Dig Dug -Christopher Tupa

Retro Arcade Art By CTupa: Dig Dug (1982)

Friends, feast your eyes on Christopher Tupa‘s Dig Dug illustration! Not only is it CTupa’s pick for this weeks Retro Arcade Art. Obviously. But it also happens to be one of my favorite video games as well. Much like Pac-Man, there are elements of Dig Dug that match maze games. However in this case you are pretty much making your own maze as you dig through a treacherous underground setting.
Dig Dug - Marquee

Dig Dug was released by Atari in the arcades of North America in May of 1982. However it was actually developed and published by an equally legendary game company – Namco.

Dig Dug -Arcade Flyer Archive

Image courtesy of the Arcade Flyer Archive

Certainly most of you that frequent the Retroist or enjoy classic gaming will know how this game works. Players are tasked with guiding Dig Dug, as he was known in the first game, as you tunnel through the stratum that makes up each level. The character’s goal is clearing out a collection of motley monsters below the surface of the Earth. With only the aid of an air pump to help him dispatch the beasties as well as boulders scattered about the stage.

Using the air pump, a Player will hit the pump button three or four times, which inflates a foe until it expands so much it pops. If you do not pump the enemy until they explode they will slowly deflate and come after you again. The problem is the Pookas and Fygars rarely come at the Player one at a time beyond the first few rounds. The enemy can even travel through the dirt for a sneak attack, trying to catch you from the left and right as well as up and down. This of course requires a great deal of juggling in the later stages!

Oh, the amount of Pookas and Fygars that met their grim fates over dozens of Saturday afternoons at the Showbiz Pizza of my youth. In truth if we counted them all I would probably be brought up on charges by a video game court.
Dig Dug - Characters

Dig Dug was certainly a hit for both companies. Game cabinets being produced for upright, cocktail and even cabaret units. For those of you that might not have seen a cabaret version. It basically was a smaller upright, designed of course for arcades and other locations where space might be a premium.
Dig Dug - Cabaret

Dig Dug didn’t find success in just the arcades. It had brisk sales for the popular consoles and home computers of the day as well. Ports could be found on the Atari 2600, 5200, and 7800 systems. Besides the Atari computers the VIC-20 and Commodore 64 received ports as did IBM PC and TI-99/4A.
Dig Dug - Atari 2600

Besides the awesome artwork that CTupa provides for his Retro Art Blog entries. I am glad to constantly find out facts I hadn’t known. Case in point that the Intellivision DID receive a home port of the game. It was in 1987 though, programmed by Mark Kennedy…when he was working for Atarisoft I should add.
Dig Dug - Intellivision

Apparently Mark added two Easter eggs to his port. One of them allows you to experience a different title screen. The second though lets you play an entirely second game entitled Deadly Dogs. Which is TRON Deadly Discs but instead of TRON and the warriors of the MCP. You are the hot dogs from Burger Time!

That is pretty crazy, right? Now remember that with CTupa’s Retro Arcade Art project, you can purchase the artwork featured in this post. The originals are ink and watercolor and are 5″x7″ on 8.5″x11″ size paper. You can hop on over to Christopher’s official site to contact him as well as check out more artwork from his project!

Now that you know a bit about Dig Dug. Why not enjoy this commercial that was originally shown in move theaters?

[Via] Scottith Games

Make sure to also enjoy the earlier entries for the Retro Arcade Art By CTupa!
(Beezer)
(Bomb Jack)
(Devil Fish)

Keith Robinson - Intellivision

Farewell, Keith Robinson – Mr. Intellivision

Keith Robinson - Intellivision
One of the titans of retro video gaming evangelism and business sense within the industry has left us. I’m very sorry to report that Keith “Mr. Intellivision” Robinson, one of the organizing forces who kept the “Blue Sky Rangers” team behind the Intellivision working together both during and after the classic console’s heyday, has left us.

The photo you see at the top of this article is a prime example of Keith doing what he did best – not only was he involved in the Intellivision during its salad days, he evangelized the system and its software (and the many products that kept those games alive on more modern hardware) more capably than an army of Intellvision fanboys could. That was Keith at the 2003 Classic Gaming Expo, introducing a new generation to the menacing mazes of Night Stalker. Now, I can tell you that the time I’ve spent with Night Stalker on the Intellivision in my lifetime has probably reached into the dozens of hours, but watching Keith hand that unique Intellivision controller over to a new recruit was enough to make me want to play it some more.


Believe it or not, he was a better pitchman than George Plimpton. Courtesy Intellivision Productions

Keith Robinson was warm and genuine; he was comfortable being almost a caricuature of himself at gaming events, while simultaneously being totally himself – he was that outgoing. If you were lucky, he might temporarily bestow upon you the cherished Burgertime Chef Hat, as he did here, crowning CGE organizer John Hardie the new Intellivision king for one night.

Keith Robinson @ CGE - photo: Earl Green
I crown you Burger King!

He was one of the nice guys of gaming, and yet doggedly sought out new opportunities to continue bringing the Intellivision IP to new audiences – cell phone games, PC and Playstation compilations, plug-and-play Intellivision handhelds and new miniature replicas of the original units, you name it. This not only kept Intellivision alive, but kept cash coming in both for himself and his fellow Blue Sky Rangers, the people who’d originally programmed the games in the first place and had bought the rights to the Intellivision architecture, software and hardware from Mattel Electronics in the late 1980s. As the president of newly christened and independent Intellivision Productions, Robinson was the group’s spokesman, and a powerful organizing force. The difference between Intellivision Productions and nearly every modern IP holder who has acquired game platforms after the fact is that Keith engaged with the fans, and never lost sight of why some of us loved the Intellivision.

Here’s the windup…
Keith Robinson @ CGE - photo: Earl Green
…and the pitch!
Keith Robinson @ CGE - photo: Earl Green
And it’s off into the stands!
Keith Robinson @ CGE - photo: Earl Green
At the end of a gaming convention, any Intellivision swag left over would be chucked into the eagerly awaiting crowd by Mr. Intellivision himself.

You had to love a guy like that. Keith Robinson was the beating heart of the Intellivision community. And the best thing about it was that, hanging out with him, you’d hear some of the best stories – and because his storytelling was near-legendary, you still can.


Courtesy G4icons

Mattel Electronics

A Brief History of Mattel Electronics

I have a soft spot for defunct toy companies: Ideal, LJN, Worlds of Wonder, Coleco, Kenner, and my personal favorite, Mattel Electronics. Whether its specific products, the logos or the retro technology, Mattel Electronics is one of those extinct brands that instantly ignites nostalgia in me.

Simply put, Mattel Electronics was just what the name implies. It was a subsidiary of Mattel, founded in 1977, that focused on the creation of electronic games. They quickly became an innovator in handheld electronic games, most notably Football. Then they evolved into one of the pioneers of the home video game boom of the late 1970s and early 1980s with the introduction of the Intellivision and corresponding games and accessories.

Enjoy this classic Commercial

As the video game industry grew, so did the company. They grew rapidly. From 100 employees to 1,000 in 1982 as a response to demand for creating their own game titles. Since many of us have strong memories of the Intellivision it is easy to forget that this storied company was not in business for very long. Due to heavy competition from Atari and new consoles, like the Colecovision, and market saturation, Mattel Electronics suffered from the Great Video Game Crash recording $394 million in losses by 1983.

Those losses were too much for Mattel so it had no choice but to sell or close all of its non-toy-related subsidiaries. On January 20th of 1984, Mattel Electronics ceased to exist. Even though the company lasted less than 10 years, it wasn’t without its impact on pop culture.

In 2013, I began to collect anything with the Mattel Electronics name on it. Through a series of articles I will be highlighting different aspects of the company. Whether its specific products or product lines, there is a lot to reminiscence about Mattel Electronics.

Intellivision Comic Book Ads

I never had an Intellivision. I never even saw one. I saw these ads for Intellivision games, though. I didn’t know they were for Intellivision games, but I knew whatever games they were advertising were awesome. The He-Man one really just gets by on the strength of He-Man (which is, of course, a lot of strength), but the AD&D one is entrancing. Look at all the danger coming at that guy from every angle. I spent a lot of time looking at this ad in the 80s, wondering what would happen next and what I would do if (when) I was in his elfen shoes.

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Retro Gaming with 8-Bit Dracula

Even back at the dawn of the home gaming, some titles dared to scare.  Or, at least tried to scare.  And what better source material than the Lord of the Vampires, Count Dracula?  But, given the limitations of early technology, was Dracula all that fearsome?  Let’s explore some of the pioneering titles.

Dracula by Imagic for Intellivision

Released in 1982, Dracula offered some of the best graphics ever seen on the Intellivision system.  You play as Dracula, biting terrified citizens and drinking their blood or turning them into zombies.  You not only get to rise from a cool coffin, but you also have the ability to turn into a bat.  On the downside, you’re hounded by stake throwing policemen, wolves, and vultures.  What’s worse, when you’re biting someone, you resemble a muppet with a gaping mouth – not dissimilar to Sesame Street’s The Count.

Fun Factor:  3 stakes out of 5

Fear Factor:  1 stake out of 5

Transylvania by Penguin Software for Apple IIe

Also released in 1982, Transylvania was a text and graphics adventure that placed you in the role of an intrepid explorer trying to save a princess.  Although the vampire you’re battling in this game doesn’t introduce himself as Dracula, I think given the location and other similarities, we can safely assume it’s him.  This game has some random elements that significantly ramp up the tension.  However, you’re much more likely to be attacked by a werewolf than Dracula himself.  (This game has recently been re-introduced on the iPhone with a handy text wheel for common words – making it surprisingly playable.)

Fun Factor:  4 stakes out of 5

Fear Factor:  3 stakes out of 5

King’s Quest II by Sierra On-Line for PC

Released in 1985, the King’s Quest games offered some of the most impressive graphics of the era.  In this game, you must travel to Dracula’s castle, located in the midst of a poisonous swamp.  Once there, you must kill Dracula, but he doesn’t seem to hold a grudge since he later attends your wedding.  Without the proper tools, Dracula is impossible to beat – but if you have the right items, staking him is a snap.

Fun Factor:  5 stakes out of 5

Fear Factor:  2 stakes out of 5

In conclusion – early games offered some fun opportunities to either be or battle Count Dracula.  But, don’t look to them to scare your socks off.