[img align=right]https://i.ibb.co/B6gLZbS/PSX-20210728-150832.jpg[/img]The first REAL computer sport?
Back in May 2020 an article appeared, somewhat bizarrely, on the BBC Sport website about a 1985 videogame designed to teach people how to surf.
It was a fascinating piece that I'll link at the bottom and I thoroughly recommend you read, but with little interest in surfing my imagination was particularly captured, so much so that I tracked down and bought myself a complete copy of the game, by the game's bespoke controller; a plastic surfboard shrunk down to a size a little smaller than the original model of ZX Spectrum. This device was designed to sit on top of the rubber keys and claimed to offer the player scientifically developed 'realistic' movement.
It's a brilliantly bonkers concept, but how does it work? And is the game any good?
Well, perhaps unsurprisingly (especially if you've read the aforementioned article) the game has the air of being put together by someone who's never made entertainment software before. It's worrying enough when the loading splash screen looks to be comprised of the in game graphics which were, it should be said, very simple even by 1985 standards. But furthermore, once loaded, you're immediately presented with the questions "Choose your board 1-5?" and "Gear Selection 1..5", the latter of which inexplicably requires you to enter more than one number and then, for some reason, enter an "X" to move to the next screen.
This is a menu system that is entirely impossible to navigate without constant reference to the game manual, and once you're in-game things only slightly improve.
First up, you have to plod up and down the beach as you choose the best time and place to paddle out... or risk being washed back the way you came. How far you paddle is a variable, as is when to mount, how to turn, how to re-mount... and all this is must be achieved while watching an energy bar that constantly depletes, and is impossible to refill.
On the underside of the game's 19cm surfboard controller are a central pivot, and several little nubs around the edge that press down onto certain keys. Placing a hand on the board, you press in the various areas, relative to where you would press with your feet when real-world surfing, to perform turns, dip the nose over waves, and replicate other surfing moves that I have little knowledge of... I think you can even "hang ten".
[img width=427 height=299 align=right]https://i.ibb.co/Jp10HwH/PSX-20210723-100137.jpg[/img] It's the sound, I think...
More than the sandy beaches and palm trees. More than the branching routes and agonising countdown. More, even, than the girl and the Ferrari. It's the sound that really makes OutRun special.
It's fairly unlikely that I encountered Yu Suzuki's iconic driving game 35 years ago but it was then, late in 1986, that the bright red and vaguely car shaped cabinets first arrived in Japanese arcades.
It's more likely, however, that a couple of years after I would have discovered it when my grandparents took me and my brother on holiday to Great Yarmouth, a popular seaside destination for people living, as we did, on the outskirts of London. This was largely thanks to its Pleasure Beach; a collection of aging arcade machines, roller coasters, and other death-trap rides and attractions jutting out into The Wash.
In December 1982, over the holiday break, from my 1st year in school, most of us on my dad's side of the family gathered at the home of my grandparents, to celebrate Christmas. Like any year, it was a time filled with candy, kids playing in the living room, while the adults sat around the dining room table, regaling stories new and old, and of course, Christmas presents. And like every Christmas, though grandpa and grandma didn't have much money, their gifts were thoughtful, and their house full of love. Those times were always magical. Little did I know the magic I was to discover during this particular holiday gathering.
[img width=419 height=600]http://i65.tinypic.com/sdo41j.jpg[/img] *Geoffrey from Gina Martin on Twitter*
Ah, the Budget Wall. There were bad games, good games (theoretically), and a lot of important lessons for a child to learn. But when I mentioned and briefly described this place to my thirteen year-old and he gave me kind of a blank look, I realized that this might need something more than a brief description, especially since this may perhaps be a more regional or even temporal phenomenon than I originally thought. So, here is an explanation of the Budget Wall, as well as some of the history that I have had during its time in my life.
This is in its own way a companion piece to the reflections in Zophar53's recent article, What is Nostalgia in 2018? I wanted to respond and take the conversation in a personal direction but I realized I needed the room to let my thoughts breath, so here we are.
Many of our collections, video games and otherwise, are initially based off some form of nostalgia. Mine is no exception. As I've referred to in past write-ups, it started with a simple childhood dream to own every video game so that anyone at our home could play any video game whenever they wanted (myself included!) Many years and a family of my own later, that has transformed into the desire to use the medium of video games integrated in our lives as ways to connect socially, unwind mentally, and develop conversations culturally. I am very pleased to say it has been generally successful. That said, of course there are games and systems I have a special fondness for due to my earlier time spent with them. Over time my greater connection has come from games I played with friends that I now keep in memory after their passing, and I imagine that to continue. I also have no doubt our children are building their own nostalgia from specific titles our family enjoys together.
Now that I'm forty, and being that it is the dog days of summer, it's about time I managed to accomplish something. I'm sure I did something this year, but my summer list seems a little heavy. Hmm. Still haven't fixed the fence. And all those branches in my backyard... are still attached to that bush for some reason. Well, I've managed to grow up some, I guess. Maybe. Gosh, this is really depressing.
Well, I did manage to do something this year; a certain thing that has dogged my steps for half my life now; a game I had a beef with from way back in 1997. But I was ready and attacked it full force, summons and limit breaks a blazin', and after quite a few gaming sessions I finally finished Final Fantasy VII.
So, I was browsing the interwebs today, and I saw an article on Kotaku which mentioned Re-Volt in the headline. My first thought when I saw it was "OMFG!! NEXT GEN RE-VOLT!?!" but then I calmed down once I saw the article is about a new downloadable game from Sony and Game Republic called Toy Home. Skeptical about Kotaku's claim that it looks like a next-gen Re-Volt, I decided to check out the video, and lo and behold, it is!
The game, which will be released on the Playstation Store for Playstation 3, is a racing/combat game, in which you drive as supercharged wind-up cars through in evironments such as a kid's room, what looks like a daycare center, and a living room (I think).
Here is the trailer for the game:
Also, if you've never heard of Re-Volt, you owe it to yourself to hunt it down on either PC, Sega Dreamcast, Sony Playstation, or Nintendo 64. I give it my stamp of approval (mainly the PC and Dreamcast versions, as the PS1 has some trouble running it).