Showing posts with label Memory Bank. Show all posts
Showing posts with label Memory Bank. Show all posts

Thursday, December 17, 2020

Memory Bank: Gauntlet



During my freshman year at the University of Richmond in the fall of 1988, there wasn’t a whole lot to do, socially-speaking.  I was a skinny kid in big glasses who didn’t go out for sports and liked Star Trek.  

I had no interest in fraternities or the school’s religious clubs (though, truth-be-told, I did have an ever-so-brief flirtation with a Baptist Bible Study group, which helps to account for my extensive knowledge of Scripture…)

Anyway, I met my beautiful wife, Kathryn, at the beginning of my sophomore year and my life changed for the (infinitely) better.

But before that ever happened,  I spent an inordinate (and probably unhealthy) amount of time in the Pier, the campus Student Building, playing a classic arcade game from Atari, called Gauntlet (1985).

As you may remember, Gauntlet was unique in that it was a four player arcade game.  Intrepid gamers could play as the Warrior, the Valkyrie, the Wizard and the Elf, at least originally.  The idea was to battle enemies such as ghosts and demons while traversing dungeon-like labyrinths and environs.  

I looked Gauntlet up on Wikipedia out of curiosity and it is apparently part of a genre called “hack and slash,” a phrase that pretty well describes the game’s content as remember it.

Among other things, Gauntlet is also apparently famous because it had a kind of computerized narrator who would voice warnings (“Your life is running out”) and reminders (such as “shots do not hurt other players…yet.”)   I can’t say as I remember much specifically about game play, only that we would play the bloody thing for hours, and lose a hell of a lot of quarters in the process.   It’s a good memory from a year that, in some respects, I’d rather forget. 

In terms of characters, I always played as the Valkyrie -- the female warrior in the foursome -- in honor of my enduring love of the same-named character from Battle Beyond the Stars (1980).  

I can’t remember why we did so, but on one memorable night in 1988, my pals and I drove downtown instead of to the student building to play Gauntlet at a bustling city arcade in Richmond, one very close to the now-defunct Byrd Theater, if memory serves.  

I should have been studying for an upcoming computer science exam, but instead, I think we were out at the arcade from midnight to 2:00 am, and I blew twenty-five dollars on the infernal machine.

Ah, to be eighteen and dumb as shit again…

Anyway t I’m thinking I really need a restored Gauntlet arcade console in my rec room.

That…and an air hockey table, but that’s the subject of a different post.  I'll just close this one by saying I recently visited the University of Richmond campus for the first time in probably a decade, and was deeply disappointed, though not surprised, to see that Gauntlet was long gone.

Tuesday, May 05, 2020

Memory Bank: Standing in line to see Star Wars (1977)



Before the age of social distancing, standing-in-line to see a movie was a communal experience first, one allowing fans to connect to other Star Wars fans and to plug-in to the community’s sense of enthusiasm and excitement  

And secondly, standing-in-line qualifies as a nostalgic experience for older fans, at least for ones of my (advanced) age. Mass distribution for theatrical releases, and insta-streaming precludes the necessity.

Because let me tell you, back in the day, if you wanted to see Star Wars (1977) or The Empire Strikes Back (1980) or E.T. (1982), for that matter, standing in long lines was absolutely an unavoidable part of the experience.

I will always remember the summer of 1977 and the coming of Star Wars.  I was in second grade at the time, and a friend who lived up the block from me in Glen Ridge came to school with a Star Wars movie booklet; one that featured imagery of Dewbacks, Banthas, Tusken Raiders, Jawas, C3PO, Chewbacca, Darth Vader and other characters of seemingly impossible and unbelievable imagination.  

I had never seen so many strange creatures assembled between two covers, and I so listened in awe as Stephen, my friend, described the film to me in some detail.  I still didn't quite understand why robots were co-existing with monsters and other creatures. It seemed...weird.

At this point, I should add, I was still high on King Kong (1976), and could not quite believe that any movie might possibly surpass that particular viewing experience.  So sue me.  I was seven.

Soon after my introduction via Stephen to Star Wars, my parents took me and my sister to see the film at a movie theater in Paramus N.J., and I couldn’t wait to see what I would make of the movie. 


Only -- in actuality -- I could wait.  

In line.  

For close to three hours.  

The line at the theater stretched around the large rectangular building -- around three corners -- and then led out into the huge parking lot. And the line moved at a snail’s pace.

Finally, of course, we got into the auditorium, and it was absolutely packed. Everyone in my family had to squeeze past other patrons to find four seats together. 

And then the movie started and my life changed.  That night before I went to bed, my mother asked me if I liked the movie. My mind was still reeling, and I said that I did.  But I suppose I was a little reserved. 

She then absolved me of my guilt: “It’s okay, John if you liked it better than King Kong,” she said, apparently sensing my loyalty and allegiance to the big ape.  My façade cracked quickly at that point and I was glad and relieved to admit the truth.

I had liked Star Wars a whole lot better than King Kong.  It was…amazing, like nothing I had ever imagined.

By the time The Empire Strikes Back arrived in theaters in 1980, I knew to expect a long line.  And so did my parents.  Before queuing up for the sequel, they bought me Marvel Star Wars and Shogun Warrior comic books to read for the wait.  I also had my Star Wars novelization in hand, and a few action figures in my pockets.  The time in line still seemed eternal, but again, the wait was worth it.  I left the theater wondering how on Earth I was supposed to wait for three years to discover Han Solo’s fate.

Then, by the time of Return of the Jedi, there was no need to stand in line, at least in Montclair, N.J., where I saw the film at the Clairidge Theater.  I came out of the film deflated, thinking “that’s it?”  And now I must wonder if part of my disappointment came about at least a little bit because I missed waiting in line.  There was no build-up to the experience, and no plugging-in to the enthusiasm of other Star Wars fans and even general audiences. More likely, the movie was just disappointing, and the experience played almost no role.  Right?

Of course, I’m glad that, by and large, we don’t have to wait in line to see movies anymore…unless we choose to. 

But I do wonder what the lengthy standing-in-line experience meant in terms of a movie meeting or not meeting audience expectations.  By waiting for hours in line for a film, were we just relieved to be inside -- in the air conditioning -- and therefore more receptive to a film’s spell?  

Or did the waiting-in-line actually build up our anticipation to such a degree that nothing could meet those expectations?  I wonder.

I do know this for certain: Star Wars, The Empire Strikes Back, Raiders of the Lost Ark and E.T. certainly surpassed my wildest expectations, and those are the films I remember most vividly standing in line for.

Sunday, April 19, 2020

Memory Bank: Seaside Heights in the 1970's


I remember vividly -- as a very young kid, maybe six or seven -- going to the Boardwalk at Seaside Heights (the Casino Pier, I believe) in Ocean County, eating waffles and ice cream, and getting sick on an amusement park ride called The Octopus.

To this day, I have never gone back on one of those Octopus rides. The mere sight of one makes my stomach belly flop.

Also, the Wild Mouse ride that was located on the boardwalk was an important part of my personal history, at least obliquely. 


My parents had one of their first dates at Seaside Heights, and always tell stories about (the now defunct) Wild Mouse. Apparently, my mother screamed so loud on the Wild Mouse that the operator extended the ride for a second run. And then she screamed even louder...

But I also remember, from my youth, a haunted house attraction there that scared the living hell out of me.  I don't know if it was The Gates of Hell, or some other ride.  For a time in the seventies, there was a "double decker dark ride" Haunted House located there, so that maybe what I remember, but my memory is decidedly fuzzy.

What I do remember is seeing all these ghoulish, twisted faces on an exterior wall, looming above me, as we walked by the haunted house on the causeway. I remember doubling my pace to get by them.

A lot of the haunted house attractions in New Jersey were collateral damage from the 1984 fire at Great Adventure.  In the immediate aftermath of that fire, at least two haunted houses on the Jersey shore were shut down because of safety concerns.  So I doubt that the haunted house attraction I went through is still there, let alone functional.

In 2012, Seaside Heights was hit hard by Hurrican Sandy, and much Jersey Shore/boardwalk history has been destroyed. I never watched Jersey Shore (not much of a reality TV show fan...), but apparently it was also located in Seaside Heights.

The Seaside Heights I recall, however, was of the disco decade.  I remember a cool wind coming off the ocean, and this amazing feeling of having all day to explore the Boardwalk.  I recall the sensation that summer would never end.

Today, of course, I know that, according to Rod Serling, we all only get "one summer," in our lives. Seaside Heights was part of mine, I guess you'd say.

Here's a tourism video from sometime circa 1969-1975, that reveals the sights and sound of Seaside Heights as they were then.


Friday, April 17, 2020

Memory Bank: The Bermuda Triangle






As you no doubt recall, the Bermuda Triangle is an area in the North Atlantic Ocean where -- across the long decades -- many ships and planes have allegedly disappeared without a trace.  Stories of such vanishings were being reported as early as 1950, but it was during President Carter's 1970s that America’s obsession with this “cursed” area of the sea really took hold on a colossal scale.



One of the most famous stories involving the Bermuda Triangle involves the disappearance of a training mission consisting of five Avenger fighter planes in December of 1945.  To this day, the planes have not been located, and there are reports that the pilots reported “green smoke” or mist before they literally went off the radar.  If you saw Steven Spielberg's Close Encounters of the Third Kind (1977), you'll remember that film's explanation: alien abduction in the Bermuda Triangle!

As the 1960s became the 1970s, several authors began writing about the vanishing of Flight 19 and other strange incidents in The Bermuda Triangle (like the 1881 case of the Meta).  Interest began to rise. 

In 1969, author John Spencer published a book called Limbo of the Lost.  And in 1974, two additional texts on the subject were published Richard Winer’s The Devil’s Triangle and Charles Berlitz’s The Bermuda Triangle, the latter of which became a best-seller, moving over twenty-million copies world-wide.

After those successes in print, the floodgates opened in terms of visual media.  TV movies such as Satan’s Triangle (1974) starring Doug McClure and Kim Novak, and Beyond the Bermuda Triangle (1975) starring Sam Groom, Dana Plato and Fred MacMurray soon began terrifying at-home audiences.   

The most memorable and weirdest of these 1970s TV-movies, however, was likely Rankin-Bass’s The Bermuda Depths (1978), starring Connie Sellecca, Burl Ives, and Carl Weathers. The plot concerned a giant turtle, a mysterious woman from the sea named Jenny, and the Triangle itself.


Not to be outdone, several ambitious filmmakers began to produce documentaries on the subject of the Bermuda Triangle.  Sunn Classic Pictures -- the Utah outfit behind In Search of Noah's Ark (1977), The Lincoln Conspiracy (1977) and In Search of Historic Jesus (1979) -- released The Bermuda Triangle in 1979, but that was relatively late in the game, following efforts such as The Devil’s Triangle (1974), narrated by Vincent Price, and Secrets of the Bermuda Triangle (1978).

On television, the subject was all the rage as well.  An episode of the Saturday morning series Jabber Jaw -- basically Scooby Doo with a talking shark instead of a talking dog -- in 1976 aired a story called “The Bermuda Triangle Tangle.”  Lynda Carter's Wonder Woman got into the act as well with “The Bermuda Triangle Crisis.”  

Most notable of all, however, was The Fantastic Journey (1977), a short-lived sci-fi series about a group of students who plunge through a green cloud in the Bermuda Triangle and end up on an island that straddles all periods of time.  The series starred Jared Martin, Ike Eisenmann, Katie Saylor, Carl Franklin, and Roddy McDowall.

Even non-fiction programs such as Nova (“The Case of the Bermuda Triangle”) and the Leonard Nimoy-hosted In Search Of (“The Bermuda Triangle) in the 1970s featured stories about the mysterious realm where people and vehicles would disappear from the face of the Earth.


I remember from my childhood that tales of the Bermuda Triangle absolutely fascinated the hell out of me.  

It was a mystery that could have involved time travel, aliens, or even monsters.  It was a promise, implicitly, that we had not yet learned everything about the world, and that, in some dark, mysterious realms…the impossible could still exist.     I still love the idea that we haven't explored everything, and that great mysteries still require our attention.

Of course, there a million things that could explain the various Bermuda Triangle disappearances over the years in different, more science-based terms.  But isn’t the idea of a “Devil’s Triangle” a lot more fun, spooky…and downright imaginative?  

Readers, viewers and filmmakers in the 1970s certainly thought so... 

Tuesday, February 11, 2020

Memory Bank: The Hindenburg (1975) "Hindelry Keepsake Medallions"



Now here is a weird film collectible from the disco decade.  In 1975, Universal Studios -- at the height of the disaster film craze that gave rise to The Poseidon Adventure (1972), Earthquake (1974) and others -- released The Hindenburg. The film was directed by Robert Wise and starred George C. Scott.

The movie recreated the time-period leading up to the 1937 disaster, and, at first blush, wouldn't seem the ideal movie candidate for merchandising efforts.

Yet, the ironically named "Good Time Jewelry, Ltd.," out of Rochelle Park was licensed by Universal to create a series of "Hindelry keepsake medallions" based on the film and the tragic historical events it depicted.  


On the card for the Hindenburg medallion, it was written: "the sensation of a lifetime that turned into one of the century's most remembered incidents." Weirder yet is the transposition of the art with the company's name. There are images of people running in terror from the exploding dirigible, while underneath them is the name "Good Time."

Apparently -- and I would love to see this -- there was also "Jawelry" released by the same company, based on Universal's Jaws, from the same year.

Wednesday, July 31, 2019

Memory Bank: Caverns of Mars (1981; Atari)

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Near the top of the list of my most fondly remembered early-1980s games (right beside Realm of Impossibility, perhaps), would be Caverns of Mars (1981).

I had never heard of the game before my father -- the vice-principal of Mountain Lakes High School in N.J. -- brought it home one day on a floppy disk.  At the time, I believe the school was going whole hog into computers and Atari in particular, and he had a friend, Frank Pazel, who was constantly shipping us home new games in either cartridge, cassette, or floppy format.  

We had an Atari 800 as I’ve written about before, and many of these games were amazing.  I remember enjoying a lot of them, including Murder on the Zinderneuf, and Temple of Aphsai.



But Caverns of Mars was designed by a high school senior named Greg Christensen in 1981, and it quickly became a smash-hit for Atari. An 8-bit game, it positions the player aboard a small spaceship that travels down a vertical shaft, into the red planet’s rocky interior. 


Along the way, the ship must destroy other ships, fuel depots and the like. The longer you play, if memory serves, the faster your rate of descent, so that soon it becomes insanely difficult preventing your ship from getting pulped on the rock face.

It’s a basic game by today’s standards, I suppose, but as an eleven and twelve year old, I found it highly addictive. I would play the game for hours, and it really got the adrenaline going. 

I showed some images of the game to Joel at one point and he told me, with apologies, that it looks “derpy” by modern standards. 

In this case, I think he may be wrong. Some of the games with basic graphics today, like Undertale thrive on elements not directly related to visual definition, it seems to me.  

Caverns of Mars may not be in the same league, but it was a great game for its time, and a key memory from my first days with the Atari 800. 

Hard to believe it was more than thirty years ago that I first encountered it…



Wednesday, July 24, 2019

Memory Bank: The Atari 800


I was a lucky kid growing up in the 1970's. I was the first one in my neighborhood to own an Atari 2600.  But also, so far as I know, I was the first one to possess an Atari Computer.

I remembering seeing the Atari 400 in stores, the one with the “flat” or membrane keyboard, and wishing we could get it. The console was released in November of 1979, and was produced until the mid-1980s.

But instead of the 400, my parents sprung for the Atari 800 – which was marketed more as a home computer and less as a game system -- and over the years we had numerous accessories for it, including a light pen, joysticks, a cartridge drive (yes, that was a thing) and then later, a floppy disc drive


But the Atari 800 had games too, and we got upgraded versions (with better graphics) of Pac-Man, Missile Command, and -- my favorite -- Attank.  I would arrive home from school in the afternoons and wait for my Dad to pull up on his motorcycle after a hard day’s work.  He was vice-principal at a high school nearby, in Mountain Lakes.  Once he was home, it was on, and we’d go up against each other for three or four games of Attank on the Atari 800. It was awesome, and a good memory.

I also remember playing Star Raiders on the Atari 800 for hours.

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The Atari 800 was also the first word processing device I owned. And in high school, I wrote my papers on it, and also my short stories and movie scripts (The Intergalactic Police!).  I got to know that system, and that keyboard, really well.  I may owe my writing career to the fact that my parents purchased that machine for the family.

When I went away to college in 1988, my parents gave me the next generation of Atari computer: the much-more sleek Atari 1200XL.  That was a good machine too, but I missed the big-boxy, typewriter-like Atari 800.


Wednesday, July 03, 2019

Memory Bank: Star Fire (1979)


One of my earliest (and fondest) arcade memories involves a space-based combat game from the late seventies called Star Fire. 

As a youngster, I lived in New Jersey with my family, and in the summertime, we would often visit the Jersey Shore.. Because of this, there were many opportunities to visit a nearby boardwalk, and more importantly...an arcade.

And the game I wanted to play at that arcade was, simply, Star Fire.  


Today, the game is remembered and beloved by Generation X'ers because Star Fire is the first "cockpit"-style arcade game in history, and apparently, it was also the first game in which one could enter initials in a high-score table.  

But I loved sitting down in the fully-enclosed cockpit -- as though I was in my own fighter craft -- and getting ready for space combat.



The game play was awesome as I remember it...though it's been more than thirty years now.  

The enemy ships in Star Fire very closely resembled the TIE Fighters of Star Wars (1977) as you can see, and if I recall, there was also a Battlestar Galactica (1979 - 1980) Colonial Viper in the mix.

The game was a shoot 'em up, and an incredible one at that. I do remember occasionally feeling frustrated, as my ship was blown out of the stars.

I also remember running out of money and begging my Mom and Dad for just another handful of quarters.

Below,is a video that someone posted on YouTube of the original Star Fire game play.  Seeing this screen brings back a lot of good memories from my Star Wars-infused, misspent youth.

I dream of converting my garage into an old-fashioned arcade play-room for me and Joel one day. And it shouldn't surprise you that Star Fire would own prominent real-estate there...


Wednesday, June 26, 2019

Memory Bank: Spyhunter (1983)


In the early-to-mid 1980s -- when I was in middle school and high school -- my best friends and I would sometimes walk down Benson Street in Glen Ridge to a diner on Broad Street in Bloomfield.  

Now, if you don't know this area of New Jersey (namely Essex County), that diner is not far from Holsten's in Bloomfield, the ice cream shop that appeared occasionally in The Sopranos (1999 - 2007).

We're going back more than thirty-six years now, so some of my memories are fuzzy, and I hope I have it right.  I'm open to the fact that I may not. 

But I believe the diner opened in 1981 and was called the Nevada Dinner.  

We were kids, however, so we weren't going there to sit down and eat.

Instead, we were going to play the arcade game in the diner; Spy Hunter, by Bally-Midway. It was an arcade unit, but not the kind that was designed for sit-down play.  

You had to stand, but at that age, we didn't care.


We would play the game for a good long while, assuming we had enough quarters.

Spy Hunter was designed by George Gomez, and originally intended to be a James Bond video game. When the 007 license couldn't be acquired, however, the game was modified, and became Spy Hunter.

But heck, you could still pretend to be James Bond while you played, even if the soundtrack song was not Monty Norman's, but Henry Mancini's theme from Peter Gunn (1958-1961).

The field of play in the game, as you may remember, is a bird-s eye view. 


You are looking down at a snaking road, and a car speeding down (or rather, up...) that road.  

Your car is the G-6155 Interceptor, and it has been modified with such 007-ish "extras" such as an oil slick, a missile launcher, and a smoke screen. These instruments prove useful as you engage with many bad guy cars.

While driving, you can also visit your mobile headquarters, a weapon's van, or convert your car to aqua/boat function, by pulling into a boat house. If memory serves, there are also, sometimes, icy conditions to navigate.

I remember all of us buddies standing in a small alcove, in front of that arcade screen, trying to see how far we could get in the adventure.  I guess the joke was really on us.  

Not only because the Peter Gunn song is addictive, and it won't leave your thoughts no matter how hard you try, but because the game had no ending. 

It just kept on scrolling, forever. 

Spy Hunter...the endless James Bond-ish adventure.

Soon enough, Spy Hunter was available in a home video game format. I had a game version for the Atari 800 home computer, I'm pretty certain.  

But it wasn't the same, somehow, as the arcade version.

Somehow it was more fun hearing that music, driving that car, and playing that game with friends, after the walk to the restaurant.  

It was more fun knowing that you had a pocket full of quarters, and once they were gone, you were done...whether you liked it or not.

Of course, it was also very, very expensive to play the addictive Spy Hunter in a arcade setting, so I guess some memories seem more attractive with age and distance.

Wednesday, June 19, 2019

Memory Bank: Zombies (1983)



One of the greatest (and coolest) video games I ever played on my old Atari 800 in the 1980's was Mike Edwards' Zombies (BRAM Inc; 1983), later re-released by EA in 1984-1985 as Realm of Impossibility.

This game was available on both cassette (!) and floppy disk, but my memory is that I played the game on disk.  It was so long ago now, I'm not entirely certain about that detail, however.

Regardless, my father was vice principal at Mountain Lakes High School in New Jersey, and was close friends with a 1980's Atari guru, one who was outfitting the school with a number of computers as the PC era began in earnest.  One day, out of the blue, my Dad arrived home from school (on his motorcycle...) with a bundle of video games on disk and cassette.  I had never heard of any of these games, but it felt like Christmas morning.


They had titles like Blue Max, Trains, Murder on the Zinderneuf, Bruce Lee, Astro Chase, B.C.'s Quest for Tires, Caverns of Mars, and last -- and best -- Zombies!

In Zombies, the goal was to recover the "enchanted crowns of the middle kingdom" from an evil wizard named Wistrik.  The cleric had apparently stolen the crowns and stored them in a variety of hellish dungeons where they were protected by rampaging zombies, giant spiders and poisonous snakes.  The realms had ominous, mythological-based names such as "Cankaya Keep," "The Abyss," "The Stygian Crypts," "Tartarus" and "The Realm of Impossibility."


Designer Edwards was inspired in part by his love of TSR's Dungeons and Dragons, as he wrote in the marketing booklet for Zombies. But he also wanted to get away from simple shoot-em-up games of the era.  Thus he devised Zombies with a few diabolical and genius twists.  

Among these were the fact that as a player you were not awarded multiple lives.  When you died...you died, and had to begin the game again.  

Secondly, there was no "elimination" of the supernatural enemies and vermin.  Instead, you had to drop crucifixes around yourself (while you ran...) as supernatural barriers to the surrounding threats.  Additionally, the player could acquire scrolls with spells such as "Freeze," "Protect" and "Confuse."  Believe me, these came in handy...

And thirdly, the game was two-player compatible, but the two players did not compete against one another.  Rather, they had to work together, in unison, to avoid the zombies and retrieve the crowns.  This made the game perfect for when my friends came over after school, or on Saturday afternoons, for surviving Zombies was an exercise in team work.


Zombies also featured, according to the promotional material: "3-D graphics, on-line instructions,"..."74 different screens, high-score save to disk, full sound and color, zombies, poisonous snakes, giant spiders, evil orbs, scrolls, talismans, magic spells, lost crowns and spectacular underground scenery."

On that last front, Zombies showcased unbelievable, M.C. Escher-inspired screens that, despite the young age of the form, were authentically mind-blowing in terms of viewer perspective.  I've written here before how I'd like to see a consistent set of aesthetic criteria applied to video games because I do consider them an art form. When I think about it, Zombies is likely the game that began me thinking along those terms, even as a teenager. The game was beautiful to behold, and completely immersing.  For instance, I remember (I hope correctly...) that when the zombies touched you during the game, your life energy would bleed away quickly, but also that the game screen would pop and crackle, like you had been struck by electricity.  If you ask me, I can still "feel" that shock, though of course, no such physical shock was actually delivered.  

I can't even begin to estimate how many hours I spent during my teenage years navigating Tartarus, the Stygian Crypts, or the Realm of Impossibility.  But it was a lot, I'm certain.  I have wonderful memories of playing this game with my best friends in high school.

The graphics may look primitive today, but the game play was absolutely incredible.

Makes me miss my Atari 800...

Tuesday, August 28, 2018

Memory Bank: Gauntlet



During my freshman year at the University of Richmond in the fall of 1988, there wasn’t a whole lot to do, socially-speaking.  I was a skinny kid in big glasses who didn’t go out for sports and liked Star Trek.  

I had no interest in fraternities or the school’s religious clubs (though, truth-be-told, I did have an ever-so-brief flirtation with a Baptist Bible Study group, which helps to account for my knowledge of Scripture…)

Anyway, I met my beautiful wife, Kathryn, at the beginning of my sophomore year and my life changed for the (infinitely) better.

But before that ever happened,  I spent an inordinate (and probably unhealthy) amount of time in the Pier, the campus Student Building, playing a classic arcade game from Atari, called Gauntlet (1985).

As you may remember, Gauntlet was unique in that it was a four player arcade game.  Intrepid gamers could play as the Warrior, the Valkyrie, the Wizard and the Elf, at least originally.  The idea was to battle enemies such as ghosts and demons while traversing dungeon-like labyrinths and environs. 

I looked Gauntlet up on Wikipedia out of curiosity and it is apparently part of a genre called “hack and slash,” a phrase that pretty well describes the game’s content as remember it.

Among other things, Gauntlet is also apparently famous because it had a kind of computerized narrator who would voice warnings (“Your life is running out”) and reminders (such as “shots do not hurt other players…yet.”)   I can’t say as I remember much specifically about game play, only that we would play the bloody thing for hours, and lose a hell of a lot of quarters in the process.   It’s a good memory from a year that, in some respects, I’d rather forget.

In terms of characters, I always played as the Valkyrie -- the female warrior in the foursome -- in honor of my enduring love of the same-named character from Battle Beyond the Stars (1980). 

I can’t remember why we did so, but on one memorable night in 1988, my pals and I drove downtown instead of to the student building to play Gauntlet at a bustling city arcade in Richmond, one very close to the now-defunct Byrd Theater, if memory serves. 

I should have been studying for an upcoming computer science exam, but instead, I think we were out at the arcade from midnight to 2:00 am, and I blew twenty-five dollars on the infernal machine.

Ah, to be eighteen and dumb as shit again…

Anyway t I’m thinking I really need a restored Gauntlet arcade console in my rec room.

That…and an air hockey table, but that’s the subject of a different post.  I'll just close this one by saying I recently visited the University of Richmond campus for the first time in probably a decade, and was deeply disappointed, though not surprised, to see that Gauntlet was long gone.

Monday, August 27, 2018

Memory Bank: Newberry's Department Store


Today I want to remember another cherished location/store from my youth: Newberry's Department Store.

Founded by John Newberry in 1911 (1877-1954), Newberry's Department Store thrived in the 20th century.  In 1919, there were 17 stores in the nation; by 1954 there were 475 such stores in states including Iowa, Minnesota, Colorado, and North Dakota.


And of course, we had a Newberry's store in New Jersey, where I grew up.  

The store was colloquially known as a "Five and Dime" store, and the Newberry's I went to innumerable times was located in Cedar Grove, N.J. (near Verona), in the same shopping strip where I saw Star Wars (1977) at least once, at Cinema 23.

I can still see the layout of Newberry's in my mind's eye.  

Customers would enter through the glass doors to find themselves at the jewelry and perfume kiosks. 

At the back of the store was this huge area where fabric was cut to specifications, and sold to consumers.  

I often went to the store in the seventies so that my mother could buy fabric for our clothes. That's another sign of time's passage, I suppose. Back in the seventies, my mother sewed the clothes for everyone in our family.  I have many memories of standing next to this huge flat table in Newberry's, and watching a store employee cut cloth from bolts of fabric for several consumers, including my mother.

But I recall best what was on the left hand side of the store, at least from the entrance.  

First, there was a book kiosk that had young readers books for Scooby Doo and Valley of the Dinosaurs.  I loved reading those books. I had several of them.


Then, beyond the book kiosk, there was a long lunch and soda fountain, and I remember at least two occasions in which my Mom bought me and my sister ice cream sodas there.


Then, there was an opening to the garden center and my favorite spot: the toy department.  I will never forget, in 1975 or 1976, seeing a huge display -- right there at the entrance of the department -- for Star Trek and Space:1999 jigsaw puzzles.

The toy department itself was great, and I loved it. In fact, I remember being very happy, at age 6 or 7, when my Mom would let me peruse the toy department alone while she was buying fabric.  

It was there, I believe, that I first saw for sale the giant Mattel Eagle from Space:1999.


And it was there, as late as 1980, that I purchased several Mattel Flash Gordon figures for the ridiculous price of one dollar a piece.  I remember begging my Mom to go to Newberry's so I could get as many of those figures as possible. 

To this day, I still have my Newberry's Flash, Ming, Lizard Woman and Dr. Zarkov.  (If only they had sold Thun, the Lion Man there...).


Sadly, Newberry's filed for bankruptcy in 1997.  I'm sure I didn't visit the store much after I moved to Virginia to attend the University of Richmond in 1988.  

But to this day, I can see the entire layout of this particular Five and Dime when I close my eyes. I also remember the thrill of being a kid, going into the store those glass doors, and heading straight for the awesome toy department.

Friday, July 27, 2018

Memory Bank: Star Trek: Voyager: The Arcade Game (2002)


Imagine my delight and surprise, recently, when I was at a local bowling alley in Charlotte with my family, and strayed into a mini-arcade to find a deluxe cabinet version of this fifteen year old franchise game.  

Since the game was still playable, I knew I needed to snap some photos and feature them all here on the blog.

Star Trek: Voyager: The Arcade Game was released in 2002 (after the end of the actual TV series), by Monaco Entertainment and Team Play Inc. It's a first person shooter (FPS)-styled game, though re-modeled appropriately for Star Trek concepts.  The guns (presumably phasers) don't have to be reloaded but rather re-modulated instead (think: fighting the Borg.)




The enemies in the game hail straight from the series, but are not just the Collective, however, but also Species 8472, and the Hirogen.  There also some...imaginative new aliens.

Additionally, some game modules involve space combat with the Borg and feature the customized shuttle, the Delta Flyer. 



In short, if you are a fan of Voyager, this is a great game, in no small part because it recreates the settings (like Voyager's bridge) and characters (Borg, especially, down to their First Contact sphere) of the series.

I was glad to see this game still in service!

Monday, January 08, 2018

Memory Bank: The Blizzard of 1978



Here in Charlotte, N.C., we have spent the last week enduring the coldest winter in 22 years. My college canceled a work day last Wednesday, and schools throughout the area have had delayed openings and early releases, on and off, for days.

But the seasonal weather got me thinking about a winter storm from my own youth: the much storied Blizzard of 1978

Now, this blizzard was serious business, and I don't want to minimize that fact, or romanticize the damage caused by the storm. 



The blizzard struck the North East U.S. on February 6 and February 7th, 1978, and did more than 500 million dollars worth of property damage. There were over one hundred fatalities, too, and nearly 5,000 injuries. 

Make no mistake: the  Blizzard of  '78 was a big deal.  The headline at the top of this post describes "winter's fury."

In my neck of the woods -- Glen Ridge, NJ -- however, the blizzard was a cause for joy for eight year olds like me.

Our front yard, on Clinton Road, was covered in snow several feet high. I remember my father shoveling snow from the front walk, into our yard, so that the snow accumulation would be even higher.  

And then he dug out several holes and tunnels, so that my sister and I had a multi-room igloo right beyond our front porch.  

The igloo was big too. I remember that you could crawl from a main room to a network of tunnels with at least three other rooms. Our next door neighbor and friend, Jeannie, had a room to herself. My sister had a room. And I had a room. Our beloved family cat, Penny -- a long-haired calico -- would even spend time inside the igloo with us too.

As a kid, I was utterly oblivious to the fact that such weather could be destructive. For me, these snow days were merely a unique occasion to play. 

I saw some slides my father took of the Blizzard of '78 recently (alas, I don't have a photo to post at this point.) and the huge snow pile/igloo actually made our house's lower roof accessible to us. You could stand on the top of the snow hill, and jump, basically, onto the roof in front of my bedroom window.

I can't say for sure that I remember how many days of school we missed, but it seemed like a lot. 

I still recall the amazing routine of those snow days: We'd get kitted up in winter gear -- which took about an hour, it felt like -- and then head out, as early as possible, to get into our igloo.  

We'd stay there until we were frozen, or soaking, or both.

I've regaled Joel for years with stories about the Blizzard of 1978, and my childhood experience with my first really big snow.  It's the snowstorm, obviously, that I remember most, forty years later.

Happy Days.

CULT TV FLASHBACK: Dead of Night (1994-1997)

This year, Dead of Night: The Complete Series , was released on Blu-Ray by Vinegar Syndrome , and I just had the pleasure of falling into i...