemy, so as to raise your chances of success. Chip away at their formation on any corners of their block of armies, instead of just attacking right into the middle of a line. Attacking over water is best done away from a city and with a good supply of armies and resources, because you won’t have any bonuses because of adjoining troops so winning that first tile can be tough. And the difficulties don’t end there with over-water attacks — you will need to take a city that turn, or else those troops will turn black after your turn ends because they are not in supply and the land will immediately be retaken by the enemy.

    And that’s basically it as far as gameplay systems go. The game is simple and yet complex, as the best strategy board games are. It is a fascinating and great strategy game that few people played but many more should.

    AI and AI Strategy

    I have only ever played this game against the AI, not human opponents. There are three default AIs that come with the game, plus I’ve tried to modify some to make them a bit better. The AI is restricted to the same rules as the player, so if you turn on the fog of war options it WILL affect the AI too, it won’t cheat. That’s fantastic. In games with fog of war, each AI opponent can only see what their vision should allow, they do not share info or look at the whole map to win. I do love this, but it has one downside — when Fog of War is on, the AI can be pretty bad at finding cities. It just haven’t managed to find a setting aggressive enough to do the amount of scouting for cities that you need to do when the map starts covered. Outside of that, I have made the AI tougher and a bit better, but I’m not good enough at this kind of thing to really maximize AI difficulty, I don’t think. Maybe some issues cannot be fixed, but others probably could if someone better at getting the most out of those AI-editor options tried, so I’d love to see that.

    Each of the three built-in AIs has its own characteristics — the Berzerk AI will attack deep into enemy territory without regard for protecting its own, Explorer will explore the map a lot, and Balance will do a better job of defense than Berzerk, balancing offense and defense. Berzerk might be the toughest of them, because there is no more dangerous situation in this game than when an enemy breaks through your lines, when you have a row of troops on your border but not armies surrounding your cities behind because of the usually-low maximum-armies-allowed limits, and start taking over city after city in what used to be safe territory. You can try this yourself as well, of course, though I generally prefer for a more cautious style that better protects my cities. Games of Pendulous can be over in a handful of turns, or if the map allows it they can take 50 or rarely even a hundred turns of back and forth attacks before finally either someone wins or you hit the turn limit. There’s nothing like the tense feeling when you’ve been backed into a corner and make a breakthrough, conquering a bunch of enemy cities while other factions fight eachother elsewhere, though, or when you slowly march up a map conquering all in your way!
    Victory!

    Quote:[Image: pend3vws0m.jpg]

    I won! The whole map is mine. I even found that little island hiding in the corner through some tedious pixel-hunting (remember, fog of war hides such places).

    Victory

    Games of Pendulous only formally end once the turn limit is reached, they won’t end once one faction has conquered the whole map. Effectively, though, once I’ve conquered it all the game is over, so instead of hitting ‘end turn’ a hundred times if I won 100 turns i8nto a 200-turn game, I’ll just end the match there. I do wish that the game would end automatically after you conquer everything. The issue is, I’d rather have gaems end by conquest and not by running out of turns, but setting high turn counts means the games will probably never formally end. Ah well, though, this works. When a game does formally end, the winner is the one with the highest score. You get points based on the amount of territory you control, with more points for cities than just empty tiles. At the end of each turn a tally screen shows the current rankings, unless you disable it in the menu, so you know approximately how everyone is doing at the end of each turn.

    Replays

    Pendulous automatically keeps track of what has happened during each game, and after a game ends or you end it, you can watch a replay of the whole game. You can also save replays when you want. It’s quite fun to, at the end of a match, watch the game unfold through its replay. It’s a great feature to have. I’d recommend turning on the minimap while watching replays, it’s nice to watch it change colors as the game progresses.

    Quote:[Image: pendcpm3is4a.jpg]
    The AI editor. You’ve got a lot of settings to change!

    Customization

    Again, one thing I really like about Pendulous is the customization. In the map editor, you can significantly affect how the game will play for each faction on that map through the options. You can set the number of turns, whether Fog of War (black covering the map until it has been revealed) is on, whether you can see all troops on revealed parts of the map or only on spaces touching your own, how effective each sides’ armies are (that is, you can make a sides’ troops less likely to win battles), you can change the number of armies per city and per turn each different player gets (so one player can get more troops than another for the same amount of territory), whether you can attack across water or not, and more.

    It’s fantastic that you can change all these settings, because messing with the number of turns, army strengths, number of armies and resources you get for each city and turn, and such have a huge impact on how each different map plays. I like making uneven maps where one faction has more territory but weaker armies, or one has more resources per turn but another gets more units per city, for example. Mixing things up makes things pretty interesting.

    As for the AI editor, in that editor you get a whole bunch of slider bars to mess with, to try to make the AI easier or harder, adjust their aggressive versus defensive instincts, and more. I’ve tried to make a tougher AI since once you’ve gotten good at it the game is a bit easy, but I’d love to see someone better at this try, mine are harder than the defaults but not by enough.
    Custom Map
    Quote:[Image: pendb12ansr2.jpg]
    This is a custom map I made. Notice the uneven settings — different army effectiveness ratings, different number of resources, etc. It’s surely not balanced, but I don’t mind, that makes it interesting!

    Conclusion

    Overall, I like this game a lot. Pendulous is a simple game — there are only four different terrain types, three if you don’t count armies as terrain. All you do is just place armies, try to take territory, and aim for the victory, there is little variety there. The simplicity makes the game easy to learn, but the great design and the challenge keep me coming back year after year. I’ve played a lot of this game over the years, and made dozens of maps, and I’m sure I will continue to play it in the future. The supply system keeps the game interesting, as battles over cities often get heated; the percent system behind battles ensures that you use strategy when you attack if you want to win without losing lots of your armies that you also will need to protect your territory; and the limits on units and moves each turn force you to use strategic thinking. Playing Pendulous is a constant balance between offense and defense, between pushing forward and using your troops to attack and holding those troops back to protect your cities and territory. It’s a brilliant game, one of the better unheralded strategy games I have played, and I love it. This is one of the best options around for a desktop-based simple strategy game to play perhaps while you are also doing something else so you don’t want to launch some full-screen application. Pendulous is great fun, play it! I give the game an A-. I wish I had the full version, to get rid of the nag screens and to add more maps, but the 2.4 shareware version is quite nice and deserves that score.

    Links

    – My Pendulous Maps download is on my site's version of this review (see bottom) – Sorry for not directly linking the file, but for some reason I don't want to. If people think I should I could edit in a direct link. The file is a small 10KB Zip file collection of 16 old maps of mine, two AIs I made, and the three maps from the original developer that I got from the shareware versions, Random, Counter, and R_Front, for anyone missing those default maps/modes. To use, just unzip the files into the Pendulous directory, that’s it. The game doesn’t use subfolders. The map Counter doesn’t come with the version linked below, so you’ll need that one at least. It was only included with the first shareware version I played back in the ’90s. The shareware version downloadable from the links below only comes with R_Front and Random for maps, so do download this pack, and then make better maps of your own. I hope more people play this game and share some maps too, I’d love to play others’ creations.

    http://web.archive.org/web/2006041008085...dulous.htm – This is a good webpage that reviews the game and gives some nice strategy suggestions. The original page is dead now, but thankfully web.archive.org made a record of it so the page can still be read. Note that the “full game” link there is the shareware version 2.4.

    http://www.s2company.com/file_cache2.php?fcat=A** – This page has a short one-paragraph review of the game at the top, and links a download for the version 2.4 shareware version of the game as well.

    http://www.mobygames.com/company/kamyan-software – Mobygames has a little bit more information about Kamyan Software. Note that the game is listed as “High Command” in their database. They have very little information about the game itself on the site -- just a tiny description and nothing else, no screenshots or anything.

    And that's all I've ever found for websites about this game. It's mostly forgotten. Hopefully this review can at least begin to reverse that.

    Or read this on my site with better formatting.

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      More fun from the Shivering Isles...
    Posted by: Dark Jaguar - 23rd August 2015, 10:23 AM - Forum: Tendo City - Replies (1)

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