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	<title>Old School Gamer Magazine</title>
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		<title>Retro Review: Wii Sports Club</title>
		<link>https://www.oldschoolgamermagazine.com/retro-review-wii-sports-club/</link>
		
		<dc:creator><![CDATA[Patrick Hickey Jr.]]></dc:creator>
		<pubDate>Sat, 01 Aug 2026 05:00:30 +0000</pubDate>
				<category><![CDATA[2010s]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112503</guid>

					<description><![CDATA[<p>It’s hard to topple a giant and make no mistake, “Wii Sports” is a monster of humongous proportions. The best selling game of all time, “Wii Sports” changed video gaming forever and seven years later on the Wii U, “Wii Sports Club” makes those classic games even better. Buyer beware however- your wallet may hurt [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/retro-review-wii-sports-club/">Retro Review: Wii Sports Club</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><em>It’s hard to topple a giant and make no mistake, “Wii Sports” is a monster of humongous proportions.</em></p>
<p>The best selling game of all time, “Wii Sports” changed video gaming forever and seven years later on the Wii U, “Wii Sports Club” makes those classic games even better. Buyer beware however- your wallet may hurt a tad if you’ve been on all these rides before.</p>
<p>For those who have stuck by Nintendo for its entire new millennium run, you won’t find yourself running for updated versions of classics that have stood the test of time, but will enjoy the online capability added to the games and the other various bells and whistles. Those who have young kids have never experienced “Wii Sports” however will find themselves falling in love all over again.</p>
<p>The surprises are few for veterans of the series, but golf especially, is a pleasant one.</p>
<p>Simply put, the golf game in “Wii Sports Club” is probably the coolest and most realistic of the games available in the series to date and in spite of its stiff learning curve, can provide hours of fun.</p>
<p>The GamePad integration is easily the game’s biggest selling point. Unlike the other titles in the series that play remarkably like the older games they are based on, golf requires gamers to put the GamePad on the floor and use the Wiimote to swing at the ball at the GamePad screen. Simple and intuitive, your swing strength and posture are all measured on the GamePad screen.</p>
<p>As long as you don’t have a hefty cat, large dog or wild toddler that’ll stomp out your GamePad, the tablet integration is a welcomed plus to a game that used to be considered the worst game on “Wii Sports.”</p>
<p>That being said, the learning curve here is no joke. For that reason, many gamers won’t last more than a few rounds. Those who stick with it though and use the various mini-games, which stress different facets of the game such as driving, chipping and putting, will get the hang of things in time.</p>
<p>Things change a bit once you get to bowling however. With the changes made to golf, you’re expecting some type of second-screen experience while on the alley and what you get instead is a new coat of paint on a classic. Although bowling on the Wii U in “Wii Sports Club” is an enjoyable endeavor, it appears to be the same mini-game we fell in love with seven years ago, if not for a few tacked-on, but nifty features.</p>
<p>Graphically, the game looks incredibly similar to the updated version of the game in “Wii Sports: Resort.” Because of that, you’ll instantly become comfortable with the presentation of the game, but you won’t be wowed. If you’ve played the game in its other versions before, the “Wii Sports Club” version won’t be a memorable experience.</p>
<p>Luckily for Nintendo, the addition of mini-games and online play is what makes the game worthy of the $9.99 price tag. Online features and mini-games that help you make spares and Miiverse messaging make the experience a fun one that is free of drama and annoyances you’ll often find while playing your favorite first-person shooter online. The new version of the classic 100-pin game also will manage to steal your attention for a few hours.</p>
<p>The tennis game in “Wii Sports Club” is kind of a compromise of bowling and golf. Although there’s no second-screen experience, the control has been fine-tuned and the graphics are better. It’s safe to say this version of tennis while appeal more to hardcore gamers and will even cause you to break a sweat.</p>
<p>But a first glance, it’s easy to ponder how similar tennis on “Wii Sports Club” is to the other versions of the game on “Wii Sports” and “Wii Sports: Resort.” After a few games however, you’ll notice several key improvements that make it the best of the Wii Sports tennis games to date.</p>
<p>There’s a lot to do in tennis, from silly mini-games to online play. Although this is nothing new for the series the camera and controls have been super tightened to the point where you’ll want to play more than you did before. This has everything to do with the control. In older versions of the game, players could simply swat the Wiimote in any direction and the game would register a swing and a volley vest would ensue.</p>
<p>This time around, the Wii MotionPlus control is so much more intuitive that it’ll recognize your hand’s posture and will make sure you take the correct swing, or else. For example, if a ball comes at your forehand and your hand is positioned in the backhand position, you’re not going to be able to get the ball over the net. This seemingly small improvement makes what is often considered the redheaded stepchild of Wii Sports titles easily one of the more enjoyable ones on “Wii Sports Club.”</p>
<p>All in all, with a host of improvements to their predecessors, “Wii Sports Club” manages to win you over. Even in the case of bowling, where there aren’t many new things brought to the gameplay table, the online options make for a more modern and well-rounded gameplay experience.</p>
<p><strong>The Good:</strong> All three games that are a part of “Wii Sports Club are an upgrade over their original versions. They look better, play more responsively and have more features.</p>
<p><strong>The Bad:</strong> Considering the fact that “Wii Sports” can be found for less than $10.00 on any used game shop on the web and the Wii U features backwards compatibility, the game isn’t exactly cost-effective.</p>
<p><strong>The Bottom Line:</strong> If you’re a fan of “Wii Sports” or Wii Sports: Resort,” “Wii Sports Club” is a game you will play by yourself and with the friends and family. The addition of online play adds a new element to the fun as well.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/retro-review-wii-sports-club/">Retro Review: Wii Sports Club</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">112503</post-id>	</item>
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		<title>Testing the M64: Xeno Crisis</title>
		<link>https://www.oldschoolgamermagazine.com/testing-the-m64-xeno-crisis/</link>
		
		<dc:creator><![CDATA[William Schwartz]]></dc:creator>
		<pubDate>Fri, 31 Jul 2026 17:00:40 +0000</pubDate>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Indie Built-Retro Inspired]]></category>
		<category><![CDATA[Reviews]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112647</guid>

					<description><![CDATA[<p>&#160; With the release of the M64, most hobbyists concern themselves with the technical aspects of the machine. How does it compare to the Analogue 3D, or original Nintendo 64 hardware? Worthwhile questions to be sure, but I prefer to try and evaluate the console on its games and how they play. To start out, [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/testing-the-m64-xeno-crisis/">Testing the M64: Xeno Crisis</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p>With the release of the M64, most hobbyists concern themselves with the technical aspects of the machine. How does it compare to the Analogue 3D, or original Nintendo 64 hardware? Worthwhile questions to be sure, but I prefer to try and evaluate the console on its games and how they play. To start out, let&#8217;s take a look at <a href="https://modretro.com/products/xeno-crisis">Xeno Crisis</a>, one of ModRetro&#8217;s four inaugural launch titles for the console. As is the case with the Chromatic, ModRetro isn&#8217;t just releasing hardware, they&#8217;re also publishing physical software that we can buy in cartridge form and own forever, instead of being tied to an online account.</p>
<p>&nbsp;</p>
<p>Xeno Crisis is on-brand for ModRetro in that Xeno Crisis is a retro throwback title made by an Indie developer, Bitmap Bureau. But it&#8217;s off-brand for the M64 in that Xeno Crisis isn&#8217;t a throwback to the crude 3d modeling that defined the fifth generation of console gaming. Xeno Crisis is a top-down room-to-room shooter game with arcade sensibilities much closer to the fourth generation. Designed for the Sega Mega Drive (Bitmap Bureau is an English company after all), Xeno Crisis looks fantastic in the 16-bit style. But it doesn&#8217;t exactly push the limits of 64-bit hardware.</p>
<p>&nbsp;</p>
<p>And to be entirely frank, Xeno Crisis warrants a bit of a re-evaluation at this point. Coming out in 2019, it&#8217;s nearly old enough to be a retro game in its own right now. With new games on older platforms being less of a novelty now, its flaws are that much more glaring. The lack of native save files, for example, particularly rankles as one of the Nintendo 64&#8217;s few advantages over its CD based competitors was save batteries. Even if you argue that the difficulty curve of Xeno Crisis, and the whole gameplay tradition it represents, should eschew the very concept of save files, I can think of no good reason why this version of the game doesn&#8217;t at least save the high score. There&#8217;s almost certainly a save battery on the cartridge that just isn&#8217;t being used.</p>
<p>&nbsp;</p>
<p>On the topic of difficulty too, Xeno Crisis is too tough for its own good. The problem is less that the game is particularly unfair so much as the enemies are unreasonably tanky. Xeno Crisis is borderline unplayable unless you make a point of getting the weapon power up upgrades as quickly as possible. If you don&#8217;t, even on the second level, every room becomes a marathon because it just takes too long to kill anything such that soon there are a dozen enemies breathing down your neck. With the ones that have projectile moves, the game feels less like an action shooter and more like a bullet hell, which isn&#8217;t the best genre to play with friends.</p>
<p>&nbsp;</p>
<p>For what it&#8217;s worth, Xeno Crisis does play better with a friend, as the added firepower goes a long way to preventing enemies from quickly amassing an outrageous numerical advantage on the field. The revival mechanic is also much appreciated as a way to keep less skilled friends in the game when they keep dying. Annoyingly, this mechanic doesn&#8217;t function in the boss rooms. It would be no more overpowered there than it is anywhere else and serves little purpose except to force your teammate to watch as you struggle to survive the boss&#8217;s attack pattern long enough to achieve marginal damage against its huge health bar.</p>
<p>&nbsp;</p>
<p>Cheat codes might have helped, but I couldn&#8217;t get the Nintendo 64 ones I found online to work. Incidentally, they really should have been in the manual anyway, and that&#8217;s such an obvious asset to having a physical edition I&#8217;m honestly surprised they weren&#8217;t in there. While there is an easy mode accessible from the options menu, it doesn&#8217;t help as much as you&#8217;d think either, because the creators of Xeno Crisis don&#8217;t seem to quite understand <em>why</em> the game is hard. An extra hit point and slightly less spread on certain attack patterns doesn&#8217;t help that much with overwhelming numbers of tanky enemies. Xeno Crisis badly needs to even the scales with more firepower. Despite featuring a bevy of special weapons that do just that, the drop rates for them are quite low. Annoyingly, the game will often provide useless medpacs or grenades.</p>
<p>&nbsp;</p>
<p>It also rather awkwardly forces the player to empty their guns at the end of a room instead of giving them a free reload, or else they run the risk of running out of ammo at the beginning of the next room with the ammo pack more likely than not spawning in a place overrun by enemies that can&#8217;t be killed owing to the lack of bullets. This isn&#8217;t even a critique of the difficulty, it&#8217;s just a basic quality of life improvement. A similar one would be displaying the bullets, grenades, and hit points of the space marines when the game is paused, instead of making this yet more information that&#8217;s all too easy to lose track of in the ongoing chaos.</p>
<p>&nbsp;</p>
<p>From what I can tell, despite Xeno Crisis being a ModRetro branded rerelease, this is just the 2019 version of the game that Bitmap Bureau themselves released on Nintendo 64 cartridges a few years back. It&#8217;s possible that there&#8217;s a contractual reason why ModRetro wasn&#8217;t allowed to modify Xeno Crisis, although it&#8217;s disappointing in any case because it would only take very few tweaks to significantly improve this title to a genuine party game. Even something as mildly ambitious as upping the coop play cap from two players to four players would upgrade Xeno Crisis from a mere gimmicky rerelease to a genuinely impressive update that warrants the fifty-dollar price tag. The Mega Drive might not have been able to handle that much action, but the M64 certainly could, and again, one of the central features of the Nintendo 64 was making a big bet on four player couch co-op play being the future of gaming.</p>
<p>&nbsp;</p>
<p>This particular version of Xeno Crisis is one of the better ones, incidentally, if only because it takes advantage of the goofy yellow C buttons to allow players to easily shoot in a different direction than the one they&#8217;re facing. Despite eight direction movement being standard, I often found myself wishing Xeno Crisis only had four directional movement since the roll move, essential for getting out of danger, almost always defaults to diagonal movement even when using the control pad. This might just be an issue of the M64 Pro Controller being too sensitive for its own good. Whatever the cause, more controller customization options would have gone a long way to improving Xeno Crisis, a game that&#8217;s good for what it is, but could have been genuinely great with just a bit more polish.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" decoding="async" data-attachment-id="112648" data-permalink="https://www.oldschoolgamermagazine.com/testing-the-m64-xeno-crisis/xenocrisiscartridge/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/XenoCrisisCartridge.webp?fit=823%2C823&amp;ssl=1" data-orig-size="823,823" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="XenoCrisisCartridge" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/XenoCrisisCartridge.webp?fit=300%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/XenoCrisisCartridge.webp?fit=823%2C823&amp;ssl=1" class="alignnone size-medium wp-image-112648" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/XenoCrisisCartridge.webp?resize=300%2C300&#038;ssl=1" alt="" width="300" height="300" /></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/testing-the-m64-xeno-crisis/">Testing the M64: Xeno Crisis</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">112647</post-id>	</item>
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		<title>Xevious 128k &#8211; Arcade classic Xevious gets a 128k edition for the Amstrad CPC via Easter Egg</title>
		<link>https://www.oldschoolgamermagazine.com/xevious-128k-arcade-classic-xevious-gets-a-128k-edition-for-the-amstrad-cpc-via-easter-egg/</link>
		
		<dc:creator><![CDATA[Indie Retro News]]></dc:creator>
		<pubDate>Fri, 31 Jul 2026 14:29:24 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[Indie Built-Retro Inspired]]></category>
		<category><![CDATA[Indie Game]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109898</guid>

					<description><![CDATA[<p>There&#8217;s one type of genre that I loved playing in the arcades and more so on my home console, and that is the shoot em up genre! You know the type, enemy waves coming at you at all sides, your ship blasting across the landscape with adrenaline flowing as you try to survive and wipe [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/xevious-128k-arcade-classic-xevious-gets-a-128k-edition-for-the-amstrad-cpc-via-easter-egg/">Xevious 128k &#8211; Arcade classic Xevious gets a 128k edition for the Amstrad CPC via Easter Egg</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="separator"></div>
<p>There&#8217;s one type of genre that I loved playing in the arcades and more so on my home console, and that is the shoot em up genre! You know the type, enemy waves coming at you at all sides, your ship blasting across the landscape with adrenaline flowing as you try to survive and wipe them out. Well there&#8217;s one such game that I have fond memories of, and that was Namco&#8217;s 1982 vertical scrolling arcade shoot em up game Xevious. A game that I not only played and loved back on the Amstrad CPC, but it was one of those games that I also have fond memories of playing with my dad when I was a kid. So why is this game getting a mention? Well, read on and find out for more ;).</p>
<div class="separator"><iframe loading="lazy" class="BLOG_video_class" src="https://www.youtube.com/embed/ckiKDQHnK0o" width="640" height="366" allowfullscreen="allowfullscreen">[embedded content]</iframe></div>
<div class="separator"><iframe loading="lazy" class="BLOG_video_class" src="https://www.youtube.com/embed/NseSAZ8q170" width="640" height="366" allowfullscreen="allowfullscreen">[embedded content]</iframe></div>
<p>&nbsp;</p>
<div class="separator">In a stunning development for the retro gaming community, the legendary arcade shoot-&#8217;em-up Xevious has received a definitive 128k release for the Amstrad CPC, courtesy of the legendary 128k R-Type remakers known as Easter Egg. Released in 2026, this ambitious port brings the 1982 Namco classic to life with technical features that push the aging hardware to its limits. Players once again take the cockpit of the Solvalou fighter ship to engage the enemy forces of Xevious. True to the arcade experience, the ship is equipped with both anti-aircraft missiles and air-to-surface bombs, utilizing a dedicated targeting reticle for precise ground strikes. The mission spans eight looping zones, challenging pilots to dismantle massive enemy fortresses.</div>
<div class="separator"><b>Developed by a veteran team, this version of Xevious showcases impressive technical achievements:</b></div>
<div class="separator">
<ul>
<li>Visuals: Utilizing MODE 1 with advanced raster effects, the game displays more than the standard four colours simultaneously.</li>
<li>Screen Layout: The game uses a custom screen size (CRTC R1=32, R6=31) to maintain an arcade-like vertical feel.</li>
<li>Audio: Features dedicated sound effects and utilizes the Arkos Tracker for its audio engine.</li>
<li>Optimization: The release leverages ZX0 compression by Einar Saukas to fit its high-quality assets into memory.</li>
</ul>
</div>
<div><b>Credits : </b></div>
<ul>
<li>Programming &amp; SFX: Nemo</li>
<li>Graphics &amp; Design: Richard Gatineau (alias TotO)</li>
<li>Music Tools: Julien Nevo (alias Targhan)</li>
</ul>
<p>The post <a href="https://www.oldschoolgamermagazine.com/xevious-128k-arcade-classic-xevious-gets-a-128k-edition-for-the-amstrad-cpc-via-easter-egg/">Xevious 128k &#8211; Arcade classic Xevious gets a 128k edition for the Amstrad CPC via Easter Egg</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">109898</post-id>	</item>
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		<title>Arcade Cabinets vs Home Consoles: The Battle for Strategic Depth</title>
		<link>https://www.oldschoolgamermagazine.com/arcade-cabinets-vs-home-consoles-the-battle-for-strategic-depth/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Thu, 30 Jul 2026 13:39:54 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112531</guid>

					<description><![CDATA[<p>Retro gaming enthusiasts often debate which platform produced deeper strategy: the coin-operated cabinet or the home console. Both formats shaped competitive play, but they did so through entirely different design pressures. Understanding those pressures explains why arcade and console games still feel so distinct decades later. The differences weren&#8217;t accidental. Hardware limitations, business models, and [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/arcade-cabinets-vs-home-consoles-the-battle-for-strategic-depth/">Arcade Cabinets vs Home Consoles: The Battle for Strategic Depth</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Retro gaming enthusiasts often debate which platform produced deeper strategy: the coin-operated cabinet or the home console. Both formats shaped competitive play, but they did so through entirely different design pressures. Understanding those pressures explains why arcade and console games still feel so distinct decades later.</span></p>
<p><span style="font-weight: 400;">The differences weren&#8217;t accidental. Hardware limitations, business models, and social settings all pushed designers toward different definitions of &#8220;skill.&#8221;</span></p>
<h2><b>Arcade Design Favored Fast Reflexive Skill</b></h2>
<p><span style="font-weight: 400;">Coin-operated machines needed players to spend money quickly and often, which meant sessions had to be short, intense, and immediately punishing. Designers built tight difficulty curves that rewarded memorization and precise execution rather than long-term planning. Every mistake carried a visible cost, since another coin was always required to continue.</span></p>
<p><span style="font-weight: 400;">This economic pressure created a very specific kind of strategic depth—one built on reflexes, pattern recognition, and split-second decision-making. Fighting games exemplified this shift most clearly. Players crowded around cabinets to test matchup knowledge in real time, turning arcades into public arenas where mastery was performed rather than practiced in private.</span></p>
<h2><b>Home Consoles Enabled Longer Strategic Sessions</b></h2>
<p><span style="font-weight: 400;">Without the coin-per-minute pressure of arcades, home consoles gave designers room to build longer, more layered experiences. Save systems and passwords allowed players to experiment across hours or even weeks, refining strategies through repeated attempts without financial penalty. This shifted strategic depth away from pure execution and toward planning, resource management, and systemic thinking.</span></p>
<p><span style="font-weight: 400;">That same principle — accessible tools supporting deeper strategic thinking — extends well beyond retro gaming. Competitive card and strategy games carry the same DNA. Players exploring skill-based competitive formats today often look for structured resources that help them study decision trees and probability. For instance,</span><a href="https://gtostrategy.com/"> <span style="font-weight: 400;">Poker Solvers</span></a><span style="font-weight: 400;"> run GTO calculations across hand ranges and bet sizings, giving players a private analytical space to refine decisions at their own pace — exactly what home consoles once offered retro gamers.</span></p>
<p><span style="font-weight: 400;">Console-era strategy also became more social in unofficial ways, through split-screen contests, informal tournaments, and shared community knowledge passed along through guides and word of mouth.</span></p>
<h2><b>How Digital Tools Refined Competitive Strategy Games</b></h2>
<p><span style="font-weight: 400;">The gap between arcade intensity and console depth has narrowed significantly in recent years. Retro-focused industry coverage shows the arcade sector staying commercially relevant, with one 2026 review noting the </span><a href="https://industrytoday.co.uk/market-research-industry-today/arcade-market-revived-by-retro-gaming-and-esports-momentum-growing-at-31-cagr-by-2035"><span style="font-weight: 400;">arcade market&#8217;s continued growth</span></a><span style="font-weight: 400;"> driven partly by renewed interest in retro-style competitive venues. That resurgence isn&#8217;t purely nostalgic; it reflects genuine demand for shared, skill-based social experiences that home platforms can&#8217;t fully replicate.</span></p>
<p><span style="font-weight: 400;">Fighting games remain the clearest bridge between both worlds. A recent retrospective on </span><a href="https://retroarcade.com/2026/05/06/street-fighter-ii-arcade-history/"><span style="font-weight: 400;">Street Fighter II&#8217;s arcade legacy</span></a><span style="font-weight: 400;"> highlights how the game moved competitive arcade culture away from solo scorekeeping and toward direct human rivalry, a shift that also influenced how console fighting games structured matchups and balance years later. Digital tools since then—from networked cabinets to home training modes—have continued refining how players study and internalize strategic patterns.</span></p>
<h2><b>Legacy of Both Formats on Modern Strategy Gaming</b></h2>
<p><span style="font-weight: 400;">Arcade cabinets and home consoles never fully converged, but their influence clearly overlaps in contemporary retro culture. Bar-arcade hybrids and themed venues have brought cabinet-style competition back into social spaces, while console and handheld ecosystems continue emphasizing long-form strategic depth. A recent review of arcade releases noted that </span><a href="https://www.retrocade.store/arcade-industry-year-in-review-2023/"><span style="font-weight: 400;">2023 arcade output</span></a><span style="font-weight: 400;"> stayed within its typical annual range, suggesting steady, ongoing investment in cabinet-based design rather than decline.</span></p>
<p><span style="font-weight: 400;">What emerges is less a rivalry and more a shared inheritance. Arcade cabinets taught players to think fast under pressure, while home consoles taught them to think long-term and experiment freely. Modern competitive gaming, whether digital or physical, still draws from both traditions—proof that strategic depth was never confined to a single format.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/arcade-cabinets-vs-home-consoles-the-battle-for-strategic-depth/">Arcade Cabinets vs Home Consoles: The Battle for Strategic Depth</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<title>M64 Now Available From ModRetro</title>
		<link>https://www.oldschoolgamermagazine.com/m64-now-available-from-modretro/</link>
		
		<dc:creator><![CDATA[Patrick Hickey Jr.]]></dc:creator>
		<pubDate>Wed, 29 Jul 2026 14:33:28 +0000</pubDate>
				<category><![CDATA[2020s]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Indie Built-Retro Inspired]]></category>
		<category><![CDATA[Indy Tools By Platform]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112500</guid>

					<description><![CDATA[<p>After months of teases, ModRetro released the M64 to the public on July 28. For 229.99 USD, the M64, which also comes in a variety of colors, has full compatibility with the original 64 and supports video output up to 4K. Wired and wireless updates also plan to add new features to the console. As [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/m64-now-available-from-modretro/">M64 Now Available From ModRetro</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p class="p1">After months of teases, ModRetro released the <a href="https://modretro.com/products/m64">M64</a> to the public on July 28.</p>
<p class="p1">For 229.99 USD, the M64, which also comes in a variety of colors, has full compatibility with the original 64 and supports video output up to 4K. Wired and wireless updates also plan to add new features to the console. As well, new games are planned for the console as well.</p>
<p class="p1">As per <a href="https://modretro.com/blogs/blog/m64-performance-and-accuracy-update">their development blog on June 26</a>, ModRetro showed the arduous testing they put the console through before release, which they believe makes the M64 something special.</p>
<p class="p1"><i>Are you planning on picking up the M64? What games would you play on it first? Sound off in the comment section below.</i></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/m64-now-available-from-modretro/">M64 Now Available From ModRetro</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">112500</post-id>	</item>
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		<title>Video Game Trading Card Spotlight &#8211; Jerry Buckner</title>
		<link>https://www.oldschoolgamermagazine.com/video-game-trading-card-spotlight-jerry-buckner/</link>
					<comments>https://www.oldschoolgamermagazine.com/video-game-trading-card-spotlight-jerry-buckner/#respond</comments>
		
		<dc:creator><![CDATA[Todd Friedman]]></dc:creator>
		<pubDate>Wed, 29 Jul 2026 13:40:19 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[2000s]]></category>
		<category><![CDATA[2010s]]></category>
		<category><![CDATA[Columns]]></category>
		<category><![CDATA[Trading Card Spotlight]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=16319</guid>

					<description><![CDATA[<p>Our next Trading Card Spotlight features Jerry Buckner, who currently is displayed on card number 1345, from the Superstars of 2014 Collection.  Jerry is also featured on cards 1832, 1981, 2388.   As a musician and producer, Jerry Buckner created many memorable music hits in the 1980’s.   Nothing prepared him for the smash hit “Pac-Man Fever”.  The song [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/video-game-trading-card-spotlight-jerry-buckner/">Video Game Trading Card Spotlight &#8211; Jerry Buckner</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="16320" data-permalink="https://www.oldschoolgamermagazine.com/video-game-trading-card-spotlight-jerry-buckner/jerryb/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?fit=669%2C952&amp;ssl=1" data-orig-size="669,952" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;Todd Friedman&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1555058553&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="JerryB" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?fit=211%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?fit=669%2C952&amp;ssl=1" class="size-medium wp-image-16320 alignleft" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?resize=211%2C300&#038;ssl=1" alt="" width="211" height="300" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?resize=211%2C300&amp;ssl=1 211w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?resize=640%2C911&amp;ssl=1 640w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?resize=150%2C213&amp;ssl=1 150w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?resize=351%2C500&amp;ssl=1 351w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?resize=510%2C726&amp;ssl=1 510w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2019/04/JerryB.jpg?w=669&amp;ssl=1 669w" sizes="auto, (max-width: 211px) 100vw, 211px" />Our next Trading Card Spotlight features Jerry Buckner, who currently is displayed on card number 1345, from the Superstars of 2014 Collection.  Jerry is also featured on cards <a href="https://thewalterdaycollection.com/collection/gallery/item/1832-jerry-buckner-freeplay">1832</a>, <a href="https://thewalterdaycollection.com/collection/gallery/item/1981-jerry-buckner-in-bethlehem">1981</a>, 2388.   As a musician and producer, Jerry Buckner created many memorable music hits in the 1980’s.   Nothing prepared him for the smash hit “<a href="http://www.bucknergarcia.com/">Pac-Man Fever</a>”.  The song was and still is etched in the minds of every adult that was playing video games in the 1980’s.   Created along with his partner Gary Garcia, Pac-Man Fever was featured all over the world on the radio, TV shows, commercials and other forms of advertisement.   Along with video gaming music, Jerry has produced and provided music for many TV shows and movie hits.  Recently Jerry has produced and performed the title track for the 2012 movie, Wreck-it-Ralph.</p>
<p><strong>Did you know at the time when Pac-Man fever was released, that it would be such a smash hit?</strong></p>
<p>No not at all. We were just hoping it would get played locally and help our jingle business.  When we were in L.A. doing some TV shows we were driving through Beverly Hills when our song came on the radio. We looked at each other and laughed when Gary said, &#8220;Not bad for a couple of guys from Akron.&#8221;</p>
<p><strong>Where did you meet your partner Gary Garcia? </strong></p>
<p>Gary and I met in junior high school in Akron, Ohio. We played in several local bands including The Outlaws and The Rogues.</p>
<p><strong>What was the first song or album you created together?  </strong></p>
<p>The first song we ever recorded together was called &#8220;Gotta Hear The Beat.&#8221; with the artist name Animal Jack. It was meant to be a joke aimed at the record business, but it received radio play and ended up being released on 3 different record labels.</p>
<p><strong>What is your favorite kind of music today and how do you compare music to the 1980’s?</strong></p>
<p>I lean towards pop, rock, blues, and R&amp;B but pretty much most music if it&#8217;s good no matter what genre. I&#8217;ve even grown to love some opera music. I don&#8217;t really compare today’s music with the 80&#8217;s. Music evolves, and styles change and I&#8217;m cool with that.</p>
<p><strong>What are some of your other favorite songs you have created?</strong></p>
<p>I liked two cuts we did on Steve Carlisle (singer on WKRP In Cincinnati) called Don&#8217;t Hang Up and You Told A Lie. I especially love the adaption we did for the Footprints in The Sand poem. But I think my favorite was E.T. I Love You. It was an emotional song with beautiful music and words. Unfortunately, it got caught up in record company politics and licensing issues that cut short its successful release.</p>
<p><strong>Do you remember your first video game / arcade you played and what do you remember about it?</strong></p>
<p>First video game I played was Pong. We were playing in an Atlanta hotel bar. I remember thinking how cool and different it was.</p>
<p><strong>If you can design your own video game, what would it be about and who would be the main character?</strong></p>
<p>Actually, we are working on a mobile game right now which I am not at liberty to reveal. Keep checking our website for details when it will be released. <a href="http://www.bucknergarcia.com/">www.bucknergarcia.com</a>.</p>
<p><strong>What are your opinions about today’s generation of video games?</strong></p>
<p>I think many are too violent, but the technical/graphics effects are amazing.</p>
<p><strong>Do you believe some Video Games are too violent and lead to violence in America today?</strong></p>
<p>As I previously mentioned, yes, I do think some of them are too violent. Whether that contributes to the violence in this country or not I don&#8217;t know but I do think they can desensitize kids towards violence. On the other hand, when I was a kid, we played army and shot each other up with toy guns quite convincingly but it didn’t turn us into mass murderers, so I think there is a lot more to the violence then just kids playing video games.</p>
<p><strong>Did you ever think when you were younger you would be on a Video Game Trading card?</strong></p>
<p>No never! I was humbled by it and grateful to Walter for including me.</p>
<p><strong>Have you ever received any media coverage for your appearance on the Trading Card?  If so where?</strong></p>
<p>Not so far but fans love the cards. I always have a few with me at personal appearances to autograph and hand out.</p>
<p><strong>When did you first meet Walter Day and where was it at?</strong></p>
<p>I met Walter in 2014 at The Southern Fried Game Room Expo in Atlanta. He presented me with a cool poster that is framed and hanging on my office wall along with several others.</p>
<p><strong>If you could describe Walter Day in one word, what would that word be and why?</strong></p>
<p>Kind.</p>
<p><strong>What is your favorite movie you have created music for and why?</strong></p>
<p>Wreck It Ralph. To sit in a theatre and see your name in the credits of a Disney movie is beyond words</p>
<p><strong>When writing the Pac-Man Fever song, were there other versions before the final result?</strong></p>
<p>Yes, there was a set of original lyrics that we ended up not using. I wish I had saved them but other than a few minor changes the chorus remained consistent from the beginning.</p>
<p><strong>How much did you play Pac-Man back in the day and is it still a favorite of yours?</strong></p>
<p>I played it a lot in 1981 and 1982 but slacked off as time when on. I have never been really big on video games. Gary was into them more than me and was better at them although because we were both very competitive anytime we played against each other it could get crazy.</p>
<p><strong>You have written other video game music on the Pac-Man soundtrack, other than Pac-Man Fever, which one was your favorite?</strong></p>
<p>I loved Donkey Kong and Froggy&#8217;s Lament, but my favorite is Ode to A Centipede</p>
<p><strong>If you could own one arcade game or pinball game, what would it be and why? </strong></p>
<p>Asteroids. Love the action and SFX.</p>
<p><strong>What does it take to be a successful musician today?</strong></p>
<p>Practice, patience, persistence with a little talent and a lot of luck.</p>
<p><strong>What games today do you play and what are your favorite genres of games?</strong></p>
<p>The only video game I play consistently is Solitaire on my phone. My favorite game is Backgammon</p>
<p><strong>What was your favorite decade from the past and why?  60’s, 70’s? 80’s 90’s?</strong></p>
<p>I would have to say the 80&#8217;s for the obvious reason but the 70&#8217;s would be a close runner up. My least favorite was the 90&#8217;s.</p>
<p><strong>Who is your favorite video game character, other than Pac-Man, and what makes that character special?</strong></p>
<p>I like Ralph (from Wreck-It Ralph). He&#8217;s a nice guy with a good heart and hasn&#8217;t shot anybody</p>
<p><strong>What springs to mind when you hear the term ‘Video Games’?</strong></p>
<p>I think mostly of the classic games although I do like to play some of the games on my mobile phone like Angry Birds.</p>
<p><strong>Are you still involved with music today, and what role do you play?</strong></p>
<p>I continue to write pop songs because I love to do it, but I have been working on some Contemporary Christian music too lately that I like a lot.</p>
<p><strong>Where do you see the music industry in the next 20 years? </strong></p>
<p>I really don&#8217;t know. I guess it will be up to the robots.</p>
<p><strong>Where do you see Video Gaming in the next 20 years?</strong></p>
<p>I think the sky is the limit. I hope the entertainment value increases but not the violence.</p>
<p><a href="http://www.bucknergarcia.com/">www.bucknergarcia.com</a></p>
<hr />
<p>This is one of an ongoing series of articles based on the Walter Day Collection of e-sports/video gaming trading cards – check out more information at <a href="http://thewalterdaycollection.com/" target="_blank" rel="noopener noreferrer">thewalterdaycollection.com</a>.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/video-game-trading-card-spotlight-jerry-buckner/">Video Game Trading Card Spotlight &#8211; Jerry Buckner</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">16319</post-id>	</item>
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		<title>Before LucasArts Took Control: The Wild First Decade of Star Wars Games</title>
		<link>https://www.oldschoolgamermagazine.com/before-lucasarts-took-control-the-wild-first-decade-of-star-wars-games/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Tue, 28 Jul 2026 15:59:00 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112469</guid>

					<description><![CDATA[<p>Today, a Star Wars game arrives carrying decades of expectations. Players know what a lightsaber should sound like and how an X-wing should move. The earliest Star Wars games had none of that inherited design language. During the franchise’s first decade in video games, there was no accepted formula. Star Wars could be a text [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/before-lucasarts-took-control-the-wild-first-decade-of-star-wars-games/">Before LucasArts Took Control: The Wild First Decade of Star Wars Games</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Today, a Star Wars game arrives carrying decades of expectations.</span></p>
<p><span style="font-weight: 400;">Players know what a lightsaber should sound like and how an X-wing should move.</span></p>
<p><span style="font-weight: 400;">The earliest Star Wars games had none of that inherited design language.</span></p>
<p><span style="font-weight: 400;">During the franchise’s first decade in video games, there was no accepted formula. Star Wars could be a text adventure, a survival shooter, a vector-graphics cockpit ride, a lightsaber duel reduced to two floating shapes or a Japanese platform game where Darth Vader transformed into a scorpion.</span></p>
<p><span style="font-weight: 400;">Before Lucasfilm Games became the central creative force behind interactive Star Wars, publishers treated the license less like a unified game universe and more like a box of expensive toys.</span></p>
<p><span style="font-weight: 400;">Everyone grabbed a different piece.</span></p>
<p><span style="font-weight: 400;">The results were inconsistent, occasionally baffling and often brilliant.</span></p>
<h2><b>The Star Wars Game That Wasn’t Star Wars</b></h2>
<p><span style="font-weight: 400;">The story starts before the first officially licensed Star Wars video game.</span></p>
<p><span style="font-weight: 400;">In 1979, Lance Micklus created </span><i><span style="font-weight: 400;">Dog Star Adventure</span></i><span style="font-weight: 400;"> for the TRS-80. As Old School Gamer’s feature on</span><a href="https://www.oldschoolgamermagazine.com/dog-star-adventure-and-the-foundation-of-text-based-gaming/"> <span style="font-weight: 400;">Dog Star Adventure and the foundation of text-based gaming</span></a><span style="font-weight: 400;"> explains, Micklus published the game’s source code in </span><i><span style="font-weight: 400;">SoftSide</span></i><span style="font-weight: 400;"> magazine.</span></p>
<p><span style="font-weight: 400;">The legal camouflage was not subtle.</span></p>
<p><span style="font-weight: 400;">Princess Leia became Princess Leya. Darth Vader became General Doom. The Death Star became the Dog Star. Players explored the station through typed commands, rescued the princess and dealt with obstacles including a robot fussy enough to reject a cold hamburger.</span></p>
<p><span style="font-weight: 400;">It was clearly Star Wars with the labels peeled off, but it also showed how quickly the film had entered the imagination of early computer users.</span></p>
<p><span style="font-weight: 400;">There was no official design template to follow. A programmer saw </span><i><span style="font-weight: 400;">Star Wars</span></i><span style="font-weight: 400;">, understood that computers could support a different kind of adventure and built one entirely from text.</span></p>
<p><span style="font-weight: 400;">Publishing the source code made the game even more significant. Other programmers could study and alter it.</span></p>
<p><span style="font-weight: 400;">The first important Star Wars-inspired computer game was something people could type in, inspect and rebuild.</span></p>
<p><span style="font-weight: 400;">That feels appropriate for an era when software itself was still being invented in public.</span></p>
<h2><b>Parker Brothers Finds Hoth</b></h2>
<p><span style="font-weight: 400;">The first officially licensed Star Wars video game arrived in 1982.</span></p>
<p><span style="font-weight: 400;">Parker Brothers chose </span><i><span style="font-weight: 400;">The Empire Strikes Back</span></i><span style="font-weight: 400;"> for the Atari 2600 and reduced the Battle of Hoth to its cleanest mechanical idea: fly left and right, shoot approaching AT-ATs and delay the destruction of Echo Base.</span></p>
<p><span style="font-weight: 400;">It sounds brutally limited, because it was.</span></p>
<p><span style="font-weight: 400;">It was also exactly the kind of limitation that produced strong Atari games.</span></p>
<p><span style="font-weight: 400;">Rex Bradford’s design had no room for dialogue or cinematic detail. The walkers were blocky mechanical beasts that required repeated hits, gradually changing color as they absorbed damage.</span></p>
<p><span style="font-weight: 400;">The player could not win the war. The goal was to survive and hold the line.</span></p>
<p><span style="font-weight: 400;">Old School Gamer’s</span><a href="https://www.oldschoolgamermagazine.com/atari-2600-encyclopedia-do-you-know-star-wars-the-empire-strikes-back/"> <span style="font-weight: 400;">Atari 2600 Encyclopedia entry on The Empire Strikes Back</span></a><span style="font-weight: 400;"> captures why it worked. The controls were responsive, the challenge was immediate and the image of a snowspeeder attacking an AT-AT remained recognizable after being squeezed through the Atari 2600.</span></p>
<p><span style="font-weight: 400;">That game established a pattern early Star Wars titles would follow repeatedly.</span></p>
<p><span style="font-weight: 400;">They rarely recreated an entire film. They selected one scene, vehicle or visual idea and built an arcade loop around it.</span></p>
<h2><b>A Lightsaber Game Without Sword Fighting</b></h2>
<p><span style="font-weight: 400;">Parker Brothers followed with two very different releases in 1983.</span></p>
<p><i><span style="font-weight: 400;">Return of the Jedi: Death Star Battle</span></i><span style="font-weight: 400;"> placed the Millennium Falcon against TIE fighters and the unfinished second Death Star.</span></p>
<p><i><span style="font-weight: 400;">Jedi Arena</span></i><span style="font-weight: 400;"> went smaller.</span></p>
<p><span style="font-weight: 400;">Inspired by Luke’s training aboard the Millennium Falcon, it turned lightsaber practice into a competitive Atari 2600 game. Two players controlled training remotes indirectly, deflecting energy bolts toward an opponent’s shield.</span></p>
<p><span style="font-weight: 400;">It was the first Star Wars video game built around lightsabers, yet it contained almost nothing modern players would identify as lightsaber combat. There were no combos, dramatic duels or dismemberment settings waiting to upset somebody.</span></p>
<p><span style="font-weight: 400;">There were two abstract figures, a floating remote and a great deal of confusion.</span></p>
<p><span style="font-weight: 400;">That is not an insult. It is the point.</span></p>
<p><span style="font-weight: 400;">The designers were experimenting with how one small element from the films might function using a joystick and one button.</span></p>
<p><span style="font-weight: 400;">Sometimes that produced a classic.</span></p>
<p><span style="font-weight: 400;">Sometimes it produced </span><i><span style="font-weight: 400;">Jedi Arena</span></i><span style="font-weight: 400;">.</span></p>
<h2><b>Atari Builds the Cockpit</b></h2>
<p><span style="font-weight: 400;">Then Atari’s 1983 arcade game changed the scale of the fantasy.<img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="112470" data-permalink="https://www.oldschoolgamermagazine.com/before-lucasarts-took-control-the-wild-first-decade-of-star-wars-games/20058669-star-wars-arcade-exhaust-port-ahead/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/20058669-star-wars-arcade-exhaust-port-ahead.png?fit=1067%2C800&amp;ssl=1" data-orig-size="1067,800" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="20058669-star-wars-arcade-exhaust-port-ahead" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/20058669-star-wars-arcade-exhaust-port-ahead.png?fit=300%2C225&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/20058669-star-wars-arcade-exhaust-port-ahead.png?fit=1024%2C768&amp;ssl=1" class="alignright wp-image-112470" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/20058669-star-wars-arcade-exhaust-port-ahead.png?resize=569%2C427&#038;ssl=1" alt="" width="569" height="427" /></span></p>
<p><span style="font-weight: 400;">Designed by Mike Hally and developed from an earlier prototype called </span><i><span style="font-weight: 400;">Warp Speed</span></i><span style="font-weight: 400;">, </span><i><span style="font-weight: 400;">Star Wars</span></i><span style="font-weight: 400;"> used glowing color vector graphics and a flight yoke to place players inside an X-wing.</span></p>
<p><span style="font-weight: 400;">The game moved through TIE fighter combat, a surface attack and the trench run.</span></p>
<p><span style="font-weight: 400;">For the first time, a Star Wars game did not merely reference a scene. It tried to recreate the sensation of being inside it.</span></p>
<p><span style="font-weight: 400;">The cabinet mattered almost as much as the software.</span></p>
<p><span style="font-weight: 400;">The sit-down version enclosed the player in the machine. The yoke, digitized voices and bright vector display did the rest.</span></p>
<p><span style="font-weight: 400;">For a few expensive minutes, the player was the pilot.</span></p>
<p><span style="font-weight: 400;">Atari followed it with </span><i><span style="font-weight: 400;">Return of the Jedi</span></i><span style="font-weight: 400;"> in 1984, switching from first-person vectors to an isometric raster perspective. In 1985, </span><i><span style="font-weight: 400;">The Empire Strikes Back</span></i><span style="font-weight: 400;"> returned to vector graphics as a conversion kit for existing cabinets.</span></p>
<p><span style="font-weight: 400;">Even Atari could not settle on one way to represent the trilogy.</span></p>
<p><span style="font-weight: 400;">Depending on the game, Star Wars was a cockpit simulation, an isometric obstacle course or an upgrade installed inside yesterday’s arcade machine.</span></p>
<h2><b>One Arcade Game, Many Home Experiences</b></h2>
<p><span style="font-weight: 400;">The arcade cabinet created another problem: how do you bring that experience home?</span></p>
<p><span style="font-weight: 400;">The answer depended entirely on which home the game entered.</span></p>
<p><span style="font-weight: 400;">Versions appeared across consoles and home computers with wildly different capabilities. Some preserved the vector presentation. Others rebuilt the action around the hardware.</span></p>
<p><span style="font-weight: 400;">By the late 1980s, conversions had appeared on systems including the ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST and Amiga.</span></p>
<p><span style="font-weight: 400;">The title on the box could be identical while the experience inside differed sharply.</span></p>
<p><span style="font-weight: 400;">A licensed game was not one fixed product delivered across standardized hardware. It was a family of related interpretations, sometimes connected mainly by packaging, music and optimism.</span></p>
<p><span style="font-weight: 400;">A child playing Star Wars on an Atari 2600, a Commodore 64 owner loading a cassette and an arcade visitor sitting inside the vector cockpit could all say they had played “the Star Wars game.”</span></p>
<p><span style="font-weight: 400;">They were describing very different memories.</span></p>
<h2><b>The Game Lucasfilm Never Released</b></h2>
<p><span style="font-weight: 400;">Not every experiment reached store shelves.</span></p>
<p><i><span style="font-weight: 400;">Star Wars: Return of the Jedi: Ewok Adventure</span></i><span style="font-weight: 400;"> was developed for the Atari 2600 but cancelled before release. The player controlled an Ewok on a hang glider, dropping rocks on Imperial forces and attacking the base on Endor.</span></p>
<p><span style="font-weight: 400;"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="112471" data-permalink="https://www.oldschoolgamermagazine.com/before-lucasarts-took-control-the-wild-first-decade-of-star-wars-games/star_wars_ewok_adventure_1983_atari_2600/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/Star_Wars_Ewok_Adventure_1983_Atari_2600.png?fit=378%2C263&amp;ssl=1" data-orig-size="378,263" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Star_Wars_Ewok_Adventure_1983_Atari_2600" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/Star_Wars_Ewok_Adventure_1983_Atari_2600.png?fit=300%2C209&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/Star_Wars_Ewok_Adventure_1983_Atari_2600.png?fit=378%2C263&amp;ssl=1" class="alignleft size-full wp-image-112471" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/Star_Wars_Ewok_Adventure_1983_Atari_2600.png?resize=378%2C263&#038;ssl=1" alt="" width="378" height="263" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/Star_Wars_Ewok_Adventure_1983_Atari_2600.png?w=378&amp;ssl=1 378w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/Star_Wars_Ewok_Adventure_1983_Atari_2600.png?resize=300%2C209&amp;ssl=1 300w" sizes="auto, (max-width: 378px) 100vw, 378px" />The controls became its undoing.</span></p>
<p><span style="font-weight: 400;">Programmer Larry Gelberg wanted the glider to dive, climb and catch thermals realistically. Marketing wanted something simpler. Gelberg refused, and the game was shelved.</span></p>
<p><span style="font-weight: 400;">Old School Gamer’s article on</span><a href="https://www.oldschoolgamermagazine.com/star-wars-return-of-the-jedi-ewok-adventure/"> <span style="font-weight: 400;">Ewok Adventure</span></a><span style="font-weight: 400;"> tells the story of the surviving prototypes and the disagreement that killed the release.</span></p>
<p><span style="font-weight: 400;">The game reveals a tension running through the entire decade.</span></p>
<p><span style="font-weight: 400;">Should a Star Wars game simulate the thing shown on screen, or simply make that thing easy and exciting to control?</span></p>
<p><span style="font-weight: 400;">Developers are still arguing about that.</span></p>
<p><span style="font-weight: 400;">They just use more expensive PowerPoint presentations now.</span></p>
<h2><b>Namco Sends Luke Somewhere Else Entirely</b></h2>
<p><span style="font-weight: 400;">If the Western Star Wars games were inconsistent, Namco’s 1987 Famicom release proved the license could become even stranger in a different market.</span></p>
<p><span style="font-weight: 400;">Released only in Japan, Namco’s </span><i><span style="font-weight: 400;">Star Wars</span></i><span style="font-weight: 400;"> was a side-scrolling platformer that borrowed from the film without feeling obligated to remain there.</span></p>
<p><span style="font-weight: 400;">Luke visited planets that were not part of his journey in </span><i><span style="font-weight: 400;">A New Hope</span></i><span style="font-weight: 400;">. Darth Vader appeared repeatedly through bizarre impostors capable of transforming into a scorpion and a shark.</span></p>
<p><span style="font-weight: 400;">It is difficult to imagine that surviving a modern licensing approval meeting.</span></p>
<p><span style="font-weight: 400;">Yet the game makes sense within the Famicom market of the time. Platform action was familiar, recognizable characters mattered and strict cinematic accuracy was less important than producing something that worked as a Nintendo game.</span></p>
<p><span style="font-weight: 400;">Old School Gamer’s</span><a href="https://www.oldschoolgamermagazine.com/antstream-arcade-retro-gaming-history-the-nintendo-famicom/"> <span style="font-weight: 400;">history of the Nintendo Famicom</span></a><span style="font-weight: 400;"> shows how quickly the system became home to major franchises and arcade-style adaptations. Namco reshaped Star Wars for that environment.</span></p>
<p><span style="font-weight: 400;">The result was not the film in cartridge form.</span></p>
<p><span style="font-weight: 400;">It was Star Wars translated into the language of Japanese 8-bit design, with all the mutations that apparently required.</span></p>
<h2><b>Before There Was a LucasArts Style</b></h2>
<p><span style="font-weight: 400;">Lucasfilm founded its own games group in 1982, but initially built its reputation through original projects including </span><i><span style="font-weight: 400;">Ballblazer</span></i><span style="font-weight: 400;">, </span><i><span style="font-weight: 400;">Rescue on Fractalus!</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">Maniac Mansion</span></i><span style="font-weight: 400;">.</span></p>
<p><span style="font-weight: 400;">Star Wars continued to pass between outside publishers and developers.</span></p>
<p><span style="font-weight: 400;">That created a strange situation. The company making some of the most inventive games of the 1980s was not yet defining what a Star Wars video game should be.</span></p>
<p><span style="font-weight: 400;">Old School Gamer’s feature on</span><a href="https://www.oldschoolgamermagazine.com/lucasfilm-games-by-todd-friedman/"> <span style="font-weight: 400;">Lucasfilm Games</span></a><span style="font-weight: 400;"> looks at the studio that would eventually become inseparable from interactive Star Wars.</span></p>
<p><span style="font-weight: 400;">The transition happened gradually.</span></p>
<p><span style="font-weight: 400;">The 1991 </span><i><span style="font-weight: 400;">Star Wars</span></i><span style="font-weight: 400;"> game for the Famicom and NES involved Lucasfilm Games and Beam Software, while other versions reached the Game Boy, Master System and Game Gear.</span></p>
<p><span style="font-weight: 400;">The</span><a href="https://www.oldschoolgamermagazine.com/long-live-the-master-system-the-sms-outside-of-north-america-and-japan/"> <span style="font-weight: 400;">Master System’s unusual life outside North America and Japan</span></a><span style="font-weight: 400;"> meant that even this newer generation arrived differently depending on where players lived. In one market, the console was disappearing. Somewhere else, it still felt like a discovery.</span></p>
<p><span style="font-weight: 400;">Then the identity sharpened.</span></p>
<p><i><span style="font-weight: 400;">Super Star Wars</span></i><span style="font-weight: 400;"> arrived in 1992. </span><i><span style="font-weight: 400;">Star Wars: X-Wing</span></i><span style="font-weight: 400;"> followed in 1993.</span></p>
<p><span style="font-weight: 400;">The games began to feel less like isolated experiments and more like pieces of a growing interactive universe.</span></p>
<p><span style="font-weight: 400;">LucasArts had not eliminated variation.</span></p>
<p><span style="font-weight: 400;">But it increasingly became the center of gravity.</span></p>
<h2><b>The Wild Years Still Matter</b></h2>
<p><span style="font-weight: 400;">The first decade of Star Wars gaming has no tidy progression from primitive to sophisticated.</span></p>
<p><i><span style="font-weight: 400;">Dog Star Adventure</span></i><span style="font-weight: 400;"> did things Atari cartridges could not. Parker Brothers found elegant loops inside individual movie scenes. Atari’s arcade team created a cockpit fantasy so convincing that later technology did not automatically make it obsolete.</span></p>
<p><span style="font-weight: 400;">Namco produced something only Namco in 1987 could have produced.</span></p>
<p><span style="font-weight: 400;">Some games were excellent.</span></p>
<p><span style="font-weight: 400;">Some were painful.</span></p>
<p><span style="font-weight: 400;">Some were barely Star Wars at all once the box art was removed.</span></p>
<p><span style="font-weight: 400;">Together, they show a famous license before it had learned to police its own identity.</span></p>
<p><span style="font-weight: 400;">Modern Star Wars games inherit a library of sounds, interfaces, genres and design expectations. The early developers inherited three films, a pile of merchandise and a question nobody had answered:</span></p>
<p><span style="font-weight: 400;">What exactly should a Star Wars game let the player do?</span></p>
<p><span style="font-weight: 400;">The</span><a href="https://swtorstrategies.com/2026/03/star-wars-games-complete-list.html"> <span style="font-weight: 400;">complete list of every Star Wars video game ever made</span></a><span style="font-weight: 400;"> now stretches across arcades, computers, consoles, handhelds, mobile devices and virtual reality.</span></p>
<p><span style="font-weight: 400;">Looking back at its chaotic beginning makes one thing clear.</span></p>
<p><span style="font-weight: 400;">Star Wars did not enter gaming through one perfect adaptation.</span></p>
<p><span style="font-weight: 400;">It arrived as text, vectors, cartridges, cassettes, cancelled prototypes and several versions of Darth Vader that probably should not have been sharks.</span></p>
<p><span style="font-weight: 400;">Before LucasArts took control, nobody knew the rules.</span></p>
<p><span style="font-weight: 400;">That was the fun of it.</span></p>
<h3><b>Author Bio</b></h3>
<p><span style="font-weight: 400;">Søren Kamper is the editor of</span><a href="https://swtorstrategies.com/"> <span style="font-weight: 400;">Star Wars: Gaming</span></a><span style="font-weight: 400;">, an independent site documenting the history of Star Wars video games, from unofficial experiments and early arcade releases to LucasArts classics, modern titles and fan projects.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/before-lucasarts-took-control-the-wild-first-decade-of-star-wars-games/">Before LucasArts Took Control: The Wild First Decade of Star Wars Games</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">112469</post-id>	</item>
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		<title>Micro Machines: Pocket-Sized Racing</title>
		<link>https://www.oldschoolgamermagazine.com/micro-machines-pocket-sized-racing/</link>
		
		<dc:creator><![CDATA[Marcus Albers]]></dc:creator>
		<pubDate>Tue, 28 Jul 2026 01:29:00 +0000</pubDate>
				<category><![CDATA[1990s]]></category>
		<category><![CDATA[2000s]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=111809</guid>

					<description><![CDATA[<p>For years, kids who wanted to play with little cars had two major brands to choose from: either Mattel&#8217;s Hot Wheels or Tyco&#8217;s Matchbox (which, ironically, was purchased by Mattel in 1997). There were other smaller creators, like Johnny Lightning and Maisto, but those were the two everyone knew. So, when Galoob decided to enter [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/micro-machines-pocket-sized-racing/">Micro Machines: Pocket-Sized Racing</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>For years, kids who wanted to play with little cars had two major brands to choose from: either Mattel&#8217;s Hot Wheels or Tyco&#8217;s Matchbox (which, ironically, was purchased by Mattel in 1997). There were other smaller creators, like Johnny Lightning and Maisto, but those were the two everyone knew. So, when Galoob decided to enter the tiny-car market in the late 80s, they needed a hook to differentiate themselves. While most other toy cars were roughly H0-Scale (1:64), Galoob designed their Micro Machine line as could-easily-be-swallowed-by-kids 1:160, or N-Scale. The tiny, detailed vehicles became a hit in the marketplace. Even if you don&#8217;t remember the toys, you will surely recall speed-talker John Moschitta, Jr., extolling the virtues of the itty bitty autos during Saturday-morning adverts at 450 words per minute.</p>
<div id="attachment_111813" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-111813" data-attachment-id="111813" data-permalink="https://www.oldschoolgamermagazine.com/micro-machines-pocket-sized-racing/screenshot-41/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESTitle.jpg?fit=1928%2C1670&amp;ssl=1" data-orig-size="1928,1670" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Micro Machines NES Title Screen" data-image-description="&lt;p&gt;Micro Machines NES Title Screen&lt;/p&gt;
" data-image-caption="&lt;p&gt;Micro Machines NES Title Screen&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESTitle.jpg?fit=300%2C260&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESTitle.jpg?fit=1024%2C887&amp;ssl=1" class="size-medium wp-image-111813" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESTitle.jpg?resize=300%2C260&#038;ssl=1" alt="Micro Machines NES Title Screen" width="300" height="260" /><p id="caption-attachment-111813" class="wp-caption-text">Micro Machines NES Title Screen</p></div>
<p>As with any popular kids&#8217; property, a video game was sure to follow. Galoob partnered with European developer Codemasters to turn the mini micros into a video game racer. They already had a relationship with Codemasters as Galoob was the North American distributor of their popular Game Genie video game enhancement device.</p>
<p>Unlike most European game development of the time, Codemasters created Micro Machines first for the Nintendo Entertainment System, then ported it to various computers and consoles. Due to the ongoing legal battle that Galoob was involved in with Nintendo of America over the Game Genie, it never received Nintendo&#8217;s Seal of Approval. Codemasters released a couple of different unofficial carts for the game, including a gold cartridge (similar to the Tengen releases) and smaller black carts.</p>
<p>The game itself actually started life as a racing prototype called California Buggy Boys, programmed by Andrew Graham. It was an overhead racer featuring dune buggies. Codemasters founders David and Richard Darling saw an opportunity to turn the prototype into a licensed Micro Machines title.</p>
<p>The toy line&#8217;s small size inspired the environments for each race. Instead of treating the cars as full-sized vehicles in a standard racing game, Codemasters set each race in everyday surroundings, but on a toy-sized scale. One race takes place in a bathtub. Another takes place on a pool table. Yet another takes place at a breakfast table. The surroundings for each track reflected their theme. The bathtub track is outlined with tiny soap bubbles. The pool table track is denoted with cue chalk and pool balls. And the breakfast table track is created with lines of breakfast cereal, with sticky honey hazards along the way.</p>
<div id="attachment_111815" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-111815" data-attachment-id="111815" data-permalink="https://www.oldschoolgamermagazine.com/micro-machines-pocket-sized-racing/screenshot-43/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESRace.jpg?fit=1928%2C1670&amp;ssl=1" data-orig-size="1928,1670" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Micro Machines NES Screenshot" data-image-description="&lt;p&gt;Micro Machines NES Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Micro Machines NES Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESRace.jpg?fit=300%2C260&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESRace.jpg?fit=1024%2C887&amp;ssl=1" class="size-medium wp-image-111815" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesNESRace.jpg?resize=300%2C260&#038;ssl=1" alt="Micro Machines NES Screenshot" width="300" height="260" /><p id="caption-attachment-111815" class="wp-caption-text">Micro Machines NES Screenshot</p></div>
<p>The game incorporates a variety of vehicle types from the Micro Machines line and doesn&#8217;t limit itself to cars. While we do get standards like sports cars and four-wheel drive vehicles, there are also speedboats, helicopters, and even tanks. Racing a Formula 1 car around a billiards table, dodging pool cues and skipping in and out of the pockets, is truly a unique experience. Even though the route around the courses is clearly marked, it isn&#8217;t a strict barrier. Racers are allowed to race outside the lines, to a certain extent. If you go too far out, you will be returned to the track.</p>
<p>The single-player racing challenge pits the player against three computer opponents. As you progress, the tracks will become increasingly harder. In order to progress to the next track, you must come in either first or second place. If you finish third or fourth, you will need to rerun the race in an attempt to improve your standing. You have a total of three chances to run a track again. Once you use all of your chances, it&#8217;s game over.</p>
<p>The game also includes a two-player head-to-head mode. Instead of a split-screen race, the two-player race takes place on a single screen. At the beginning of the race, there are 8 colored lights at the top of the screen. Each player has four lights in their color. During the race, if one player gets a full-screen length ahead of the other, one of the lights will change to their color. This will go back-and-forth until one player has managed to change all 8 lights to their color, thus winning the race.</p>
<div id="attachment_111814" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-111814" data-attachment-id="111814" data-permalink="https://www.oldschoolgamermagazine.com/micro-machines-pocket-sized-racing/screenshot-42/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesAmigaRace.jpg?fit=1344%2C1120&amp;ssl=1" data-orig-size="1344,1120" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Micro Machines Amiga Screenshot" data-image-description="&lt;p&gt;Micro Machines Amiga Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Micro Machines Amiga Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesAmigaRace.jpg?fit=300%2C250&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesAmigaRace.jpg?fit=1024%2C853&amp;ssl=1" class="size-medium wp-image-111814" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/07/MicroMachinesAmigaRace.jpg?resize=300%2C250&#038;ssl=1" alt="Micro Machines Amiga Screenshot" width="300" height="250" /><p id="caption-attachment-111814" class="wp-caption-text">Micro Machines Amiga Screenshot</p></div>
<p>As I pointed out at the beginning of this article, unlike most European games at the time, the NES console version was developed before the game was ported to any other consoles or computers. Two years after the initial release, versions for the Sega Game Gear, Sega Mega Drive, and Commodore Amiga were released. While it isn&#8217;t the most graphically advanced of the initial 16-bit versions (that would be the Mega Drive version), I have a personal affinity for the Amiga version, as it was the port that introduced me not only to this game but also to Codemasters as a developer.</p>
<p>The next year saw the release of the Sega Master System, MS-DOS, and Super NES versions. One of the most distinctive releases would follow the next year, with a full release of the Philips CD-i system. It is unique among CD-i games as it wasn&#8217;t transformed into a multimedia title, which is where the system excelled, and where game development on the system was most focused.</p>
<p>The final two versions released were a monochrome conversion of the original Game Boy in 1995, and then a version for the Game Boy Color in 2000. This version was actually released in a combo cartridge with its sequel, Turbo Tournament.</p>
<p>Codemasters would continue to develop and co-develop new games using the license until Micro Machines World Series in 2017. While sequels like V3 and V4 brought the game to more modern systems (at the time) and were moderately successful, the mobile-focused World Series failed to revive the brand. Additionally, Codemasters&#8217; corporate identity was evolving as it focused on titles such as GRID and the DiRT series. At that point, additional Micro Machines games were no longer developed.</p>
<p>If you’ve never delved into this franchise, give the original Micro Machines a try. It offers a unique perspective and is accessible on almost any platform thanks to modern emulation.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/micro-machines-pocket-sized-racing/">Micro Machines: Pocket-Sized Racing</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<title>Video Game Trading Card Spotlight &#8211; Zach Kaczor</title>
		<link>https://www.oldschoolgamermagazine.com/video-game-trading-card-zach-kaczor/</link>
					<comments>https://www.oldschoolgamermagazine.com/video-game-trading-card-zach-kaczor/#respond</comments>
		
		<dc:creator><![CDATA[Todd Friedman]]></dc:creator>
		<pubDate>Mon, 27 Jul 2026 12:54:28 +0000</pubDate>
				<category><![CDATA[2010s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Columns]]></category>
		<category><![CDATA[Trading Card Spotlight]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=5591</guid>

					<description><![CDATA[<p>Our next Trading Card Spotlight features Zach Kaczor, who is displayed on card number 99, from the Superstars of 2011 Collection.   Zach is one of the youngest gamers to appear on a Video Game Trading Card.  When the card was produced, Zach was 11 years old.   He took over the world record on the arcade [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/video-game-trading-card-zach-kaczor/">Video Game Trading Card Spotlight &#8211; Zach Kaczor</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="5592" data-permalink="https://www.oldschoolgamermagazine.com/video-game-trading-card-zach-kaczor/zach-kaczor/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?fit=720%2C1023&amp;ssl=1" data-orig-size="720,1023" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;Todd Friedman&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1507276595&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Zach Kaczor" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?fit=211%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?fit=720%2C1023&amp;ssl=1" class="alignnone size-medium wp-image-5592 alignleft" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?resize=211%2C300&#038;ssl=1" alt="" width="211" height="300" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?resize=211%2C300&amp;ssl=1 211w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?resize=300%2C426&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?resize=150%2C213&amp;ssl=1 150w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?resize=352%2C500&amp;ssl=1 352w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2017/10/Zach-Kaczor.jpg?w=720&amp;ssl=1 720w" sizes="auto, (max-width: 211px) 100vw, 211px" />Our next Trading Card Spotlight features Zach Kaczor, who is displayed on card number 99, from the Superstars of 2011 Collection.   Zach is one of the youngest gamers to appear on a Video Game Trading Card.  When the card was produced, Zach was 11 years old.   He took over the world record on the arcade game Ice Cold Beer which was first achieved in 1984.   His score was 350,000 which still holds today as the current world record on Twin Galaxies scoreboard. Zach also loves the current games of today like Call of Duty and other games for the XBOX.  He holds the world record on Gunstringer for the XBOX 360.    Zach is proud to be a part of the gaming community and hopes ones day to set more records and be a top gamer for his generation.</p>
<p>Are you still involved with gaming today, and what role do you play?</p>
<p>I used to be, I was one of the original Minecraft servers that existed right when the game was being released to the public. That ran up until about 2014-15 when I quit and had other people run it for me. I would like to believe I had an important role in the way servers were ran and continue to run. I often interacted with many other server owners of larger communities and would often find ways to manage and handle large amounts of people. It was a fun learning experience.</p>
</div>
<div>
<p>Did you ever think when you were younger you would be on a Video game Trading card?</p>
<p>I don’t have much recollection before achieving my World Record so I would say no! Nor did I think I would ever be in the Guinness Book of World Records.</p>
<p>Have you ever received any media coverage for your appearance on the Trading Card?  If so, where?</p>
<p>Yes, in my local paper.</p>
<p>Bucks County Courier Times <a href="http://www.buckslocalnews.com/yardley_news/bucks-county-s-own-pinball-wizard-zach-kaczor-honored-for/article_84bbbbfd-6787-5f58-9664-98faf007f7b9.html" target="_blank" rel="noopener">http://www.buckslocalnews.com/yardley_news/bucks-county-s-own-pinball-wizard-zach-kaczor-honored-for/article_84bbbbfd-6787-5f58-9664-98faf007f7b9.html</a><br />
<u><span style="color: #0066cc;"><br />
</span></u> The Trentonian <a href="http://www.trentonian.com/article/TT/20111107/NEWS/311079986" target="_blank" rel="noopener">http://www.trentonian.com/article/TT/20111107/NEWS/311079986</a><br />
<u><span style="color: #0066cc;"><br />
</span></u>When did you first meet Walter day and where was it at?</p>
<p>Richie Knucklez Arcade &#8211; July 30th, 2011.</p>
<p>What are your opinions about today’s generation of video games?  How do you compare them to older, classic games?</p>
<p>I prefer the classic arcade games, mainly for the sense of how vintage they are and how much more involved and unique they are. Games today are often repeated versions of the same games. It’s interesting looking at all the different types and styles of older games. It seemed like companies tried more and would do unique things to try to attract people to their game. Which I often think video games companies today don’t try as hard to do.</p>
<p>Do you prefer PC or Console gaming and why?</p>
<p>Console — Even though I played Minecraft for many years, I find console to be much more easier as I use my computer for personal things such as school etc. and often find that it gets cluttered. That happens with everyone. It’s just natural.</p>
<p>What games today do you play and what are your favorite genres of games?</p>
<p>I don’t find myself playing too many games today. I was into Garry’s Mod, Minecraft, etc. those type of games but now I’m mainly focused on school and work. I’ve ventured into Photography etc.</p>
<p>Do you remember your first video game / arcade you played and what do you remember about it?</p>
<p>I’m not too sure the first arcade game I played. I do remember playing games on my Gameboy — such as Sonic. However, I do remember the first time I played Ice Cold Beer, which is the game I have a World Record on. It was during a vacation to Nevada, we were staying outside of the Las Vegas Strip and we often tend to explore when we’re vacationing. After a bit of exploration and research we found the Pinball Hall of Fame which was basically a huge place with a ton of pinball games and games of the same age. It was then, I found Ice Cold Beer! I remember putting a quarter into it and instantly falling in love with playing it. I kept wanting to play more and more, only at that time I was not good at all. I think we even came back the next day so I could play it again. When we came back from Las Vegas, we found that Richie Knucklez Arcade in Flemington, New Jersey had a Ice Cold Beer machine and this is where I became good at it and broke the previous World Record (unofficial at that time). That Christmas, my parents bought me the arcade game as a present and we still have it in our basement today.</p>
<p>If you could own one arcade game or pinball game, what would it be and why?</p>
<p>TRON or Track &amp; Field, I find both the games to be very interesting and they seem like games I would want to try to get good at. They both look visually appealing and are unique in different ways.</p>
<p>Do you believe some Video Games are too violent and lead to violence in America today?</p>
<p>There are many issues that cause violence in America however I don’t believe that Video Games are a main cause for this. There’s so much hatred in the world and to pinpoint it on any single thing is a very closed mind-set. While I think games would be better without violence, it’s an issue that not I nor anyone by themselves can solve and has to be a movement within the country. The country also needs to take steps to taking better care of people who need the different types of care that many people often need and cannot receive. It’s a world-wide issue, definitely not caused by video games themselves.</p>
<p>Where do you see Video gaming in the next 20 years?</p>
<p>It’s going to take a major turn, I feel like it’s going to become a thing you physically feel. Although, we all like to imagine a much bigger and more advanced world in the future. I’m sure that technology will only go so far with the introduction of the Oculus Rift, etc. I hope it turns around and companies decide to make games like they used to (stand-up ones) but that won’t happen.</p>
<hr />
<p>This is one of an ongoing series of articles based on the Walter Day Collection of e-sports/video gaming trading cards – check out more information at <a href="http://thewalterdaycollection.com/" target="_blank" rel="noopener">thewalterdaycollection.com</a>.</p>
</div>
<p>The post <a href="https://www.oldschoolgamermagazine.com/video-game-trading-card-zach-kaczor/">Video Game Trading Card Spotlight &#8211; Zach Kaczor</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">5591</post-id>	</item>
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		<title>International Amiga Day &#8211; The day has come to celebrate the Amiga!</title>
		<link>https://www.oldschoolgamermagazine.com/international-amiga-day-the-day-has-come-to-celebrate-the-amiga/</link>
		
		<dc:creator><![CDATA[Indie Retro News]]></dc:creator>
		<pubDate>Sun, 26 Jul 2026 23:08:23 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[Indie Built-Retro Inspired]]></category>
		<category><![CDATA[Indie]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=110444</guid>

					<description><![CDATA[<p>It&#8217;s time to have an Amiga party as throughout the Commodore Amiga Facebook they are celebrating  the &#8216;International Amiga Day 2026&#8217; for May 31st, which celebrates over 30 years of Amiga fun! The retro community want to keep the Commodore Amiga name alive and what better way to do that than an anniversary to the [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/international-amiga-day-the-day-has-come-to-celebrate-the-amiga/">International Amiga Day &#8211; The day has come to celebrate the Amiga!</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
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<p>It&#8217;s time to have an Amiga party as throughout the Commodore Amiga Facebook they are celebrating  the &#8216;International Amiga Day 2026&#8217; for May 31st, which celebrates over 30 years of Amiga fun! The retro community want to keep the Commodore Amiga name alive and what better way to do that than an anniversary to the day dedicated to that great system with all the games being played, and hardware being used from the A500 to the A1200, to the CD32 to the A4000. If you lived during that era of gaming then it was one of the greatest moments in our retro history.</p>
<div class="separator"><a href="https://i0.wp.com/blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-4dDG2TfPz6B66az5yGHfgxYy8Ybt-Quz2HaSWTVUThTOorVYVJ8sdQ2PXte9nyRElfVAohkpaImOIpMIV3GgRx6SVFQCGkzrJoNpe911suN4_wznC6zQXeeh2sX3CoXGrYFKtw6Dqt7cSMehdatn1r27iQfaFIalG1vX3kGlP0UoY-coB1PZm5pb/s640/109135038_10202967260614958_6092743172603470069_o.jpg?ssl=1"><img data-recalc-dims="1" loading="lazy" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/06/109135038_10202967260614958_6092743172603470069_o.jpg?resize=640%2C408&#038;ssl=1" width="640" height="408" border="0" data-original-height="407" data-original-width="640" /></a></div>
<p>In 2014 when the party came to be, it turned out to be a global event with people from all around the world turning on their retro systems either to play them once more from their childhood or just to give them a new look with a mod or retrobright. However with fantastic news came sadness as the original creator Dragon “Gyu” Gyorgy sadly passed away at the beginning of 2015. He was both a friend to me and to many others, so with this news, lets not just celebrate the Amiga but celebrate the great Dragon Gyorgy who was the inspiration behind the original Amiga day.</p>
<p>On Amiga Day do any of the following Amiga activities:</p>
<ul>
<li>&#8211; You must switch on at least 1 Amiga computer.</li>
<li>&#8211; You must run at least 1 Amiga game (emulator is accepted).</li>
<li>&#8211; You must „whiten” a yellowed Amiga.</li>
<li>&#8211; You must give your non-working Amiga to a technician, who can make a working machine out of the non-working ones. Lather on the reborn working Amiga must be donated.</li>
<li>&#8211; In case you are a technician you must make at least one Amiga working from non-working Amigas.</li>
<li>&#8211; If you have an Amiga T-Shirt, you must wear it.</li>
<li>&#8211; If none of the above you can make a photo of yourself with an Amiga and share it with your friends on any social networks.</li>
<li>&#8211; Or whatever Amiga related activity you like&#8230;</li>
</ul>
<p>The post <a href="https://www.oldschoolgamermagazine.com/international-amiga-day-the-day-has-come-to-celebrate-the-amiga/">International Amiga Day &#8211; The day has come to celebrate the Amiga!</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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