2.
A thousand words
Given a game like Pele Soccer on the Atari VCS,
what good would a screenshot on the box actually be? Best leave
the visual side of things to some in-house pen & ink artists.
Atari must have had a small army of illustrators on the payroll,
all conjuring up wonderfully detailed and misleading interpretations
for their box art: warlords anyone? It wasn’t just Atari
of course; Activision had their stylised renditions of the actual
gameplay adorning their boxes complete with dramatic motion blur;
Imagic had shiny silver foil; Parker had erm… lots of grey
and some nice coin-op logos. Any box for a 1980s home computer
title looked like pulp sci-fi, even the business software.
 
That one in the middle, up the top,
that's Eusebio.
These were the dark days before affordable photography
of course. This lack of photographs meant the reviews in C&VG
all had an air of extra mystery to them. Back then we had to read
the lowdowns on games and imagine the screens for ourselves. Oh
how groundbreaking something like Minotaur might be on an Apple
II. Obviously, we’d never even seen an Apple II back then,
let alone Minotaur running on it. But the games for that machine
were so damn expensive that they had to be coin-op quality at
least. Not that we had any idea what the current coin-ops looked
like either.
My favourite section of C&VG was Arcade
Action; two bright yellow pages that described the cutting edge
of coin-op gaming circa 1982. It would feature write-ups on a
handful of new games along with a set of rubbish tips for an existing
game. These were also the days of innovative game design, and
to help us imagine what a game of Robotron or Joust might actually
look like the C&VG artists provided us with some helpful sketches.
To this day I fail to see the connection between
a western gunslinger shooting at green bean-like aliens wearing
pink jumpsuits and any part of the game Robotron. According to
the artists Space Dungeon featured a spaceman on a hover-bike
a bit like one of those wheelie-stool/seat/step things you find
in libraries. All I could figure out about Pengo is that it featured
multicoloured dancing bees, or penguins, or both.
Perhaps they realised with Tempest that they
simply couldn’t draw anything helpful because the review
of that game was the first time Arcade Action included an actual,
real, photographic screenshot. For me it was love at first sight.
I can’t remember anything of their review just that picture.
It was of Staircase V (level 9) with a pulsar transplanted from
one of the red levels. That one screenshot in a magazine is something
I knew would stay with me forever. Byte magazine had a similar
article on Tempest (that was the one and only time I EVER bought
Byte) which also had some screen shots. The Byte article though
was only in black and white and pretty dark at that. But it was
still something.
Now I was obsessing and it was the first time
that videogames had done that to me. Just because of a screenshot.

Just beautiful.
I got the call on a hot Thursday afternoon.
We were up in the science block utterly willing the lesson to
end when it was whispered that they had a new game down the local
Pool Rooms. And that it was a good one too. Not another of those
instantly forgettable things like Pioneer Balloon or Fantasy that
we got from time to time; played once and then ignored. No, this
one was 3D! This one was in a proper cabinet! With artwork and
everything!
Then there it was in front of me; the object
of my 13-year old desire. We stared at Tempest’s now-legendary
attract mode for over an hour, partly in awe but mostly in poverty.
We couldn’t play a single game because we’d already
blown all of my paper-round money.

I saw Mrs Wilson's nipple through her
dressing-gown once. That kept me going all Winter.
This game was so far beyond anything I could
have imagined. It was just beautiful, with the autumn sunlight
fading outside and the screen vectors glowing with every colour
of the rainbow. When that Saturday came, and I could walk up to
the cabinet with pockets full of jangling ten pence pieces, the
love affair was at last consummated. Tempest whupped my skinny
arse that day but I knew that if there was ever a game that I
had to own the high-score table of: this was it.
It took time, practice and a second paper round,
but before long the initials BOF were a permanent fixture in those
top 3 all-time score spaces (thank heavens for non-volatile memory).
It was the only game that could ever draw a crowd around me. Not
that I noticed, as I was blissfully unaware of anything but the
game; eyes focussed on the tube centre, spinning and shooting
faster than I could think, feeling the pulsars rhythm, catching
my breath on the flythrough. I didn’t know it at the time
but I was getting my first taste of “The Zone”. All
I knew was that it felt GOOD.
Tempest stayed at the Pool Rooms until the day
the council shut the place down. It was the last game I played
in there before they closed the doors. I wouldn’t see or
play another one for almost fifteen years but I still had that
picture to remind me of the one time I was unbeatable on the most
beautiful game in the world.
fuseball,
September 2003.
____________________________________________________________________
You
can add your thoughts on this story in the forum




|