Saturday, November 14, 2026

Careful what you wish for!

And coming not at all soon! Moon Patrol, Kung Fu Master,
R-Type, Time Pilot, Gyruss, Kicker, Bubble Bobble, Parasol
Stars, Rodland, Super Buster Bros., Commando, Tiger Road,
Black Tiger, Son Son, Son Son II: Son of Son Son, and
at least three flavors of Shinobi and Ghosts 'n Goblins!
(image from RetroMags)

Submitted for your approval! A die-hard teenage Sega Genesis fan gets the arcade experience he always wanted thirty years later... but it comes with a terrible price. Welcome to... The Twil-AI-ght Zone.

Before adopting the Sega Scream (yeah, that whole annoying thing. Look, it was the '90s), Sega marketed the Sega Genesis as an arcade in the comfort of your own home. It's a lot like the angle Coleco used to sell its ColecoVision seven years earlier. Actually, there are a lot of things these two machines have in common that's not apparent at first glance, including a shared family lineage thanks to the SG-1000, but that's beside the point.

Anyway! When Sega switched advertising companies in 1993 and went for the more aggressive, in-your-face commercials that became their trademark, the push for arcade-quality games at home was pushed to the back burner. They still happened, because arcade games were still a thing thanks to Street Fighter II, but it was no longer Sega's primary focus. 

It's a pity for 1993-era Jess, because that's why he enlisted with Sega in the console wars. He was quite annoyed with Sonic the Hedgehog after the dreary Sonic Spinball, and while games like Streets of Rage II and Gunstar Heroes slaked his thirst for arcade action at home, they weren't literally arcade games. (Unless they were in that Mega-Tech cabinet, but that doesn't count.)

1993 Jess would be overjoyed to discover that dozens of new arcade ports exist for the Sega Genesis in the far-flung year of 2026. However, 2026 Jess has some reservations, because not all of these conversions are good... and most of what's in them aren't even built with human hands.

Yep, most of this bounty is from the tree of AI knowledge. Many of these games are converted straight from the arcade originals, with each instruction rewritten for the Sega Genesis' 68000 processor. Since porting a game from one CPU to another on a per-line basis is a time-consuming, tedious affair that might eventually warp the mind of an ordinary human programmer, AI clients like Claude are recruited to do all that dirty work.

So the resulting game plays exactly like the arcade version, aside from the expected modifications to the graphics and sound (in other words, they drain all the color out until it looks like a Civil War tin type. Ouch, stop hitting me, 1993 Jess!). This is good! But also bad, because AI is entirely too literal when converting a game to a different format. Put a brick wall in front of a human programmer and he walks around it. Put the same wall in front of AI and it walks through it, common sense and property damage be damned.

Case in point: the port of Shadow Warriors (aka Ninja Gaiden). It does everything the arcade game does, when the Sega Genesis is capable of it. However, because the Genesis putters along at 7.5MHz while the Ninja Gaiden arcade game runs at a peppier 12MHz, the Genesis quite often isn't capable of what the AI-modified code demands. Sound effects are clipped off, the color palette looks as though Dracula stuck a fang in its neck, the crashes and smashes of nearby breakable objects carry less weight, and both slowdown and flicker, the twin banes of 16-bit console gamers, are frequently present.

It's not a fun way to play Ninja Gaiden, which stings because this is one of those games I would have loved to play on the Sega Genesis. Improvements are steadily being made on the code to make it more Genesis-friendly, but most of that has to come from human programmers, who have the pragmatism to understand what won't work on this hardware and can adapt the code accordingly. 

AI assistance seems to be a grim inevitability for arcade ports on the Sega Genesis. However, from my personal experience, the best of these conversions puts the human developer firmly in the captain's chair, while leaving the number-crunching and other tedious busywork to the AI. 

Let's take a look at an example of this in action. MXRetroDev, the celebrated creator of Final Fight MD, recently released a Genesis port of Capcom's military shooter Commando. While AI had a hand in its design, the real brilliance of this conversion comes from the uniquely human trait of creativity. A computer wouldn't think to add strafing (and twin stick firing! Holy crap, Smash TV Commando!) to the gameplay for easier aiming and a more enjoyable experience. (Really, it makes a huge difference.) A computer wouldn't think to include soundtracks from the ZX Spectrum and Commodore 64 ports of Commando... they're not faithful to the arcade game, but it's a big plus for gamers who grew up with those versions.

AI reiterates, rehashes, regurgitates. At best, it can re-contextualize what already exists in a semi-cogent form. Human engineering can work outside the limitations of computer logic and create fresh new ideas that harmonize with the old ones. It can give a port of Commando its own unique flavor on systems that couldn't handle a straight conversion, and build onto the framework of its sequel MERCS with a new mission mode to offset the lack of a two-player option. It can tweak Chiki Chiki Boys to make it a more console-friendly experience, forcing the player to rely on their mastery of the game rather than a fistful of quarters to advance. 

In other words, humanity does what AI don't. 

POST-SCRIPT: Here are the best games in the bumper crop of Sega Genesis arcade ports.

MEGA COMMANDO: From Final Fight MD creator MXRetroDev! That alone speaks volumes. It's his first AI-assisted Genesis game, but there's tons of evidence that he wasn't leaning too hard on Claude for this. Strafing with the machine gun and even the grenades (!) makes your soldier more nimble and precise, and there's a wealth of new features including soundtracks from other ports. Color takes a slight hit, but considering that the arcade game was mostly olives, browns, and greens, it's not terribly noticeable.

BUBBLE BOBBLE: An extremely close port of the beloved Taito arcade game. It's not perfect... stage transitions are a little wobbly and performance dips when the screen fills up, but beyond that it's very close to the original. You also get the jaunty X68000 soundtrack as a bonus. Colors are arcade-faithful, although sometimes you'll get something weird like Bub's girlfriend being reddish-pink, as if she's been holding her breath for too long. Superior to Parasol Stars, ported from the Turbografx-16 but with questionable color choices and some big, big slowdown after the first stage.

SHAOLIN'S ROAD/KICKER: I friggin' love this follow-up to Yie Ar Kung Fu, and it's better here than it ever was on Microsoft's short-lived Game Room. You're a martial artist who fights mustached rivals in three story playfields with the expected Chinese ambiance. Green kick-ees award power ups, including a shield, fireballs, and my favorite, the mace, which can be boomeranged back to you infinitely if you know the trick. It's awesome on Genesis... its low color output is no issue for a game this old. A status bar preserves the tate aspect ratio but leaves the game feeling slightly cramped.

The same author ported Time Pilot, Gyruss, and Pandora's Palace to the Genesis, often with the caveat that it's a BYOR (bring your own ROM, and a very specific ROM at that!) situation. Time Pilot is the best of these. Gyruss needs a little more work in its sound effects. Pandora's Palace has promise but the sound is dreadful. (Doesn't sound much better in early versions of MAME.)

SHINOBI: There's at least three of these. Mr. X Todd's port is the one you want, since the purely human engineered one seems to be in permanent limbo and the others are, well... hmm. This looks, feels, and especially sounds like the arcade game. I mean, the Genesis could do Revenge of Shinobi and Shinobi III... of COURSE it could do the first Shinobi, but it's still awesome to see the first-person shuriken-chucking segment fully intact. Colors could use touching up- the gunmen's bullets are a dull, ColecoVision-y brownish-yellow when they should be yellow-yellow, improving their contrast. Voices are also pretty rough, in that fine Genesis tradition, but I know from using SecondBASIC that they could be a lot better than this. Still, this ain't a bad way to play the original Shinobi. It's probably your best option on this system.

FIGHTING STREET MD: You ever play Street Fighter 1 and think, "You know, this could be a pretty good game, if they only did this and this and this, and maybe this too?" Covil Games did all that for you. It's a much better playing game now, with special moves that trigger after one or two joystick motions, rather than five or six like the arcade game. Heck, it's a more advanced game than Street Fighter II: Special Champion Edition, with super moves and a counter/advancing guard feature I have yet to decipher. It's still got that Street Fighter 1 jank, with derpy voices and weird animations, but all that's kind of charming when the gameplay doesn't stink. And oh yeah, Dan's in here! Why wouldn't he be?

MEGA PANG/SUPER BUSTER BROS: I adore this series, and it was always a burn that it never came to the Sega Genesis, opting instead to find a home on the Super NES and TurboDuo. (TurboDuo?! Oh, come ON, Capcom.) These days, there are all kinds of versions of Buster Bros. for the Genesis, but this is the best version... and it's also the best game in the series! Is it on par with the Super NES version released many years before? Not quite, but dang if it's not close. The Genesis's limited color palette is well optimized and the game even has Panic Mode, which challenges you to stay alive as long as possible in a thickening swarm of balloons and hexagons. Total thumbs up for this one.

TIGER ROAD: Yeah yeah, it's always "Ghosts 'n Goblins this, Ghosts 'n Goblins that." But when you want your pain and suffering in Chinese flavor, and the nearby Golden Dragon buffet got shut down for health code violations, just take a bite of this! As a smart-alecky monk, it's your mission to rescue your temple's kids from a mysterious villain. This elusive arcade game gets a 90% accurate conversion on the Genesis, drained of its color but otherwise virtually identical, right down to the FM sound and those unique sound effects Capcom used to use before the CPS1 era. It's better and more accurate than the Turbografx-16 version, but be warned! This game kicks like a mule. Be prepared to swear up a storm as you're swallowed by skulls, knocked into bottomless pits by stone-rollers, and manhandled by a half-dozen clones of Ron Jeremy.

TEENAGE MUTANT NINJA TURTLES GENESIS: A slightly rough but promising port of the original TMNT arcade game. Early builds were REALLY rough judging from the YouTube videos I've seen, but the latest build is a lot closer to the mark. You even get the "throwing foot soldiers into the camera" feature from Turtles in Time, although it's imitation scaling, as you might expect from the Genesis. Color choices are iffy and some damage ratios and behaviors feel off... I WISH Mousers were that easy to beat in the arcade game. Music was provided by SanSenpai, and while some tunes seem a little high-pitched and bleepy, the BGM he wrote for the two stages formerly exclusive to the NES and the last couple of stages rock hard. This is one to watch, all the more so if you're a Turtles fan. (Four player gameplay on the Genesis is a bit of a pipe dream, though. What, are you trying to burn down the player's house with that?)

Thursday, October 29, 2026

The Tower of Retro-Babble: Data East

image from the Data East Fandom page

Data East. We’re not number one, and we don’t try harder.

Founded in 1976 by Tetsuo Fukuda, Data East started making video games three years later, and became famous for early hits like Burgertime and Bump ‘n Jump. Later games by Data East took the concepts first explored by other publishers and took them in (slightly) new directions. Super Mario Bros. became Karnov, Double Dragon became Bad Dudes, and Street Fighter II became Fighter’s History. By the 1990s, Data East developed a reputation as a B-lister, riding the coattails of more successful game developers. By the 2000s, Data East was driven into bankruptcy, rocked by a lawsuit from Capcom and socked by the rise of 3D gaming. Capcom, Konami, and Namco had all prepared themselves for the polygonal paradigm shift of the late 1990s. Data East? Not so much.

Some things worth mentioning before I move on to the game reviews. First, Data East’s president was the inspiration for Karnov, a flabby Russian fire breather who the design team would squeeze into many of the company’s arcade games. Second, Data East was the fertile ground that brought other publishers like TAD Corporation and Technos Japan to life. TAD didn’t stick around for long, sputtering out after its initial success with Cabal, but Technos had more luck, giving the world the Double Dragon series which would survive long after its 1996 bankruptcy.

Bad Dudes

“I’m bad!”

That’s very healthy! The first step is admitting you have a problem.

Like Altered Beast, Bad Dudes makes a strong first impression, but can’t hold that momentum for more than ten minutes. As one of the titular dudes- who are bad, in case you’ve forgotten- you’ll battle Dragon Ninjas across seven disconcertingly flat stages. Stages are typically split into two floors, with players leaping from the top to the bottom and back, but it feels superficial next to Double Dragon’s elevated side view.

Some of the ninja are kinky kunoichi in fishnet
stockings, just to see if you're still paying
attention after four or five stages.

Speaking of flat and superficial, the combat in Bad Dudes boils down to swatting away dozens of ninjas with punches and kicks. The ninjas fold in one hit, so there’s no combo potential, no throws, no pursuit moves, no nothin’ resembling a real fight. Even if one of these ninja nerds manages to hit you, they quickly sneak away, denying you a chance for revenge. The ninjas’ rice paper constitutions and their reluctance to commit to combat seriously makes you wonder how they managed to kidnap an American president. Yes, even one as famously frail as Ronald Reagan. He had bodyguards, you know!

Bad Dudes does have its moments. The graphics have the same gritty urban vibe as the artwork in Robocop, but with more variety… one stage sets you on the top of a moving semi-trailer, with ninjas crawling up the sides to engage you in unsatisfying combat. The first boss is Karnov, one of the earliest examples of a video game crossover. You can play with a friend, which is always a plus in a late 1980s arcade game. Past that, the Bad Dudes experience is pretty hollow next to the competition. No amount of wimpy Dragon Ninjas could ever beat a Double Dragon.

Bump 'n Jump

Now that’s driving excitement! Bump ‘n Jump is a top-down racing game where the goal isn’t to beat the other cars to the finish line, but beat them into scrap metal. You’ll do this by either forcing them off the road, or crushing them with a well-timed jump.


Trucks hauling dirt will unload
their cargo on you if you get too
close. In the NES version,
sometimes they've holding a 1UP,
but you won't know for sure
until they drop it. Pretty sneaky, sis! 

It’s not all fun and vehicular homicide, though! There are frequent gaps in the track, which you’ll have to vault over with the jump button. You can’t jump at lower speeds, and you can’t reach the higher ones with all those rival cars bumping into you. Pay close attention to the warning signs that blink at the top of the screen… that’s your cue to pull away from the pack and hit the jump button, sometimes hitting it again to launch yourself off islands set between the end of one road and the start of another.

It’s a little tricky to play, but oh so fun! Muscling cars off the road gave players the same visceral, violent thrill as the much later Burnout series, and each new stage brings with it a new season and even more hazardous roads. Bump ‘n Jump was a hit in arcades, nearly as popular as its Data East stable mate Burgertime, and quickly found its way to all the major consoles released before the crash. It even got an NES port, but like Gyruss, it’s really more of a next generation sequel, with all the usual Nintendo era tropes. It was a fun rental in the late 1980s… you could do a whole lot worse.

Burgertime

Hope you’re hungry! The burgers at this restaurant come extra-large… and covered with footprints. Uh, hope you’re more hungry than picky.

Burgertime is an incredibly creative platformer coming from Data East, a company that spent much of its later life “borrowing” ideas from other game companies. As chef Peter Pepper, you’ll make burgers by stepping on the ingredients. Completely flattening a bun, meat patty, or lettuce leaf forces it downward, until it all settles onto a plate at the bottom of the screen. Order up! Uh, ignore the scuff marks.

Peter Pepper is about to wind up
with egg on his face.

Sounds easy enough, right? Sure, until the Food Foes get involved. Animated hot dogs, pickles, and a fried egg chase after you, weaving up and down the ladders scattered throughout each level. Crushing a Food Foe with a burger ingredient earns you points… but luring them onto a bun as you’re flattening it is worth more points, with the added weight forcing it down two floors rather than one. As a last resort, Peter Pepper can throw pepper, stunning nearby Food Foes and seasoning his way out of a jam. However, pepper doesn’t grow on trees! Once you run out, you can only restock your supply with a bonus prize in the center of the screen.

(By the way, pepper grows on vines, in case you were curious. Because I was.)  

Data East hit the bullseye with Burgertime… it’s fun, challenging, and surprisingly original, making it the most popular game in the company’s early library. Mattel quickly swept in to buy the home rights, and released an excellent port of Burgertime for its Intellivision. That port would soon be followed up with conversions to the Atari 2600, ColecoVision, and even the NES. There were also sequels, but the only one that’s worth a second glance is Diner, originally designed for the Intellivision as a He-Man game. By the power of Greyskull, I have the pepper?

Darwin 4078

Data East was an early pioneer in the overhead shoot ‘em up genre, releasing Mission X and B-Wings before the tidal wave of Xevious clones hit Japan in the mid-1980s. Unfortunately, they were never all that good at making these games, and Darwin 4078 is just further proof.

As the name suggests, the headlining feature of Darwin 4078 is that your ship evolves as you play. Grabbing icons that look like Ultraman changes it from the default design, Beas, to a range of more advanced fighters, all with strange but effective weapons. Shesuem lets out twin blasts of fire, Twipet unleashes swarms of white worms, and the grand prize Gyasharru chokes the playfield with laser rings.

If you think this background is
ugly NOW, just wait 'till you
see it scroll.

However, getting hit with a bullet regresses Darwin into the fittingly named Pister, a pathetic little runt of a ship that’s hopelessly outmatched by the armies of… whatever those things are supposed to be. Better grab another Ultraman quick! Otherwise, Darwin will be stuck in its larval form, and there’s nowhere to go from there but dead!

The game is a comedy of errors. It hurts to look at it directly, with gruesome backgrounds and enemy designs that are somehow less exciting than the bulbous chrome monstrosities of a UPL game. It’s also kind of cheap… Darwin is long enough that dodging bullets and the spastic enemies is harder than it needs to be, especially when they’re camouflaged against those eyesore backgrounds. Yet Data East persisted, making sequels to Darwin 4078 in the desperate hope that someone somewhere would want to play them.

That person only exists in theory. The reality is that with so many superior options available, gamers have long evolved beyond the need for this crap. Ain’t that a Pister?

Fighter’s History

Fighter’s History was just one of many versus fighting games in early 1990s arcades, but it’s the only one that got a lawsuit from Capcom. Why Capcom chose to single this game out for legal action is unclear. Fighter’s History is a pretty shameless knock-off, but it’s not any less shameless than World Heroes for the Neo-Geo. Beyond that, there’s nothing about Data East’s game that presented a serious threat to the income stream of Street Fighter II and its updates.

The teen judo artist is based on a real
martial artist, Ryoko Tani. And she's not
the only one! There's a similar character
in ADK's World Heroes II. 
Fighter’s History is the most “there” fighting game in fighting game history. It’s got the same three punch and three kick button layout as Street Fighter II, along with analogs of the Street Fighter cast. Chun Li gets replaced by opera singer Fei Lin, Zangief gets swapped out for Greek wrestler Marstorius, and Mizoguchi is a hot-blooded punk with the DNA of Ken and Ryu. None of the characters fight as well as their inspirations, with awkward joystick motions and odd attack trajectories, but they get the job done.

The game’s headlining gimmick is a weak point for every character. For instance, Mizoguchi wears a headband… repeatedly strike him in the head and it’ll be knocked off, leaving him dazed and wide open to attack. (Apparently it was a load-bearing headband.) Weak points do add strategic nuance, but it’s not enough of a factor in fights to make much of a difference.

Fighter’s History got a Neo-Geo sequel, Fighter’s History Dynamite, with two new characters, larger sprites, and enough improvements to the core gameplay to make it one of the better fighting games on a system overloaded with them. Data East also leaned into the silliness of the first game, giving the CD version a bombastic arranged soundtrack that assaults the player with boisterous horns. Fighter’s History Dynamite knows exactly what it is and doesn’t apologize for it, and you’ve got to give it credit for being so joyously, defiantly tacky.

Heavy Barrel

The most Data East thing you can do is take a smash hit arcade game, file off the serial number, inject your own creative juices, and throw in a twist to the gameplay to keep the lawyers at bay. (Or not… see also Fighter’s History.)

Heavy Barrel is Data East’s take on Ikari Warriors, a military-themed shooter which hit arcades like a hand grenade two years earlier. While the game is certainly inspired by Ikari Warriors, it’s also superior, with smoother gameplay, heavier firepower, and soldiers with slimmer shoulders. The stars of Ikari Warriors were wider than Buicks, but the heroes of Heavy Barrel are smaller and more nimble, making it easier to dodge bullets while aiming with the stubborn loop lever on the top of the joystick.

This waterfall is a really nice
set piece. Heavy Barrel could
have used more scenes like this,
and fewer fights inside
military warehouses.
The arsenal of weapons also does more to dazzle the player; more creative and “video gamey” than the merely functional firepower in Ikari Warriors. You want grenades? Okay, but have you considered this giant screen-clearing yo-yo instead? Or maybe these gas clouds which hover in place, killing soldiers faster than you can say “Raid” and burning through the metal plating of helicopters and tanks? It’s a guaranteed war crime in a can!

All these weapons of mass destruction are obtained from chests, unlocked with keys found on red soldiers. However, the grand prize is “Heavy Barrel,” which has to be assembled piece by piece. It takes a while to find all six pieces, but when you do, the odds violently tilt in your favor. The player who grabs the last piece of Heavy Barrel gets a weapon best described as shoulder mounted death. This all-consuming beam cannon only lasts for about thirty seconds, so savor the moment.

Heavy Barrel is pretty terrific, with a clean near-future aesthetic that brings to mind old episodes of GI Joe. It’s fun whether you’re alone or in a crowded arcade, rubbing shoulders with a friend and hoping you’re the one who finds the last piece of the coveted super weapon. If you’re not, just try to be happy for your buddy as he sprays hot death in all directions. It must be nice, killing soldiers that easily. I have to settle for a giant yo-yo.

Karate Champ

Karate Champ is one of the earliest fighting games, released at a time when technology could finally handle the large characters and deep gameplay demanded by the genre. It was also designed by a team within Data East that would go on to form Technos Japan. Technos would quickly develop a talent for bringing martial arts mayhem to the world of video games, but not quickly enough to make Karate Champ as enjoyable as its later hits.

The match of the millennium!
Brent Spiner vs. David Garrison!

Instead of a back-alley brawl, Karate Champ is a controlled and disciplined karate tournament. Two angular fighters, who look like Data from Star Trek or Marcy’s first husband from Married… with Children, trade blows in a best of three point contest. Quick jabs earn a half-point, while the more theatrical and difficult to land strikes get a whole point. Attacks are performed with a second joystick, giving the player fine control over where their fists and feet will land.

Reach three points before your opponent and the judge, who looks like the love child of Cheech and Chong, lets you proceed to the next stage. If you’re good enough, you might even get a chance to go toe to hoof with a raging bull, a cheeky reference to martial arts master Mas Oyama. If you’re not good enough- and you won’t be- you’ll be sent home in shame.

Karate Champ is a tough game, and an awkward one to play. Combinations of the two joysticks trigger your character’s attacks. There’s a lot of them to remember, and nothing comes as easily as it does in Konami’s more spritely Yie-Ar Kung Fu. It does let you challenge a friend, a feature Yie-Ar Kung Fu doesn’t offer, but you and your buddy will just be stumbling blindly through each match, kicking at thin air and cheering when somebody finally lands a blow. It might actually be easier to learn karate than play Karate Champ.

Technos had to start somewhere. You’ll just be glad fighting games didn’t end here.

Karnov

Russian circus attraction Karnov must atone for his past sins by finding a hidden treasure, but it’s the player who gets punished in this brutal side-scrolling platformer. Karnov is a bit like Super Mario Bros., if Super Mario Bros. felt kind of janky and looked kind of disturbing and offered too many power ups. Instead of mushrooms and fire flowers, comrade Karnov gets a ladder for those hard-to-reach K marks, wings for when the ladders aren’t high enough, speed shoes, bombs for blasting holes through barriers, a mask for spotting hidden pathways, scuba gear for fast travelling through lakes, and fire orbs to boost Karnov’s natural talent for spitting fire. (Whew.)

It's like Data East played Ghosts 'n Goblins,
then said, "Hold my vodka, comrade." 

You could argue that more power ups mean more variety, and more access to the hidden nooks and crannies that were so fun to find in Super Mario Bros. At the same time, there’s something to be said for the streamlined design of Super Mario Bros., which does nearly as much with its small handful of power ups as Karnov does with its mountain of them. Beyond that, a fully powered up Mario is sturdier than Karnov, who falls to one hit no matter how much stuff he had tucked into his pocket at the time. (The NES version threw players a bone by letting Karnov get hit twice, and it’s a hugely necessary addition to a game this tough.)

At least Karnov is weird. Not the friendly Alice in Wonderland kind of weird, like Super Mario Bros., but unnervingly strange, with creatures from Mesopotamian mythology all hoping to sink their jaws into our husky hero. Is that an army of skeletons astride skeleton ostriches? Why is that vaguely humanoid trout trying to kill me with a water jug? Does anyone feed those winged gremlins? Maybe that mud man should throw one of his molasses cookies at them instead of me. Karnov’s set for food… he’s using the last notch in his Borscht belt.

When several programmers at Data East left to form TAD Corporation, they took the core play mechanics of Karnov and refined them, creating Toki. Power-ups are restricted to a reasonable number and the level design is tighter, making for a more approachable experience. It’s still plenty weird, but it’s more of a “ten year old boy’s gross sense of humor and fascination with the monkey house at the zoo” weird, rather than an “Iranian history professor’s worst nightmare” weird.

Lock ‘n Chase

Maze games were all the rage in the early 1980s, and some brought new ideas to the table that floated them to the top of the ocean of Pac-Man knock-offs. Witness Pepper II, which had your angelic/demonic hero dodging eyeballs and claiming territory on four connected stages. There’s also Eyes, which is like Pac-Man if everybody had guns. Yep, I’m sold already! And we can’t forget about Dig Dug and Mr. Do!, which let you dig the mazes yourself.

And then there’s Lock ‘n Chase.

"N'ahh! How's it feel to be locked
up, coppers? It's not fun, see?"

Lock ‘n Chase finds ways to distinguish itself from Pac-Man, but they’re frustrating ways that leave the player feeling helpless. You’re a gentleman thief, and it’s up to you to void a vault of valuables while dodging four colorful cops. Wait, those eyes and foreheads look familiar… aren’t those really just the monsters from Pac-Man with police caps?

Oh, they’re “legally distinct” from the monsters in Pac-Man? I wouldn’t count on that excuse holding up for more than a decade tops.

Your gentleman thief would never do something as uncouth as swallowing his enemies, so instead he sets doors at intersections, hoping to confound the totally-not-ghost-monster cops. Sometimes it works! Sometimes he’ll even catch a cop between two doors for bonus points! However, setting doors requires advance planning, and because of unclear trigger points, you’re just as likely to catch yourself inside a door as the Keystone Copyright Violators close in on you. There’s no way to stop the cops cold like in Pac-Man… a bonus prize in the center of the screen will freeze them, but just long enough for them to wince in frustration and hit Roscoe P. Coltrane with their hats. If they’ve already surrounded you, you’re going to Sing Sing the minute they continue their pursuit. Sorry, but crime doesn’t pay! Or entertain!

Despite Pac-Man being right there, Lock ‘n Chase was popular enough to get some home ports, with the Intellivision version and a Game Boy sequel being standouts. There was also an Atari 2600 version, but don’t do that to yourself.

Midnight Resistance

The sequel to Heavy Barrel ditches its top-down gameplay for side-scrolling action more in line with Konami’s Contra series. You and your kid brother must free your family from the clutches of a villainous drug dealer named King Crimson. Yes, like the band. He even looks like the goofy face on the cover of their debut album, and you’ll be seeing a lot of it if you can make it to the final battle.

Power to the people! But not loop levers,
the people don't want those.
Anyway! Midnight Resistance uses a loop lever for aiming, which worked well enough for the previous game but isn’t a great fit for this game’s new perspective and faster pace. While Contra let you blast aliens from all angles as quickly as you can tilt the joystick, Midnight Resistance forces you to wrench a dial in place as drug-crazed super soldiers charge toward you. Blast it all, you made me drop my keys! I hope there’s Fentanyl in your next dose of Ketracel White…

Like Heavy Barrel, weapons are earned with keys held by red soldiers, but unlike Heavy Barrel, you won’t be able to use them right away. There’s a storage locker after each stage with items held behind glass. Some items, like the ammo refill, only cost a couple of keys, but the really good stuff, like the always handy spread shot, may cost three or even four. This delayed gratification is a weird design choice that gets even weirder when the final storage locker is filled with members of your kidnapped family. “You’re safe now, Tommy. Thanks for this nifty flamethrower, by the way!”

It’s no patch on Contra, feeling a bit stiffer and a fair bit more contrived. However, Midnight Resistance scratched an itch for Sega Genesis owners in the system’s unsteady early years. You lose the second player in the Genesis port, but the gameplay improves without the accursed loop lever, and the music carries a lot more impact thanks to an arranged soundtrack by Hitoshi Sakimoto. The game’s high points, especially the lengthy battle with a phalanx of stunt planes, taste so much sweeter with a scoop of Basiscape on top.

Night Slashers
(from previous blog entry The East We Could Do)

Data East hit its creative peak with Night Slashers, a side-scrolling beat 'em up that replaces the usual sleazy thugs with decayed zombies and movie monsters. As either a Chinese martial artist, a brawny cyborg, or the hip descendant of the Van Helsing bloodline, it's up to you to send these wayward souls back to their graves. Punches and kicks are usually enough to get the job done, but you can also hammer the undead into the ground with an overhead smash, or resort to a stylish, screen clearing super move. It drains your energy, sure, but it's almost always worth the sacrifice.

There's so much attention to detail in Night Slashers that it almost borders on swagger. Zombies swing their shoulders wildly as they lurch toward you, hoping to sink their teeth into your flesh. Vampire hunter Christopher ends his combos with the flash of an enchanted jewel that liquifies any nearby undead creatures. Land a fatal blow on a boss and the flesh cascades from their bones, leaving a hollow skeleton behind. The monsters are brilliantly designed, with a puppeteer and his shambling blue sidekick being a highlight. Throw in responsive control and you've got a top-shelf product, easily on the level of Capcom's own beat 'em ups. Games like this will make you wish Data East had stuck around long enough for an encore.

Nitro Ball
(from previous blog entry The East We Could Do)


"Hey boss, you know Smash TV? The game that's pretty hot over in America? We should make something like that."
"That's a pretty good idea. We can't JUST make a clone, though... not after that whole Fighter's History mess. What are you going to do to make it distinct?"
"Well, I... uh... people like pinball too, right? So we'll put in some bumpers, maybe a few of those little spinning card things..."
"You just pulled that out of your ass, didn't you."
"Please don't fire me."

Yes, Nitro Ball is the union of two play styles that no sane person would ever consider bringing together. It's got the rapid-fire shooting action and the game show atmosphere of Smash TV, complete with an overly enthusiastic host and big prizes that pop out the thugs you've gunned down. However, instead of being reduced to a fine red mist, the goons you've blasted curl up into a ball and bounce around the playfield. For the most points, you'll want to lead their corpses into bumpers, drop targets, and holes that award a jackpot bonus. At best it's a fun added challenge and at worst it's a distraction, but it nevertheless serves the purpose of making Nitro Ball more than just a copy of Smash TV.

What's surprising is that Nitro Ball captures the sensory overload of a game show better than Midway's game. You're bombarded with loud colors, flashing lights, and urgent music, and the gift boxes from Smash TV have been replaced with sports cars, mansions, and glittering gold watches. The stages feel a little too confined in spots and the lack of twin sticks for firing is an inconvenience, but where presentation is concerned, Nitro Ball makes the game that inspired it look like an old episode of Jeopardy.

Robocop

When viewed strictly as a video game, Robocop is nothing special, and not up to the standards of Namco’s Rolling Thunder or Sega’s Shinobi. You walk slooooowly through the grimy streets of Detroit, punching thugs up close and picking them off from a distance with your gun… when your hero decides to start using it. You had a motorcycle rolling straight at you a minute before… now you pull your firearm out of your thigh?

Heh. Neither here nor there, pal.
Here’s the thing, though. Robocop isn’t just a video game… it’s a Robocop game. The film does a lot of heavy lifting for the game, but at the same time, the game does a magnificent job of capturing the atmosphere of the movie that inspired it. Messages sweep across the screen in a jagged green font, Peter Weller growls his catchphrases at key moments, and each level has the same clash of shiny high-tech weaponry and low-to-the-floor living conditions as the film. Data East understood the assignment, aced the final, and went for extra credit just to be sure.

Robocop is one of those rare games based on a film that absolutely needs the film to work, but is so in sync with it that it feels like a logical and necessary extension. A movie as action-packed and violent as Robocop needed a video game, and it deserved one as good as this.

Sly Spy

Sly Spy is everything you could possibly want from a James Bond 007 game but the actual license. The hero looks like lesser Bond Timothy Dalton in press materials, and you’re given the option to pick a three-digit code name before the game starts. By the time you’re finished, you start to imagine Data East’s president strapped to a table with a laser pointed at his crotch. Hey, I wouldn’t put it past MGM’s current owner and real-life James Bond villain Jeff Bezos. “I don’t expect you to talk, Mr. Fukuda. I expect you to obey copyright law!”

Here's a clear tribute to Thunderball. Or
maybe Never Say Never Again? Apropos of
nothing in particular, I always thought that
Sean Connery sounded like a typical
Scottish drunk, while Patrick Stewart
(RIP) sounded like the same guy the
next morning, in the throes of a hangover.
"Shut up, Wesley, and get me my aspirin!"

Anyway! Sly Spy is a side-scrolling action game, feeling like a hybrid of Bad Dudes and Namco’s Rolling Thunder. Unlike Rolling Thunder’s spindly star Albatross, your spy can soak up a fair amount of damage from enemy agents, and can even assemble a “Golden Gun” from pieces strewn through each stage. It’s really just the Heavy Barrel from Heavy Barrel, but it’s still a death-dealing super weapon, and it’s as welcome in Sly Spy as it is in any of Data East’s other games. (It sure would have been helpful in Burgertime. Would you like a free hot dog shake with your order?)

What’s also welcome is the amount of variety in Sly Spy. Your spy jumps out of airplanes, dives through shark-infested waters, drives a custom motorcycle down a city highway, and infiltrates cruise ships, all to the tune of an exciting soundtrack you swear you’ve heard somewhere before… probably in some spy movie starring Sean Connery. If imitation is the sincerest form of flattery, there’s no game company more sincere than Data East.

Did I say sincere? I meant shameless.

Tumblepop

Tumblepop takes Taito’s Bubble Bobble and gives it a twist straight out of Ghostbusters. As one of two spectral exterminators, you’ll travel around the world, sucking up the native pests with a vacuum cleaner. Unlike Ghostbusters, your captive prey doesn’t stay captured forever. Release the vacuum button and you’ll fire the monster outward like a cannonball, bowling over his buddies, earning you big points, and revealing hidden bonuses. Don’t release the button, and the monster will eventually burst out of your vacuum bag, costing you a life.

And there's Karnov again!
In that fine Data East tradition, Tumblepop isn’t even vaguely original, and it’s not as good as the best games in its well-worn genre. You’ll have more fun with Snow Bros, but Tumblepop is at least as good as Nightmare in the Dark on the Neo-Geo, or Bubble Bobble’s awkward middle children Rainbow Islands and Parasol Stars. It’s explosively colorful, makes even better use of its globetrotting theme than Street Fighter II, and is worryingly addictive, even when you’re pretty sure you shouldn’t have died from the monster you were starting to vacuum. Screw it… I’m dropping in another quarter anyway. I’m having too much fun to stop!

The bottom line is that Tumblepop is a strong entry in the Bubble Bobble genre, and well worth your time. Data East should have quit while they were ahead, though… Diet Go! Go!, Funky Jet, and Joe and Mac Returns are so similar to Tumblepop that it feels like Data East was making and re-making the same game, with increasingly diminishing returns. Joe and Mac Returns is literally prehistoric Tumblepop. Who asked for this?

Saturday, October 24, 2026

Back from Extinction


Here's my latest project! It's Digital Dinosaurs, a book on the history and inner workings of 20th century game consoles and handhelds. Not every system is featured in this meaty tome (sorry, Gamate. Also, deeply sorry about your name. Must have been tough for you in handheld high school), but with forty favorites spanning nearly thirty years, there's a whole lot of fun reading in store for video game fanatics.

(Warning: may contain bias. Definitely contains bias.) 

It's free on Itch.IO 'till the end of the month, so pick up your favorite archaeology shovel and dig in! 

By the way, here's a fun little bonus from the book. Each system gets its own image that best describes the overall experience. For instance, the Genesis gets a picture of HAG president Denita Stokes getting insulted by Sonic the Hedgehog, while the Sega Master System gets Alex Kidd... standing in the far distance with a vacant expression as Sonic the superstar gets his butt kissed by his agent. Here's what I gave the Atari Jaguar...

If they sent him to Abu Dhabi, they'd
send him right back, postage due.
 

One image that didn't make the cut was this cute drawing of a SpongeBob-ified Ed Smith celebrating the arrival of his new home computer...


The short-lived era of the burnished 1980s were a gas, weren't they? That was the period between 1980 and 1983 when the 1980s still felt a lot like the 1970s, with slightly more conservative fashion and hair styles. The white people in their leisure suits looked like lit cigarettes, and black people traded their afros for the ooey-gooey not-so-goodness of jheri curls. Bars were dark, arcades were dimly lit, and everything just looked dingy and dirty, as if coated with a thin layer of cigarette ash. 

I'm weirdly nostalgic for this, and I can't even describe why. I barely remember it! It seems like it would have been a fun time for adults, at least.

This wistful look back at the filthy underside of the 1980s and a handful of hand-drawn drawings were brought to you by human engineering! Human engineering: when you care enough to do the damned work yourself. 

People forget that letting AI do all the work for you will slowly drain you of the ability to do it yourself. This becomes rather inconvenient when the price of AI services suddenly explodes after everyone's forgotten how to create. Ask an African mother how well it worked out for her after Nestle's free baby formula dried them out, leaving them at the company's (negligible) mercy. Funny... that formula was free last month, but now it's half my husband's paycheck.

I mention this because Epic Games, the Shasta to Steam's Coca-Cola, is starting a contest to determine who can "make" the best video game with AI. "Making" a game by having a computer do it for you is rather like dropping a quarter into a gumball machine and declaring yourself Willy Wonka, but okay? 

Perhaps the entries will be judged by computers, too. You know, like in that episode of Star Trek, where computers decide who wins battles in outer space, and who becomes the casualties. Get in the airlock, crewmen... the computer demands your sacrifice! It's for the sake of the algorithm!

Since human participation is strictly optional in the Epic Megaslop contest, I'll be opting out. Hell, I haven't even been cashing in on Epic's free bribe-games of the week lately. However, I will cheerfully give Epic and its disreputable CEO this rude drawing as a consolation prize. Enjoy! I made it myself!


Really, you can make things yourself! More people should try that. 


Saturday, September 26, 2026

The Tower of Retro-Babble: Stern

"Know whadda mean, Stern?"
(image from the Gameex forums)

To know Stern is to… know more about Stern than I did yesterday! It’s a relatively obscure developer, making pinball machines before a short-lived segue into the video game market as Stern Electronics.

Brothers Gary and Sam Stern (raised by stern parents, no doubt) originally had ties to fellow pinball manufacturer Williams, with Sam owning half of that company. Eventually that stake was sold to Seeburg, a manufacturer of jukeboxes and other coin-operated entertainment, and the brothers started their own business.

Stern Electronics’ biggest hit by far was Berzerk, with an armed human trapped inside a maze teeming with hostile robots. It was so exciting for the time that it caused at least two fatal heart attacks, but that didn’t stop the coins from rolling in! Stern also distributed a handful of Konami games in the United States, most notably Super Cobra. I’ll save those for the gigantic Konami feature that will come later, except for Astro Invader and The End, which we’ll examine right here.

Stern’s output is minimal next to other pre-crash game makers, in both quality and overall industry impact. The company pretty much began and ended with Berzerk. Sam Stern died shortly after the video game crash in 1984, and Gary closed up shop a year after that. These days, Berzerk is in the hands of Atari, a fitting home considering that it was one of the most popular titles on the 2600 and 5200.

Thanks to Wikipedia for the historical information, by the way.

BERZERK
Played: In a bowling alley in Portland, but mostly on the Atari 2600

Another fine mess you’ve gotten yourself into, humanoid. You’re trapped in a structure with infinite rooms, all patrolled by hostile robots. These bulky androids aren’t too bright and aren’t too fast (at least at first...), but they’re nevertheless dangerous, firing lasers when you fall into their sights. Be sure to blast them first, using the surrounding walls as cover. Don’t get too close to the walls, they’re electrified!

Each room contains a random number of robots.
Usually it's a substantial number, but sometimes
you'll get just two or three. Don't relax, though!
The fewer robots there are onscreen, the more
quickly Evil Otto appears, and the faster he
moves when he arrives. 


Also, don’t loiter, because Evil Otto will eventually be alerted to your presence. This bouncing ball of brutality can’t be destroyed or even halted with your shots… the moment you see him, head to the nearest exit. Alternately, you can use the smiling sphere as a wrecking ball, smashing any robots on his way to you. Clear all the robots in a room and you’ll get a bonus! Leave some standing in your mad dash for the door, and you’ll get an insult.

One headlining feature of Berzerk is its synthesized speech. Voice was a luxury in 1980 that few video games could afford, but there are a lot of samples here, with words chained together to form simple phrases. These phrases are played at different lengths and pitches, making it seem like you’re surrounded by a shouting mob of angry robots. “Chase it! Kill it!” Hey, watch the pronouns! We organics have genitals, you know! Er, maybe I should stick to survival, rather than sensitivity training…

There was a Berzerk board game, because
every popular arcade game had to have one.
For some reason, Evil Otto is portrayed as an
iron-headed cowboy with huge muscles
and an oversized belt buckle. Can someone
explain this? I don't follow the logic.
(image from SydLexia)

Players are probably more familiar with the home versions of Berzerk, but they’re thin gruel next to the arcade game. It’s got a sharper resolution, more onscreen enemies, and diagonal firing that actually feels like diagonal firing, not to mention those iconic voice samples. They’re not just a fun gimmick… the constant monotone cries for your head make the action feel more urgent and threatening. Berzerk has literally claimed lives with the added stress the voice brings to an already nerve-fraying experience. While it’s fun enough for the format, you’re just not getting that experience on the Atari 2600.

And forget the flickery, buggy Vectrex version! Like those ports of Doom to the Neo-Geo, it’s just the wrong hardware for the job. It’s like trying to cut a birthday cake with a jackhammer.

FRENZY
Played: At Chuck E. Cheese in Grand Rapids, when the words “Chuck E. Cheese” meant something

Sequels were new territory for video games in 1981. Either you got more of the same (Exciting New Pac-Man Plus, Asteroids Deluxe), or a refined expansion of the original (Galaga, Ms. Pac-Man), or the same game with a lot of extra content haphazardly dumped into it (Stargate, Millipede).

Frenzy took a different approach, with the same core gameplay but new features that profoundly alter the experience. First, the mazes are larger this time, meaning that you have more ground to cover- and more risk of running into robots- when finding an exit. Second, the electrified walls are gone, replaced with two new partitions. Purple bubble walls can be carved through with your shots, while solid white walls reflect them… possibly back at you!

White walls can be used to ricochet your shots,
but beware! Sometimes those bullets will
bounce right back to you!

You have to be a lot more cautious about firing in Frenzy. You’ll also need to pay attention to where the robots are firing. Even if the skeletons and tank droids aren’t shooting directly at you, their bullets could reach you anyway with a few lucky bounces. There are also special stages with a large object as a centerpiece… a factory that churns out robots, a giant reel to reel that programs them, and a super-sized Evil Otto which strikes you down if you kill one of his offspring. These don’t make much of a difference to the gameplay, certainly not compared to the new wall types, but they at least add variety, along with an incentive to get as far as you can before the robots turn you into ash.
 

The ColecoVision version of Frenzy. In contrast
with the arcade game, which makes your hero
look like an electrified Oscar statue, getting
blasted here looks like it... hurts slightly.

It’s a brave sequel, but Frenzy wasn’t as popular as the first game. The drastic drop in voice samples couldn’t have helped… the robots just don’t seem as eager to kill you anymore. This is one of those rare cases where you’re better off with the home console version. Frenzy on the ColecoVision adds music in the key of a science-fiction dystopia, injecting some much-needed intensity into the action, and the poses for the humanoid look more natural. Stern’s version of the character looks like a stick figure, while Coleco’s leans into each shot with dynamic poses. And when he gets blasted, it looks like it hurts.


THE END
Played: In MAME

Video game historian Jeremy Parish sagely observed that there was a pecking order for Konami arcade ports. The good game consoles got classics like Time Pilot, Gyruss, and Frogger. For lesser game systems, it was The End for them! Or Astro Invader, or Turtles. They’re some really low-grade cuts of meat, and they’re all you had to gnaw on if you grew up with the miserable Emerson Arcadia.

Anyway. The End is a shoot ‘em up, similar to Galaxian, but built on the crumbling foundation of one of the dumbest play mechanics you’re likely to find in a single screen shooter. Insectoid foes that look like water striders swoop down from a UFO at the top of the screen, zig-zagging around your shots and stealing your barriers brick by brick. Eventually, the bugs will spell out END with the bricks, and that’s your cue to drop in another coin or walk away. I suggest the latter course of action.

The end is near. (Thankfully.)

There’s a handful of annoyances in The End that sticks it in the bargain bin of fixed screen shooters. The first is that the barriers, which you could shoot in Space Invaders, are impenetrable in The End, limiting your firing real estate to about half the screen. The second is that these insects are unpredictable, and delight in dancing around your shots, often hiding behind the barriers so you can’t shoot them at all until they’ve already got a chunk of the wall in their claws.

Finally, The End is a very dull, listless, creatively parched game. You get the impression that Konami’s programmers were chained to their desks during the development process, because it’s agonizingly clear that they didn’t want to make this, and wanted to get the project behind them as quickly as possible. You could give The End credit for having a boss, but it’s a very lame boss, with the UFO at the top of the screen sweeping back and forth like a carnival target, waiting for you to hit its weak point. It’s like the flagship boss from GORF, with the chaos of falling ship debris and the menace stripped away. Unflavored for me, thanks!

The End. It’s a game you can play. If you want. You probably won’t.

ASTRO INVADER
Played: In a castle-shaped roller rink in Greenville MI

“Behold, my latest scheme to take over the Earth! A GIANT VENDING MACHINE! I’m calling it Plan 7-11 From Outer Space.”
“Neebnorp, you’re an idiot.”

Astro Invader is pretty much Space Invaders (and it looks and sounds the part, likely running on the same hardware), if the invaders were loaded into a Coke machine. Tiny creatures which look distressingly like the face huggers from Alien are dropped into roughly a dozen slots. When one slot is overloaded, the alien at the bottom of the stack is dispensed. Instead of a burst of caffeine or fruity-licious flavor, the bug delivers an electrified blast, stretching across the ground and scorching your tank if it’s nearby.

I'm watching my figure. Does
this thing have Diet Creepy Space
Alien? Or Creepy Space Alien
Zero; that would taste better.

Killing the bugs is optional as long as you’re not too close to them when they hit the ground. However, UFOs occasionally come out of the evil vending machine, from the left, center, and right of the screen, and these must be destroyed. If they touch the ground, you’re toast no matter how far you are from the point of impact.

There were tons of Space Invaders clones in arcades when Astro Invader was released, but this is original enough that it doesn’t feel like reheated leftovers. The direction Konami went with it is strange and subject to taste, but you can’t deny that you were sweating while fending off an endless storm of tiny aliens, cans of Tab, and Gardetto’s snack mix.

By the way, Konami was calling itself “Leijac” in 1980, which sounds more like a French-Canadian lumberjack than a video game company. Maybe they should have distributed Bally-Midway's Timber in Japan...

TAZZ-MANIA
Played: A little arcade in Hastings. Who knows what’s in that building now?

Come to Tazz-Mania! I guess.

This has nothing to do with a certain furry tornado from a Warner Brothers cartoon. It’s actually a shooter, with a green gremlin spraying bullets from a machine gun. The firing rate on the gun is impressive, but the range is anything but, so Tazz will have to get up close and personal to nail the many targets scattered across the playfield. While he’s slaughtering dozens of random objects which look like they’ve been sprayed with radium, larger enemies bounce around the screen, threatening to collide with him. Also, the walls slowly push inward, forcing you to work quickly to keep from getting crushed. Blast all the thingamabobs in the stage and an exit opens to the next one. Clear two stages and you get a brief bonus stage, with numbers that add to your score and smart bombs that add to your supply.

Blah, blah, blah! Yakety-schmackety.



Tazz-Mania is functional as a game, but without the twin stick firing of Robotron: 2084, you’ll have to lock yourself in place with the fire button and aim your blaster with the joystick. This leads to a lot of stop/start gameplay, with Tazz frequently holding his position to shoot a couple of glowing doodads… then moving on to the next couple of targets… then the next… then the next. Whee, fun. Tazz’s gun never seems like adequate protection against the enemies in each stage, either. They have an irksome habit of threading the needle between the directions he can fire, and with the bullets having such short reach, he can’t attack them from a distance, either.

The game works, but considering the high bar of excellence set by Robotron: 2084, maybe Tazz-Mania should have worked a little harder. 

 

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Monday, September 7, 2026

Now presenting... No Quarter!

 

So hey, here's extended footage of my latest Atari 2600 game... and the first since 2005's Solar Plexus! It's called No Quarter, and it's exactly what it will give you as you scramble for coins, ducking and dodging the drips of a diabolical acid rain storm. Grab a coin and return it to the left hand side of the screen for big points... collect $1.50 and you're off to a new stage, with a new brick arrangement and gaps in the floor. Be sure to jump them! You don't want to know what may lurk inside...

I'm really proud of this. It's way better than Solar Plexus, and it was built to fit in an 8K cartridge, without ARM chips, without "vibe coding" (didn't think teledildonics was appropriate for this game anyway), and with a whooooole lot of help from the AtariAge community. 

The planned title screen for No Quarter,
with a moth flying out of Byron's hand.
The portrait of Byron was flickery and
chomped up a lot of memory, so it
had to be scrapped. 

Mike Saarna (the namesake of the "Saarnac pit" in the fourth stage) gave the game a voice with his sound library, and Karl G ("we're going to see G, over THERE!") provided the routine that plays those sound effects. JWeirer resurrected his title screen maker at my request, and while I couldn't make the screen as elaborate as I wanted in 8K, it's still pretty sharp. Albert Yarusso and the hosts of ZeroPage Homebrew offered some helpful suggestions to make the game more fun and fair, and Duane Alan Hahn, aka Random Terrain, gave me a chance to hit the ground running after a twenty year absence with his exhaustive online guide.

On the lower rungs of special thanks are Fred Quimby, the creator of Batari BASIC who seems to have ceded its development to Saarna and Hahn, Jeff Minter and the late Satoru Iwata, for their games Headbanger's Heaven and Money Wars, and Howard Scott Warshaw, for no other reason than giving me the golden opportunity to take a swing at his most infamous game. (You'll know it when you see it.)

It was fun making this game. My ColecoVision and Master System games take about a month and a half to make... No Quarter was functional in a week, and moved up to "pretty damn decent for fifty year old hardware" in another week and a half. The beauty of the Atari 2600 lies in its simplicity... it can't do much, but what it can do it does very well, and simple changes that take maybe a line of code can have a profound impact on the gameplay. A lot of the modes in Combat were achieved just by hitting switches in the TIA. Boom, now you've got three planes instead of one!

Also, while No Quarter is a Batari BASIC game, I've gone to great lengths to keep it from looking like one, resulting in a professional quality Atari 2600 title that looks like you could have found it on a store shelf in 1982. I don't use ASM and will never be able to harness the full power of this system, but I've done the best I could with the tools available to me, and I'd say that was more than good enough.

One more thing! To the guy/girl/bot/general annoyance who keeps posting random games on my blog entries that have little to nothing to do with those entries, stop. Of course, you won't actually stop even if I ask nicely, so I've turned off anonymous comments to ensure you will stop. Sorry to everyone else! You're going to have to post with a Google account, or whatever's available, because schmucks will be schmucks.