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Vintage Games

Aeonite writes "Featuring a subtitle that is almost longer than the preface, Vintage Games: An Inside Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time offers a retrospective look at those games which authors Bill Loguidice and Matt Barton feel were, in their words, 'paradigm shifters; the games that made a difference.' As the preface points out, these are not necessarily best-selling games, innovative games, or novel games, but rather titles that, 'in their own special way changed videogames forever.'" Keep reading for the rest of Michael's review. Vintage Games author Bill Loguidice and Matt Barton pages 408 publisher Focal Press rating 8 reviewer Michael Fiegel ISBN 978-0-240-81146-8 summary A look at the most influential games of the past four decades The book itself features 25 chapters, each devoted to the study of a particular title that best stands out as "vintage" in its particular genre. Those games chosen as particularly "vintage" are (in order): Alone in the Dark, Castle Wolfenstein, Dance Dance Revolution, Diablo, Doom, Dune II, Final Fantasy VII, Flight Simulator, Grand Theft Auto III, John Madden Football, King's Quest, Myst, Pac-Man, Pole Position, SimCity, Space Invaders, Street Fighter II, Super Mario 64 (covered in tandem with Tomb Raider), Super Mario Bros.,Tetris, The Legend of Zelda, The Sims, Ultima, Ultima Online, and Zork. In addition, nine additional "Bonus Chapters" are available online at the book's website, covering Defender, Elite, Pinball Construction Set, Pong, Robotron: 2084, Rogue, Spacewar!, Star Raiders, and Tony Hawk's Pro Skater.

Though listing the titles here seems a bit tedious, it does serve two purposes. First, it demonstrates the broad range of game genres and titles covered in the book, with selections made from across four decades of gaming history. Worth noting in this regard is that each chapter is not solely dedicated only to the titular game; related games that both preceded and followed the selected title are also discussed, and although I didn't keep count many hundreds of titles are at least mentioned, if not covered in some depth. Indeed, this broad range leads to one of the minor issues I have with the book, which is a slight feeling of imbalance and inconsistency between chapters.

By way of example, the first chapter on 1992's Alone in the Dark begins with a two page look at the title itself, followed by a brief peek back at other "horror" games such as 1981's Haunted House, 1982's Dracula and 1988's Splatterhouse. The chapter then dives back into a detailed overview of the introductory scene of Alone in the Dark (along with illustrative screenshots), followed by four pages covering the game's sequels and some brief mentions of Resident Evil and Silent Hill. Chapter 2, covering Castle Wolfenstein, follows more or less the same formula of focusing on the titular game, as do Chapter 7, covering Final Fantasy VII, Chapter 9, covering GTA III, and Chapter 15, on SimCity.

However, this "formula" is not followed in many of the other chapters, which makes reading the book from cover-to-cover a somewhat uneven experience. Chapter 3, covering Dance Dance Revolution only really devotes about four of the chapter's 11 pages to DDR itself, instead choosing to spend more collective time (and screenshots) on related subjects like Dragon's Lair, Video Jogger, the Nintendo Power Pad, Sega's Activator, and Karaoke Revolution (among others). Chapter 10, covering John Madden Football goes for over a dozen pages before it truly covers the title in question on five entertaining and screenshot-packed pages. Chapter 14, covering Pole Position and Chapter 17, on Street Fighter II are other notable examples where the focus is not as tightly aimed at the vintage title in question.

This is not to say that the writing is flawed; on the contrary, it is always entertaining and interesting, and frequently illuminating. Loguidice and Barton cover a lot of terrain, and they are not afraid to point out the warts as well as the beauty marks in their selections. For those who grew up with video games in their house starting with the Atari 2600 (or before), the book is like a trip through time, giving the reader a chance to reminisce about days gone by while also learning about the many titles he or she didn't even known existed. All of this material is written in an informative yet casual style that never feels stilted or pretentious, nor too fanboyish. Indeed, the only awkwardness is the inconsistency in coverage from chapter to chapter, which sort of feels like the authors — rather than co-write each chapter — sort of divided the book in half. I have no idea if this is the case, and there are certainly no glaring stylistic differences from chapter to chapter; all are equally entertaining.

The above chapter list also demonstrates that the titles are arranged in alphabetical order, as opposed to release date or genre. While this certainly makes a sort of structural sense, it does feel a bit awkward while reading the book cover-to-cover, as the reader is constantly dancing back and forth through time, from 1992 to 1981, followed by five titles released in the '90s, a title from 1980, and then 2001's GTA III. In addition, the decision to alphabetize The Legend of Zelda and The Sims in the T's, rather than the L's and S's respectively, does feel a bit odd (especially since the titles are listed under L and S in the index). Whereas Ultima and Ultima Online, and Super Mario 64 and Super Mario Bros. are in adjacent chapters, The Sims and SimCity are separated by six chapters. This is an admittedly minor quibble, however.

If there is a more-than-minor flaw with the book, it is the same flaw that seems to beset all books covering the video game industry: the screenshots, and their inconsistent placement throughout the text. Occasionally, a screenshot will actually fall on the same page where the game it depicts is being mentioned, but in many cases screenshots appear a page or two away (a mention of Second Life comes to mind in this regard. In several cases, screenshots actually overwhelm the text (most notably on pages 312-313), and fewer would have served better. There are also a number of "back of box" shots, which hardly seem as interesting to the reader as an in-game screenshot would be; in one case, almost an entire page is given over to a blown-up back-of-box shot of Maxwell Manor, which otherwise barely gets a mention in the main text.

Also worth mentioning is that screenshots do not always guarantee title mentions, and vice versa. In some cases, the vintage title being covered in a chapter is given many screenshots, whereas in other cases there are only one or two devoted to that game title. Some other mentioned titles are given a lot of text but no screenshot, such as Resident Evil, Metal Gear, and Half-Life. Other screenshots depict titles that are not even mentioned in the text (though they are still relevant to the subject at hand, as the captions generally make clear); examples include Silent Service, Blades of Steel and Mario Kart: Super Circuit. In places it often feels as if the authors are "making do" with the art resources available to them, rather than placing the images that would best suit the topic.

Whatever the reason for these sorts of issues, they present only the occasional bump in what is otherwise a very smooth and entertaining ride. The somewhat inconsistent coverage of titles means that readers looking to read about their particular favorite game may be in for a treat, or may be disappointed, depending on which particular game they're looking to read about. However, this is not that book. What Vintage Games is, is a four-decade retrospective on 25 games that have truly made a difference, and readers who expect just that (as you now do) will come away wholly entertained.

You can purchase Vintage Games from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

10 of 159 comments (clear)

  1. No Monkey Island?! by sys.stdout.write · · Score: 5, Funny

    That game revolutionized insult sword fighting!

  2. Mentioned as "Greatest Adventure Games" by eldavojohn · · Score: 4, Informative

    It and Maniac Mansion are listed on page 160 of the book in the chapter on King's Quest. The author regards Monkey Island as one of the "greatest adventure games." I guess there's a difference between 'great' and 'vintage' although vintage usually means "having an enduring appeal; high-quality, classic."

    I have a minor qualm with the title, I think it should be "Vintage Digital Games" as when I saw the title I thought "well, this should be difficult." But the cover sure illustrates they mean video games.

    --
    My work here is dung.
    1. Re:Mentioned as "Greatest Adventure Games" by gnick · · Score: 4, Insightful

      Haven't read the book yet (just requested from library - too cheap for Amazon), but it's interesting that some of the iconic arcade classics missed out. Sure, we have Space Invaders, but what about Tron, Asteroids, Centipede, Dig-Dug, Paperboy? I donated a heckuva lotta quarters to my local Chuck E. Cheese as a kid just for the privilege. As far as the Atari games go, I might toss in Break-through and Warlock too just for helping open the door to more innovative controller ideas (like Centipede did for the stand-up arcade boxes). Somebody should be tossed to a lurking Grue.

      --
      He's getting rather old, but he's a good mouse.
    2. Re:Mentioned as "Greatest Adventure Games" by umeboshi · · Score: 4, Interesting

      Not only that, but they seem to have missed the boat on the older computer games as well. I can think of quite a few that should probably be on the list.

      Questron - An interesting mixture of interface styles, embedded mini games, and probably the best finale in any game for years to come.

      Karateka - A very interesting game with great music and graphics. Between this and the arcade game Kung Fu, we get the Street Fighter games, etc.

      Project Space Station - A very good strategy/simulation/management game which had an easy to learn and use interface. Many strategy games of this era were unattractive due to the interface, but this program seems to have set the bar here.

      Leaderboard Golf - A lot of my friends were really addicted to this game. It had 3d graphics and a decent physics engine. All of the extra courses and sequels to this game is a testament to it's innovativeness and popularity.

      Hacker - A game before it's time. An exciting game where you break into a remote computer and send a robot on an involved spy mission. I'm not really sure how popular this game was, but I thought it was something that hadn't been tried before done well.

      Wild Wild West (I'm not too sure about the name) - I think this is one of the first games with dialog and characters, which idea made it's way into future adventure games like Monkey Island. Depending on how you interact with the "npc", you would either satisfy it, scare it, or be drawn into a gunfight.

      Elite! - I'm not going to bother to describe this, as I know most of y'all know what this is, and are probably wondering why it's not listed.

      Little Computer People - It's possible that there would be no Sims games today if this nice program was never made.

      Superbowl Sunday - I think that this was one of the games that influenced the sports team management games that have been seen since. (A lot of the Avalon Hill games and some of the SSI games suffered from difficult interfaces, which is something that I noted about with PSS.)

      This is just a few from the top of my head, and I'm only thinking about c64 now, there are quite a few others games on other platforms that dramatically influenced future games.

  3. Re:Unclear Focus! by anjilslaire · · Score: 3, Funny

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  4. Grand Theft Auto? Vintage? by Culture20 · · Score: 5, Insightful

    Grand Theft Auto III is only six years old. How's that Vintage? Especially with the rest of the list hovering around 15-20 years old, and each of them being more fun than GTA3 to boot?

  5. Re:Unclear Focus! by Anonymous Coward · · Score: 5, Funny

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  6. Some (probably all) genres need more history. by synth7 · · Score: 4, Interesting

    For example, CRPGs don't all trace back to Ultima. Within that same age of gestation there were also such luminaries as Wizardry, Bard's Tale, Might & Magic, Phantasie, Questron, and others. In fact, I always kind of disliked the single-avatar system of Ultima/Questron and preferred the controlling a party of players ala Bard's Tale/Wizardry/Phantasie. Also, Questron was one of the first games that I came across that used mini-games for certain tests, which was quite novel.

    I agree that the arcade was the birthplace of a lot of great titles and ideas, but the Apple ][, C=64, Amiga 500, and Atari ST all were fantastic petri dishes for the wild growth and speciation of all the games we know and love. I think some of the titles mentioned in the book can be traced back to much more fundamental roots and that in many cases those roots are plural, in the form of several good games that were synthesized into a transformative game title that broke through to the mass market.

    I also agree that some of these games really aren't "vintage." If you can play it without digging out old equipment of finding an emulator, then it doesn't really qualify.

  7. Why Madden? by mu51c10rd · · Score: 3, Informative

    I admit I have not played the Madden line of games since the 90's, but I can tell you why we preferred Madden to anything else starting in 92. Madden football focused on realism in the game, above how hard you can hit (NFL Blitz) or how well you can guess the other player's play (Tecmo SuperBowl). Madden in 93-94 even allowed various play formations, and tried to mimic the sport as accurately as possible. As technology improved, the game continued with trying to portray football as real as possible. That is what drew myself and my friends into it years ago. Although many football games have tried since (the 2K series, Joe Montana football, etc.), they were already behind the curve. I think EA made their sports niche with just that...realism.

  8. Console Only by kenp2002 · · Score: 5, Insightful

    It would appear that the title would be better read "Vintage Console Games"

    VGA Planets and L.O.R.D (Legend of the Red Dragon) where some of the earliest Time Share MMO type games only now being ressurected in the form of Mob Wars\Mafia Wars on places like Facebook.

    Oddly one of the first "3D" space flight games "Star Voyager" for the NES is missing and would have even settled for Descent or Wing Commander for the first space combat games to really change the nature of flight games. Especially with the mention of Ultima but laps the Wing Commander series...

    The Gold Box series of D&D games is also absent.

    But most of all, oddly enough, where are the edutainment games from Math Munchers, Carmen Sandiego, and Oregon Trail? The edutainment section is absent...

    Just some thoughts for the second release.

    Also Battle Chess made Chess accessable to millions of players over the years and took Chess from stuffy to damn near cool as the Fonz for its time...

    Lets not forget the niche area of historical sims that kept KOEI staff employed with Romance of the Three Kingdoms and Nobunga's Ambition.

    Another lacking one is Populous now I think of it...

    Dungeon Keeper, Tecmo's Deception...

    Shin Mega whateverthehell it is called (Devil Summoner series) broke some new ground...

    And let us not forget several games (regardless of theme) that contributed:

    Password based continues
    Battery Backup saves
    light zappers and other specialized periphrials
    First game with multi-layered backgrounds
    Paper Mario being one of the first games to switch the whole perspective concept

    What no gauntlet on of the first 4 player games I can think of?

    Killer Instinct for first major use of pre-rendered 3D environments?

    Mortal Kombat for the first grusome death option (fatalities) and as far as I can tell one of the first to have an option (hidden or not) to FINISH an opponent?

    Rush series of arcade games I think were the first to use a force feedback steering wheel.. In fact I think the arm wrestling game was the first to use any form of force feedback....

    If we are looking to measure games that 'change the nature of gaming' they have missed quite a few story telling options and some very odd exclusions.

    Case in point, Bowling. One of the first games to use the over-grown track ball that golden tee owes it's sorry ass too...

    Ikari warriors to use a rotating joystick?

    I don't even know which game was the first to use analog controls for a joystick rather then digital...

    How about the first arcade game that allowed players to save their game data on a card?

    Such a minor sample of game changers...

    Even from a content standpoint:

    First to swear?
    First to have someone die?
    FIrst to have someone have children in the game?

    Breaking the old literary norms of games change a lot and opened up a historical chance that game developers took to expand their story telling.

    Lots of missed opportunities... I wait till a second revision...

    --
    -=[ Who Is John Galt? ]=-