Archive for January, 2009

Inside Look: Megajoy 2

Friday, January 30th, 2009

I don’t know about anyone reading, but personally I can be incredibly nosey and it occurred to me the other day that I’ve absolutely no idea what is actually inside some of the tat I’m writing about. I don’t have much past a rudimentary understanding of electronics (more than enough to work on the average PC or service a Commodore 64) but that’s never stopped me from dismantling things before so, pausing only to grab a passing screwdriver and my (t)rusty digital camera, here’s what the innards of a Megajoy 2 look like! Y’know, it’s ideas like this that lead to occasional features for websites…

Step 1: the battery compartment is removed

Step 1: the battery compartment is removed

To start with, the battery compartment pops out of the base – literally since it’s spring-loaded! To actually dismember the thing, there are eight screws recessed into the plastic that need removing, five spread out over the three handles of the controller and a further three positioned around the housing for the battery box.

Step 2: the screws and lower case are removed

Step 2: the screws and lower case are removed

The screws are removed and the lower part of the case lifted away, leaving the upper and all of the innards in place. Taking a few fairly educated guesses, the larger of the two PCBs appears to drive the input and output whilst the smaller takes care of actually running the games; from what I’ve read previously one of those two blobs of black epoxy will be covering the NOAC itself and I assume that the ROM where the games are stashed is under the other.

Step 3: the board is removed and turned over

Step 3: the board is removed and turned over

Here’s the other side of the board that deals with I/O, there are four contacts on it for the D pad to the left, a single contact just below the red power LED in the middle and a further six to the right for the select, start and the two pairs of A and B buttons. At the back of the board on the left are a couple of composite video connectors and the DC input and power switch (without the yellow plastic cover which has been removed and is sat by the screws) are on the right.

Step 4: the board is moved aside to show contacts under the controls

Step 4: the board is moved aside to show contacts under the controls

And finally, here’s the board itself moved away from the shell so the underside of the D pad and buttons are fully visible; the two wires still attached are for the springs that press against the terminals on the battery compartment to provide power. And after all of this mauling, the Megajoy 2 went back together with reasonable ease as well, anyone would think that I actually knew what I was doing…!

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McDonalds AiAi and Shadow Toys (LCD)

Tuesday, January 27th, 2009
Sega LCD - Super Monkey Ball and Shadow

Sega LCD - Super Monkey Ball and Shadow

Way back in 2003, McDonalds and Sega got together in order to produce a series of game-themed Happy Meal toys. For this wave of Sega collectibles from the golden arches (these chunky and colourful plastic devices have probably got more nutritional value than the meals they were issued with) there were six units released in total and today we’ve got a couple of these little darlings under the microscope, almost literally since the screens are somewhat on the small side!

Shadow Grinder is a harrowing morality tale about the dangers of failing to adequately plan municipal lavatorial facilities and one hedgehog’s journey to salvation. Not really, it’s a little game where Shadow the Hedgehog is grinding along what appears to be a rail in a construction site (certainly it appears to be high above the ground since the background is of a distant cityscape, but we’re not exactly talking current generation graphics here so it might just be a handrail at the local Asda) and there are perilous gaps. Shadow will need a player’s help to reach some unspecified destination (the car park, perhaps?) and this is where the single red button below the unit’s screen comes in; prodding it makes Shadow hurl himself into the air for a limited period to traverse the otherwise fatal holes in a sort of dumbed down version of Moon Patrol that is less arcade action and more an easy (well okay, easy for an adult so perhaps the target audience might struggle a little more) reaction test.

Sega LCD - Shadow Grinder

Sega LCD - Shadow Grinder

The second game is themed around Super Monkey Ball, titled AiAi Banana Catch and, naturally, stars banana fetishist AiAi the monkey (sans transparent sphere for this particular outing) who is feeding his love for yellow, curved fruit; fortunately for our simian hero there are bunches of the things around, in fact they’re falling from the trees! AiAi of course wants to gather this bountiful harvest and, with the aid of a human using the two directional buttons (one either side of the display), can be positioned in one of three places at the base of the screen to catch the falling fruit. Unlike the single button mashing of Shadow Grinder, there is actually some gameplay to be had from AiAi Banana Catch and, once the player realises the AiAi can move between the three columns of descending bananas quicker than they move, completing near to perfect runs becomes possible.

Sega LCD - AiAi Banana Catch

Sega LCD - AiAi Banana Catch

Both games are somewhat reminiscent of the Nintendo Game & Watch series, although the overall design is, as would be expected for something that McDonalds are giving away with some chicken nuggets and fries, even more simplistic; Shadow Grinder in particular is a one trick pony with a design flaw the size of a small planet that makes it hideously easy to play without even the need to concentrate on the screen whilst AiAi Banana Catch is actually quite enjoyable as long as it’s kept to short bursts. Speaking of bursts, the sound is limited to assorted little bleeps for events during play, a six note jingle played at the start of a game (which is the same for both) and a couple of warbles for game over and completion states, the latter accompanied by the “pyrotechnic” of turning all the LCD elements on and off simultaneously.

The 17mm by 22mm screens are somewhat fiddly due to their small scale but as long as there’s a good level of light are reasonable to use and the target audience being children at least means that both units are constructed like brightly-coloured, chunky plastic tanks. One particular plus is that, despite both toys being somewhat geriatric now (they were issued in 2004 when the promotion was run in the U.K. so approaching their fifth birthday), they still function perfectly and the batteries must presumably have a half life approaching that of the main reactor core at Sizewell B. At some point, these things are going to become collectors items (assuming that hasn’t already begun to happen amongst aficionados of such things) but at the time of writing they’re still available to be grabbed through eBay for a reasonable price; if they’re worth purchasing this way as games in their own right is probably debatable but until the prices get ridiculous there is some reason to get AiAi Banana Catch or perhaps the set of six if they’re really cheap as a single lot.

Sega LCD - AiAi Banana Catch being played

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Spectrum Ten (PC)

Tuesday, January 20th, 2009
Spectrum Ten for Windows

Spectrum Ten for Windows

“10 Sinclair Spectrum Retro Games” the Spectrum Ten DVD case inlay boasts, along with a montage of screenshots. And on flipping the box over, that blurb goes on to add that they’re “original game files and emulator included fun classic games many number 1 selling hits back in the day” (sic). This horrific lack of punctuation (which is even worse than my first drafts) is pretty much representative of the presentation throughout Spectrum Ten, it’s generally poor across the board. The CD itself is barren (since all of the files occupy a miniscule 2.8Mb of disk space) and the autoplay merely fires up the installer for the Retro Soft branded Spectrum emulator. After that, users are pretty much left to their own devices and since getting a game running from the default state involves attaching the tape image, then pressing the J key and then control and P twice to get LOAD”" it’s all very authentic (and fine for people like myself who already knew the process) but hardly user friendly. Again, the lack of any instructions on the inlay to explain that process is a serious issue and the blurb describing it as “simple to operate” is a whopper up there with Bill Clinton saying he didn’t inhale or the small print on insurance policies!

Spectrum Ten - playing Chopper Mission

Spectrum Ten - playing Chopper Mission

The constant use of the word “retro” all over the box is also questionable to be honest because even if I’m being generous only three of the ten licensed games included were actually released during the Spectrum’s commercial lifespan; a 3D shoot ‘em up called Deathscape, Red L.E.D. offering some Marble Madness style isometric action and the Airwolf inspired Chopper Command just about sneaks in as a commercial title since it was at least published in Your Sinclair as a type-in listing. The remaining seven are a pretty mixed bag; Green Light, Hang The Man and Lunar Cargo 2 are all relatively recent and uninteresting BASIC games and, whilst Area 51, Grand Prix Drivers, Vigilante Patrol and the rather surreal Loco Bingo are a far better prospect, the fact that most of these titles were released after the start of the new millennium draws a large question mark over their retro credentials as well.

Don’t get me wrong here, I’ve reviewed Loco Bingo elsewhere and, despite having a couple of reservations, it’s a typical Jonathan Cauldwell game (you control a sentient train that has to marshal numbered trucks made from a highly unstable material into oblivion in the correct order to win at televised bingo… no I’m honestly not making this up!) and that’s never a bad thing. His other contributions are at least fun in the short term but, whilst they’re enjoyable, calling this a collection of classics is pushing the envelope so far that the stamp is in danger of falling off. It needs titles like Manic Miner or Jet Set Willy (even if Area 51 does a passing impression), some of the Ultimate titles (even if it’s the early ones like Cookie or the excellent Jetpac) or Horace Goes Skiing, games that the average thirty-something reminiscing about their youth will actually remember playing.

Spectrum Ten - playing Area 51 and G.P. Racers

Spectrum Ten - playing Area 51 and G.P. Racers

What Spectrum Ten eventually reduces down to is three good, four average and three rubbish BASIC efforts, all bundled together with a badly flawed Spectrum emulator; the sound output is distorted and playing Red L.E.D. is all but guaranteed to cause the emulator itself to crash and burn before even one level can be played through. Considering what could have been included on a disc with over 600Mb of free space available (such as scanned cassette inlays, a decent menu-driven front end to make using the games easier, an emulator that didn’t break on one of the games provided or even a half decent read me file that explained how to get things loading in the first bloody place) this package is a major let down on a pretty much every front. If it’s on sale at pound shop prices, it’s worth getting for the Jonathan Cauldwell games (use a decent emulator like Spin or Spectaculator to run them) but don’t bother getting it if you’re trying to revisit your youth.

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