Tapper is a game any denizen of early 1980's arcades will remember fondly. It was a very successful arcade game released by Bally/Midway in 1983, featuring a bartender slinging the game's sponsor's suds, Budwieser, to thirsty patrons in various bar settings, from old-west saloons, to far-out space-stations. The official cabinet even featured Bud labelled pull handles as controllers. Via the obligatory outrage over a videogame peddling alcohol to the poor innocents of the local arcade, Bally/Midway pulled the game and re-tooled it as Root Beer Tapper the following year.
A remake called Tapper World Tour has just been released on the Apple app store, a version for the iPad at 1.99 CDN, and one for the iPhone at .99, although these are introductory prices so you better belly up to the bar fast. The game was developed by Square One Studios, founded by animation great Don Bluth and his long-time business partner Gary Goldman. Bluth, most famously known to video game afficianados as the man behind the artwork for the classic Dragon's Lair and Space Ace laser disc arcade games, also provides the artwork here.
The iOS version plays a bit different than the game you might remember from the arcades. Here, you get multiple lives, instead of it being a sudden-death game-ender if you screw up throwing drinks or picking up empties. Instead of using any kind of virtual joystick to move your bartender between kegs, you tap on the screen to move and then tap again to serve drinks, so this extra tapping (kind of gives a new meaning to the title, eh? Heh heh heh) to position yourself takes some getting used to. There are also power-ups you are granted for playing the campaign mode, and these can be used in-game to, for instance, make a patron automatically give a tip, which if picked up will grant you another life. Another change is that you control when the entertainment starts, used to distract the customers and give you some breathing space. Also, while distracted, these customers will grab drinks thrown them, making things a bit easier than the arcade version, where you had to be careful not to whiff one right by someone watching the floor show.
There are lots of different locations and varied characters in the campaign mode, which has you travelling the world slinging drinks to all manner of barflys. What might be even more fun though is the endless mode, where you can choose one bar from among thoses you've beaten in the campaign, and just keep serving it up to a constant, never-ending crowd that moves increasingly faster up the bar as you play. It gets wonderfully chaotic after awhile.
Bluth's artwork and animation gives Tapper World Tour a lot of character, both literally and figuratively. It's great to see him back in action, lending his inimitable style to a great update of a classic game. For more informaton on Bluth and his most famous contributions to video game history, consult your local TDE article on the laser game craze of the 1980's here. As well, here is a video clip of the ColecoVision version of the original Root Beer Tapper, just another in a long line of great coin-op conversions done for that console. Cheers!
Thursday, March 17, 2011
Tuesday, March 15, 2011
Sid Meier's Railroads! and Other Tales of the Rails.
![]() |
| I'll run the country like I run my RR! |
I'm up North visiting my parents for a week with the kids, so I'm stuck with a dodgy Internet connection (tethering a weak 3G signal through my iPhone to my laptop), hence the lack of updates. Or at least, that's my story and I'm sticking to it.
Stuck with only a laptop as a gaming rig, I'm downloading games it can run with its limited video card (thank Zod for Steam), so I snagged the Railroad Tycoon Collection. It's a great deal: the aforementioned Railroads!, Railroad Tycoon 3, and Railroad Tycoon 2 Platinum for only 15 bucks! That's a lot of spike drivin', and you don't have to be J. Pierpont Morgan to afford it.
I've been playing the heck out of Railroads! It's the definitive game for SMRR fans; the apex of the series, really. It strips out all of the annoying minutia of building your railroad, and adds a lot of graphical flourish and wonderful detail. It also features a delightful musical soundtrack that dynamically adjusts to the locale in your view at the time.
Sid Meier's Railroad games are a stalwart of computer gaming... after all, it was the first Sid Meier's Railroad Tycoon, released in 1990 by Microprose, that put Meier solidly on the track of being considered one of the gaming gods of the industry. The man-hours of productivity lost to the original in nigh incalculable, although a guess might be that you could probably ring the Earth multiple times with railway track with all the time spent building virtual ones.
With its vaunted pedigree, the release of Railroads! in 2006 was naturally eagerly anticipated. And on the whole, Meier delivered. There is, however, one glaring flaw that turned a lot of people off, nearly myself included. The problem is the absolutely atrocious AI routing in the game. You don't notice it as much at the start, when you only have a few stations connected, without a lot of multiple tracks heading into cities. But as you add more trains and their routes into the equation, you need to start putting in more and more multiple lines to avoid congestion. And once you start doing this, the problem starts driving you nuts. There is nothing quite as frustrating as having four or more lines side by side, with proper switching track connecting everything nicely so no trains should ever have a problem negotiating through a route, and still trains bunch up because they keep heading into the same fudging lines as oncoming trains. Here's four lines wide open, and still trains are halted because for some goddamn reason they want to occupy the same goddamn space! AAAAAAARRRRGGGGGGGGGHHHHHH!
Still though, Railroads! is a fun game that can burn away hours like so many shovels of coal into the tender box. All aboard!
P.S. I also noticed this while playing. Looks like Coco's career hasn't gone too well after losing The Tonight Show.
| Proof Conan O'Brien is a time-travelling warlock |
Friday, March 11, 2011
Are You A Hoopy Frood Who Really Knows Where Their Towel Is?
![]() |
| The Hoopiest Frood |
Adams was not a particularly prolific writer, and by all accounts had to be bribed, cajoled and downright threatened to produce anything. "I love deadlines.", he once wrote. "I like the whooshing sound they make as they fly by.". Thankfully, while lying drunk in a field in Innsbruck, Austria in 1971, gazing up at the canopy of stars above him, Adams came up with the idea for and subsequently wrote The Hitchhiker's Guide to the Galaxy. Starting as a BBC radio series, through subsequent books, records, and other media, Hitchhikers was a hugely influential work of SF comedy. It follows the exploits of hapless earthling Arthur Dent and his pal Ford Prefect, who Arthur is surprised to learn is not in fact from Guildford as he previously claimed, but actually from a small planet somewhere in the vicinity of Betelgeuse.
Adams made several contributions to video game history, starting with the computer text adventure adaptation of Hitchhikers, produced in 1984 by the dominant company in that genre at the time, Infocom. His collaborator on that project was Steve Meretzky, who himself had been hugely influenced by Adams when creating Planetfall (1983) for the company. The game would flout several conventions of the text-adventure, including a sequence where the game would outright lie to you about what you were seeing. Adams also did the text-adventure Bureaucracy in 1987 for Infocom, and later the Myst-like graphic adventure Starship Titanic, published by Simon & Schuster Interactive. Titanic featured voice talent from John Cleese and Terry Jones, two members of the famous British comedy troupe Monty Python's Flying Circus, for whom Adams had contributed early in his career.
Fallout from Hitchhikers also helped shape Sierra's long-running Space Quest series, done by The Two Guys From Andromeda, Mark Crowe and Scott Murphy. In fact, it's hard to think of any comedic foray into science fiction without seeing a touch of Douglas Adams in the proceedings.
As much as I might be a microscopic dot on a microscopic dot in terms of literary contributions to the Universe, Adams had a profound impact on me as a writer, as well as a human being. He continues to leave a 6' 5" hole in the world, one that will never be filled.
RIP DNA.
Labels:
"Douglas Adams",
"hitchhikers guide to the galaxy",
"Monty Python",
"text adventure",
books,
Infocom,
meretzky
The Kong Off
![]() |
| It's on like... well, you know. |
Now that you've seen the brilliant story of Steve Wiebe going after the high-score record on Donkey Kong, held by the legendary Billy Mitchell for nearly 25 years, you can appreciate The Kong Off, a Donkey Kong competition to be held on March 19th and 20th at Richie Knucklez' Arcade Games in Flemington, NJ. Knucklez's showroom boasts over 75 various working game cabinets on display, lovingly restored and available for purchase if you think you can fit one in the old hatchback.
This competition is sure to attract the cream of the crop of competitive Donkey Kong players. One dark horse is Dean Saglio, who actually boasts a score higher than the top three favoured participants. The problem? He holds his high score of 1,136,400 on the MAME arcade emulator, which emulates the original arcade game CPUs using ROM information pulled right off the original game chips. While Donkey Kong on MAME is perfectly replicated using the program, there is a huge difference between sitting in a comfy chair in front of your computer, and standing in front of an actual Kong cabinet, joystick in your sweaty hands.
It looks to shape up like a thrilling competition. Gentlemen, roll your barrels.
Labels:
"Donkey Kong",
"King of Kong",
arcade,
Mitchell,
nintendo,
Wiebe
Thursday, March 10, 2011
A Quick Look Back: Mail Order Monsters
![]() |
| Post Office refuses to deliver to your house ever again |
The game was designed by Even Robinson, Nicky Robinson and Paul Reiche III. Reiche had previously designed the classic Archon: The Light and the Dark chess-like fantasy game for EA, as well as its equally enjoyable sequel, Archon II: Adept. The one-on-one battle system from these games are reprised in MOM, now with some deep creature customizations available for players to tailor their charges to their tastes.
![]() |
| Title Screen |
EA revolutionized video game packaging in their formative years, presenting their wares in large, flat, square cardboard sleeves reminiscent of LP record albums with colourful, creative covers. The entire premise of MOM is summed up by the image up front: a tricked-out creature bursting forth from an envelope. The whole idea is that the player is a participant in a futuristic pastime, that of growing and splicing various beasts for sport. It offers three types of play from which gamers can choose: the Free Trial, where one can pick from any of the 12 stock monster types without any customization, and take them for a test drive. Choosing Rental opens up the game considerably, putting the player on the Morph Meadow and letting them walk around to the various facilities available.
![]() |
| You got your scorpion in my Lyonbear |
Visiting the Vats lets you pick out and grant stats to a "morph" to do battle with, along with allowing as much physical changes as you can afford with the currency, or "pyschons", granted you. Care to add a stinger to your Lyonbear? Be our guest. Think acid spitting is more your style? Right this way, we have some particularly caustic toxics today. You can then take your newly formed charge and visit the Weapons Shop for outfitting with some more mechanical armaments, like a Gas-Gun, or a perhaps a Multilaser for you tentacled types.
![]() |
| Leading the creature around the meadow |
Then its a trip through the Transmat, and time for some one-on-one mayhem. A battleground of varying landscape types is randomly chosen, and one of three game modes is chosen by the player: Destruction is a duel to the death, there's Capture the Flags in which the flags must be obtained in order, and The Horde featuring co-op play against a steady stream of invaders while competing for the most kills. Once chosen, a large map appears, with the two monsters as small dots. As the creatures approach each other, the view narrows to feature the two combatants at close range. The players not only have to contend with each other's monsters; randomly placed among the battleground are guardians and other enemies, who come under the control of your opponent when tripped. Upon completion of the duel, the winner is presented in a graphical flourish, and the game is over.
![]() |
| Battle royale |
![]() |
| M.U.L.E. cameo |
MOM is charming, deep, fun, and challenging. The amount of creature customization available is staggering, and ensures that the game gets many a spin through the floppy drive as would-be monster handlers try their hands (or claws) at the vast amount of strategy on offer here.
Wednesday, March 9, 2011
Video Games Invade the Smithsonian
Roger Ebert may have famously said that video games cannot be art, but the good people at the Smithsonian American Art Museum in Washington, D.C. know better.
They will be opening a new exhibit called The Art of Video Games, running from March 16th to September 30th, 2012. In order to choose which games get inducted, the Smithsonian is currently requesting that the public vote for their choices. The site currently has an online voting system active, allowing people to vote for 80 games across a pool of 240, across 5 gaming eras from the early Atari days to modern consoles.
It's not a bad selection of games, although there's always some puzzling omissions with these things. But remember, it is an art museum, so they're looking for visually impressive or beautiful games, not just ones of historical significance. This might explain some of the choices they made.
Go vote for your favourites here.
They will be opening a new exhibit called The Art of Video Games, running from March 16th to September 30th, 2012. In order to choose which games get inducted, the Smithsonian is currently requesting that the public vote for their choices. The site currently has an online voting system active, allowing people to vote for 80 games across a pool of 240, across 5 gaming eras from the early Atari days to modern consoles.
It's not a bad selection of games, although there's always some puzzling omissions with these things. But remember, it is an art museum, so they're looking for visually impressive or beautiful games, not just ones of historical significance. This might explain some of the choices they made.
Go vote for your favourites here.
Labels:
"classic game",
Ebert,
museum,
Smithsonian,
vote
Deus Ex Sequel Coming Soon
The original Deus Ex, developed by Ion Storm and released by Eidos Interactive in 2000, is commonly regarded as one of the greatest PC games ever made. It took the steadily advancing graphic capabilities of the FPS genre at the time, and paired it with an astoundingly deep level of character customization available to the player, as well as a deep and dense storyline that throws every X-Files conspiracy theory every floated onto the table.
Producer Warren Spector already had an impressive gaming resume heading into Deus Ex, having been a producer at Origin, involved in such games as Wing Commander (1990), Ultima VI: The False Prophet (1990), Ultima Underworld games The Stygian Abyss (1992) and Labyrinth of Worlds (1993) and Crusader: No Remorse (1995), just to name a scant few. All this, but Spector also was responsible for System Shock (1994), developed at his famed Looking Glass Technologies game studio, as well as Thief: The Dark Project (2000) at same.
You would think Spector was bulletproof, but then he went and made universal ammo. His illustrious career, which put him in the top echelon of game designers like Wil Wright and Richard Garriott, came crashing down due to one game: the release of the intensely anticipated sequel Deus Ex: Invisible War by Eidos in 2003. It was met with wide derision among PC gamers for what was considered a massive dumbing-down of the complexities of the original, in order to curry favour (and sales) from the unwashed masses of the home console crowd. Spector bounced back with a third game in the Thief series, Thief: Deadly Shadows (2004), but the damage had been done: he wouldn't surface again as head of a large gaming project until Epic Mickey , released by Disney Interactive for the Wii in 2010. From a lion of the games industry, Spector was reduced to mice.
Now, a third entry in the Deus Ex cannon is on the horizon, with the hope that it washes the bitter taste of disappointment from the palates of gamers. Deus Ex: Human Revolution, a prequel to the original, is being developed for the PS3, Xbox 360 and PC by Eidos Montreal, and has just been given a release date: August 23, 2011. Mark your calendars, folks. This will either be the salvation of mankind, or its greatest folly.
Producer Warren Spector already had an impressive gaming resume heading into Deus Ex, having been a producer at Origin, involved in such games as Wing Commander (1990), Ultima VI: The False Prophet (1990), Ultima Underworld games The Stygian Abyss (1992) and Labyrinth of Worlds (1993) and Crusader: No Remorse (1995), just to name a scant few. All this, but Spector also was responsible for System Shock (1994), developed at his famed Looking Glass Technologies game studio, as well as Thief: The Dark Project (2000) at same.
You would think Spector was bulletproof, but then he went and made universal ammo. His illustrious career, which put him in the top echelon of game designers like Wil Wright and Richard Garriott, came crashing down due to one game: the release of the intensely anticipated sequel Deus Ex: Invisible War by Eidos in 2003. It was met with wide derision among PC gamers for what was considered a massive dumbing-down of the complexities of the original, in order to curry favour (and sales) from the unwashed masses of the home console crowd. Spector bounced back with a third game in the Thief series, Thief: Deadly Shadows (2004), but the damage had been done: he wouldn't surface again as head of a large gaming project until Epic Mickey , released by Disney Interactive for the Wii in 2010. From a lion of the games industry, Spector was reduced to mice.
Now, a third entry in the Deus Ex cannon is on the horizon, with the hope that it washes the bitter taste of disappointment from the palates of gamers. Deus Ex: Human Revolution, a prequel to the original, is being developed for the PS3, Xbox 360 and PC by Eidos Montreal, and has just been given a release date: August 23, 2011. Mark your calendars, folks. This will either be the salvation of mankind, or its greatest folly.
Subscribe to:
Posts (Atom)










