Showing posts with label Memory Bank. From the Archive. Show all posts
Showing posts with label Memory Bank. From the Archive. Show all posts

Wednesday, December 16, 2020

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, December 15, 2020

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.

Monday, December 14, 2020

Memory Bank: Star Fire


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 for 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.

Monday, January 19, 2015

Memory Bank: Gnip Gnop (1971)


Before video-games changed the landscape of children's entertainment in the late 1970s, there were games such as...Gnip Gnop.

Gnip-Gnop is the "slap happy" game from Parker Bros, first released in the States in 1971. As may or may not seem immediately apparent, the name of the game Gnip-gnop is actually "ping pong" spelled backwards. 

Here's how you played:

"Be the first to get all six balls into your opponent's court by hitting them through the white rings of the GNIPS or GNOPS at your end. 

The first player to win 3 consecutive rounds or a total of 10 rounds (or any number mutually agreed upon) wins the game. Take turns giving the starting signal."


Gnip-Gnop -- a plastic game held together (underneath) largely by rubber bands -- was a staple at my house at Clinton Road in Glen Ridge in the mid-1970s. Today, the game seems positively antiquated, but I found one on E-bay and bought it, to see what I would think of it today.

The first thing to consider in 2014 is that the game is incredibly loud. Joel and I played it for a while one day, and all the banging on the three keys was deafening.

But other than that factor, we had a good time with the back-and-forth. The problem, of course, is that (unlike most video games...) Gnip-Gnop doesn't really develop in any way.  And skill doesn't really play into it, either, like it does in ping pong.  So after awhile, Gnip Gnop sort of loses its appeal, and just takes up a lot of space on the shelf.

The nostalgia factor is high here if you grew up with Gnip-Gnop, no doubt, however. Below is a commercial for the game from the early 1970s.

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