Thursday, October 31, 2024

The surprising origins of blood in Video Games

Hello, its blogging time again and its Halloween again and for this blog entry today, i decided to take a look at the very first video game to have blood in it. Blood of course is a common inclusion and sight in all horror games for obvious reasons, However the first game to have it, might surprise you. That game in question is...Freeway For the Atari 2600.









Freeway (1981)


Yeah, Freeway is the very first video game with blood in it. Well...Sort of, Created by David Crane and released by Activision in 1981, Freeway is a very simple action game. You and either a second player or the computer control a chicken with the goal of getting it across a 10 lane highway within a 2 minute time limit without getting hit by the cars and truck on the road. If you get hit, you get knocked back, delaying your progress. Each time you successfully get the chicken across you get a point, with the idea of getting as many points as possible before the time runs out, the first player with the most points wins. you can also toggle whether the chicken gets knocked back or starts back at the curb using the difficulty switches, as well as change the amount of traffic using the game select switch, each based on real life freeways across the US, such as Lake Shore Drive in Chicago at 3 AM, Bayshore Freeway in San Francisco at midnight, and Long Island Expressway in New York at 3AM. They also vary the speed of the vehicles as well. The games very simple, but it works.







"But Ryan," I hear you say, "There's no blood anyware!" and you are correct, there is indeed no blood in this game. So why do I consider this the first video game with blood in it? Well thats because, the blood wasn't in the final version of the game. 



Allow me to explain further, As previously mentioned, the game was designed by David Crane, one of the four Co-Founders of Activision and one of their main programers.







David Crane in 1983



Much like his fellow Co-Founders, He previously worked for Atari, designing Canyon Bomber and Outlaw for the 2600, before the 4 of them got fed up by Atari CEO Ray Kassar's management and the lack of credit on their games, leaving to form Activision in 1979, where he would create Dragster and Fishing Derby, and evetually other hit games like Pitfall!, GhostBusters, and A Boy And His Blob.









Left to right: Canyon Bomber (1978) Outlaw (1978) Dragster (1980), Fishing Derby  (1980), Pitfall! (1982), Ghostbusters (1984), A Boy and His Blob (1989)



Crane came up with the idea for the game one day while visting the 1981 Summer CES show in Chcago and saw someone trying to cross the Lake Shore Drive Expressway.








 Lake Shore Drive Expressway in the late 1970s 


He took the idea and inspired by the arcade game Space Race, came up with a game called Bloody Human Freeway. It was essentially the same game as the final version only you were a man rather than a chicken and, you guessed it, rather than getting knocked back, you turn into a pile of blood for a few seconds.









However, as you can imagine, Activision didn't think that having a game with blood was a good idea, so Activision's CEO Jim Levy suggested to change the characters in the game into a chicken as he could market it with someone wearing a chicken suit at the convention center and that it would fit a theme of the "Why did the chicken cross the road?" joke, however the plans never went though, but kept the chickens in the game anyway.


It would not be until, 2 years later in 1983, when 2 games with blood would be released: The Texas Chainsaw Massacre and Halloween, based on the influential slasher films released in 1974 and 1978 respectively. They were released by Wizzard Video, A home video distribution company that diversified into video games. The Texas Chainsaw Massacre was the first released in March, followed by Halloween (appropriately enough) 7 months later in October.










Left to right:  The Texas Chainsaw Massacre and Halloween


In Texas Chainsaw Massacre,The player takes on the role of the movie's chainsaw-wielding villain, Leatherface, and attempts to murder trespassers while avoiding obstacles such as fences, wheelchairs, and cow skulls. The player controls the murderer with the objective to chase and kill victims. Each victim slain gives the player 1,000 points. The player receives additional fuel at every 5,000 points (5 victims). You lose a life when the chainsaw runs out of gas. with the game ending when the last tank of gas is consumed. The game certanly has some glitches and leatherface gets stuck constantly. It does have an amusing game over sequence though, where letherfaces gets kicked in the rear by a girl! its also hard to consider the corpses actually having blood since it just looks like the sprites inverted with two red trapezoids.









Halloween's a little more polished, and does follow the source material a little more closely. You play as teenage babysitter Laurie Strode (Or The Babysitter as she's refered to as in the manual) and the goal is to save as many children from the knife-wielding psychotic murderer Michael Myers. The player obtains points in two ways: by rescuing children and taking them to "safe rooms" located at both ends of each floor of the house, and by stabbing the killer with the knife (if it can be located). The player advances a level either by rescuing five children or stabbing the killer twice. The killer gets faster with each level increase, and the game continues until all of the player's three lives are lost. Each time Michael near the films theme plays, which is quite often, so it kind of outstays its welcome a little. Also for some reason (Presumably just due to the 2600's TIA video chip limitations), the sprites don't quite resemble the characters from the film. For Example: Micheal doesn't wear his iconic white mask, and Laurie's sprite wears a green sweater and red skirt, but in the film, she wore a light blue shirt and flair blue jeans. The game does have visible blood though, and quite nicely animated as well. When Laurie is killed, her head disappears and is replaced by blood pulsating from the neck as she runs around exaggeratedly, and when Micheal gets to one of the kids, they actually will squirt blood.









As you can imagine, neither of these games did well critically or commercially. Since these games were adaptations of violent adults-only horror films and videogames were largely considered things for children, many retailers either refused to stock the games outright or kept them behind the counter, only accessible by request. This, combined with poor distribution efforts, led to the games selling extremely poorly, and while they planed to manke a game based on the sex comedy film Flesh Gordon, those plans were canceled and Wizzard Video shut down their video game divison shortly after. The company itself would shut down in 1988, when its parent company, Empire International Pictures, closed  its video lables. However, Founder and famed B movie producer Charles Band, revied the brand when he founded Full Moon Pictures later that year, which continued to produce films under the label until at least 2014.



It would take until 1992, when Mortal Kombat came out in arcades, and with its subsequent role in the formation of the ESRB, made Blood in video games more popular, and in better chanses in going in the right hands. Thats all I have more my blog entry today, Happy Halloween, and thanks for reading, see you next time!

Monday, September 30, 2024

Ryan's SepTandy Spectacular! 3: Send in the clones Part #14 - The Miscellaneous Extra Clones

Welcome back to part 14 of my SepTandy Spectacular 3. In the last post I took a look at the Lo-tech Tandy Compatible Sound Adapter, a unique card for the PCs that can give them some features of the Tandy 1000. In this post were going to wrap up this years spectacular by taking a look at the miscellaneous clones some miscellaneous clones I didn't cover.





The many other miscellaneous clones



Finding these other clones has been difficult as they have very poor documentation (Usually just the name of the computer and nothing else) and seemingly no photos on the regular web. However, thanks to the power of Internet Archive and some extra digging I did manage to find a few, so lets take a look!




The first clone will be looking at is the Fenix II, It was released around 1982 by Fenix Sistemas e Computadores Ltda and sold in Brazil.









The Fenix Sistemas e Computadores Ltda Fenix II (1982)



It look similar to the DGT-100, but includes a numpad. It uses a Z80A CPU running at 4 MHz, with 16K of RAM (Expandable to 48K) and a 12K ROM. The screen resolution was 64 columns by 16 rows, As well as containing built in block characters for a semigraphics resolution of 128x48, with the ability to be displayed in 8 colors. There was also a graphics board available allowing for a graphics resolution of 480x192.




Next is the JP-01, by Jamper Engenharia Eletronica Ltda and released in 1983.










The Jamper Engenharia Eletronica Ltda JP-01 (1983)



It also look similar to the DGT-100, but with a numpad. It uses a Z80A CPU running at 2/4 MHz, with 16K of RAM (Expandable to 48K) and a 12K ROM. The screen resolution was 64 columns by 16 rows, As well as 32 columns by 16 rows, 80 columns by 16 rows, 80 columns by 24 rows, and containing built in block characters for a semigraphics resolution of 128x48.




Next up is the Naja 800, by Kemitron Ltda and released in 1985.










The Kemitron Ltda Naja 800 (1985)



It's compatible with the Model I, III, and IIII, using a Z80A CPU running at 3.6 MHz, with 128K of RAM (expandable to 512K) and a 16KB ROM. It also came with the option of coming with 1 or 2  disk drives, or a 5, 10, or 15MB Winchester Hard Drive, with support for up to 4 5.25 or 8 inch floppy drives. Its also capable of producing an additional text resolution of 40 columns by 24 rows or 80 columns by 24 rows with a graphics resolution of 640x240.




Next up is the Komtech I by Komtek Technologies, released in 1983, and made and sold in Hong Kong and the Netherlands.










The Komtek Technologies Komtech I (1983)



It's compatible with the Model I, III, and IIII, using a Z80A CPU running at 3.6 MHz, with 16K of RAM (expandable to 48K) and a 16K of ROM. The screen resolution was 64 columns by 16 rows or 32 columns by 16 rows, As well as containing built in block characters for a semigraphics resolution of 128x48, with the ability to be displayed in 16 colors.




Next up is the Le Guépard by HBN Electronic Sa, released in 1984, and sold in France.










The HBN Electronic Sa Le Guépard (1984)



Its an all in one machine with built in keyboard, monitor and disk drives, using a Z80A CPU running at 4 MHz, with 64K of RAM (Expandable to 256K) and a 2K ROM. The screen resolution was 64 columns by 16 rows or 80 columns by 24 rows, with the ability to display 32 colors on an external display, or 350x250 monochrome graphics mode with a separate card. It also included 2 80 track DD 720 or 360K 5.25 floppy drives, (With the option for substituting one of the drive for a 10 MB hard drive), Centronics parallel, RS-232 serial, or an optional IEE488 parallel port, A battery backed real time clock, a 3 voice sound chip, and input for a light pen.




Next is the MTI Mod III Plus by Microcomputer Technology Inc., released in 1982, and sold in the US.










The HBN Electronic Sa Le Guépard (1982)



It looks a lot like the TRS-80 Model III, and in fact it is a TRS-80 Model III, just modified with some aftermarket improvements. It uses a Z80 CPU running at 4 MHz, 48K of RAM, screen resolution of 80 columns by 24 rows, and 2 40 or 80 track DD 5.25 floppy drives, (With the option for substituting one of the drive for a 5 MB hard drive). These offered many of the improvements the Model IIII provided and possibly influenced it's release, soon rendering this machine obsolete.




Next is the PROF 80 by Pentasonic, also released in 1982, and sold in France.











The Pentasonic PROF 80 (1982)



Its a kit based clone, and sold as a bare board. It uses a Z80 CPU clocked at 2/4 MHz, 64K of RAM, 12K of ROM (Using the LNW80 BASIC ROM from the LNW80), and the option for a color graphics card based on the EF9366 graphics controller with 48K RAM with either a 512 x 512 monochrome mode and a 256 x 512 with 8 colors, a CP/M card, and a disk controller supporting from 1 to 4 single  density 8 inch or 5.25 floppy drives (or double density with the optional adapter card).




And the last TRS-80 clone on the list is the R1001 by Radionic, released in 1983, and sold in the UK.












The Radionic R1001 (1983)



It looks like the Komtech I, and presumably it has the same specs, with a a Z80A CPU running at 3.6 MHz, with 16K of RAM (expandable to 48K) and a 16K of ROM. The screen resolution was 64 columns by 16 rows or 32 columns by 16 rows, As well as containing built in block characters for a semigraphics resolution of 128x48, with the ability to be displayed in 16 colors. The story behind this machine is a mystery, but some think it was distributed by Sinclair because the Radionic logo resembles the logo used by Sinclair's former Sinclair Radionic branch, however that brand had been defunct by the time the R1001 came out. So whether or not Sinclair had any involvement is unclear.












The Radionic Calculator (1976)



Other clones I wanted to talk about but still could not obtain any more details are the Spotlight-I by Hanguk Sangyeok (South Korea), the Stolový Počítač SP830 by ZVT (Czech Republic), the RACIMEC (Racionalizao e Mecanizao Ltda Racimec) 1800 (Brazil), the Sysdata Eletronica Ltda Sysdata IV (Brazil), and the Sayfi Computadores Ltda TRS 80 (Brazil) (Really being blatant with naming huh?).




Next is Tandy Coco clones, starting with the Tomcat TC-9 by Frank Hogg Laboratory. and introduced in 1990.







 Frank Hogg Laboratory Tomcat TC-9 (1990)



The Tomcat was designed to be a Ccoo 3 compatible, containing Motorola 6809E CPU running at 0.895/1.79 MHz, with 128K of RAM and 32K of ROM, 32x16, 40x25, 80x25 text modes, and 320x200 graphics mode with 16 colors. The big appeal of these unit were that they included a propriataty system bus called the K-Bus, which would allow you to interface with a Motorola 68000 or 68030 to turn the TC-9 into a dual processor system and boosting performance. However it came out quite late in the Coco's life and very few were sold as a result.




Next is the TKS800 by Microdigital Eletrônica Ltda., introduced in 1984.









The Microdigital Eletrônica Ltda. TKS800 (1984)



This machine was only a prototype and never released officially or commercially, but was designed to be Coco compatible. It used a Motorola 6809E microprocessor running at 0.895 Mhz, 16K of RAM 32K of ROM, a 32 columns by 16 row text mode and color graphics with resolutions ranging between 64x32 and 256x192 with up to 4 simultaneous colors, and a 6-bit digital to analog converter (DAC) for single voice sound. 




And the last Coco clone on the list is the Cyclone CoCo, designed by by Roger Smith, and released in 2017.







The Roger Smith Cyclone CoCo (1985)



This is an FPGA based system with prewritted code to emulate an entire Coco 3. It uses a DE0-Nano Development and Education Board with a Cyclone® IV EP4CE22F17C6N FPGA clocked at 50 Mhz (Emulating all the Coco 3's specs with a Motorola 6809E CPU running at 0.895/1.79 MHz, with 128K of RAM and 32K of ROM, 32x16, 40x25, 80x25 text modes, and 320x200 graphics mode with 16 colors.), and Smith's own Terasic DE0-Nano Upgrade Daughter Board, which provides RAM, two PS/2 Keyboard and mouse ports, a 1/8″ audio output jack, VGA video output, and header connectors for plugging in a SD card reader module, and WiFi and Bluetooth modules. 




And finally we have a clone of the MC-10, the Sysdata Tcolor, by Sysdata Eletronica Ltda, introduced in 1984.







The Sysdata Tcolor (1984)



It exactly the same as the MC-10 and has the same specs. It uses a Motorola 6803 clocked at 0.89 MHz, 4K of RAM which is expandable to 20K (with 3142 bytes left for user), and 8K of ROM. For graphics, the Alice contains the Motorola MCC6847 Video Display Generator (the same video chip used in the CoCo), with most of the same graphics and text resolutions. For sound, the Alice uses a beeper speaker instead of the 6-bit DAC, outputting various pitches and durations, similar to the beeper speakers used in the Apple II and the IBM PC. Not much is known about this system but it can be presumed it wasn't much of a success, much like the machine it copied.



There are probably many more clones out there than ive listed here, but I think I'll stop there, otherwise we'd be here all day!




So how do I rate these machines on compatibility? they all rank as Fully Compatible due to using the same components and while some like the Cyclone may run into issues, 95% or more of available software will run on these machines.









This concludes my third SepTandy Spectacular, I hope you enjoyed my look at the The various Tandy clones sold throughout the world. In the next Special, I plan to go back to official Radio Shack products and take a look at other miscellaneous hardware and possibly even some software. But until then, that wraps it up, thanks for reading. See you next time!