Monday, May 14, 2018

2018 Free Comic Book Day Fall Out!

It took me a little over a week, but I've poured through the 50+ offerings from Free Comic Book Day (FCBD) 2018, and these, in no particular order, are the top 10 titles that have my interest piqued for the coming year:



Barrier (Image)
I assume the entire series will be printed in the landscape format and I am totally ok with that (as long as I don't have to keep turning the book).  This is a captivating story with a dual perspective across the Mexico/United States border.  The Mexico story is told entirely in Spanish (appropriately) and the American side is told in English.  This will be an excellent opportunity to improve my multi-linguistic abilities!  Events are hurtling toward one another from both sides when an entirely unexpected third party suddenly intervenes.  I'm very excited to see where it goes next!

ShadowMan (Valiant)
Coming off of my enjoyment of the epic X-O Manowar, Valiant has once again stirred up my interest with ShadowMan, another long-lived property I know nothing about.  I'm already in love with the New Orleans setting and all of the voodoo mysticism, so I am excited to find out more about who ShadowMan is and what's going on in the bayou!

The Mall (Scout Comics)
This one was a real shocker.  I was totally ready to toss it into the "nope" pile based on the cover and concept alone.  But then it hooked me with a totally relatable main character and all the 80's Miami mob intrigue you could want.  The main character evokes a young Peter Parker, only his superpowers are video games and sheer chutzpah.  He's left in a world of trouble at the end of this preview issue and I really need to know what happens next!

Die Kitty Die (Astro Comics)
Apparently Die Kitty Die is a thing and I have totally missed it.  But the thing it appears to be is an irreverent, self aware, ironic riff on Archie style comics.  It's poppy, it's goofy, and it looks like a lot of fun.  I need more comics like this in my rotation.

Shadow Roads (Oni Press)
Oni Press has always felt like the "you're not cool enough to read these edgy comics" publisher, so I've not really given them a fair look.  But Shadow Roads is scratching a Western comics itch that I caught back when Marvel did (and then promptly abandoned) Red Wolf a few years ago.  To be sure, there are some supernatural elements at the core of the story, but I really like the diversity of the characters and the way the story is being told.  Let's hope I'm cool enough to keep reading it...

Berlin (Drawn & Quarterly)
At first I thought this was an incredible mini-series about to launch, then I did some research and it appears this comic is actually very old news.  Berlin is a highly acclaimed graphic novel set in Germany in 1928.  It's told from two disparate perspectives and appears to provide a street level view of Berlin in the time between wars.  My wife has a degree in History and we always talk about these sorts of things so I expect this to be a great topic of conversation for us.  It's being recollected in hardcover which is why it's here in the FBCD pile.

Strangers In Paradise XXV (Abstract Studio)
Terry Moore won me over with Motor Girl, and SiP is hailed as his great masterwork.  Now he's dipping back into that world and I'm very curious about it.  This preview issue felt like I needed to already be familiar with the characters and their world, so I feel a bit lost, but I'm going to try to pick up some trades and read the old stuff along with the new.

Maxwell's Demons (Vault)
Child protagonists seem to be hitting a chord with me lately and Maxwell is no exception.  Maxwell seems to escape his miserable home life by traveling to other dimensions and having amazing adventures with a proper father figure.  But, much like with reality, that father figure also turns on him and that's when reality and hyper reality collide.  This looks like it's going to be equal parts dark and fun.

Crush (Yen Press)
Jorge is a pretty chill dude.  He puts an end to static whenever it pops up and he's always a great guy to have as a friend.  But when the artsy and awkward Jazmine comes onto the scene, Jorge is at a total loss.  She's kryptonite in girl form.  How will Jorge deal with this completely alien experience?  This might sound super mundane, but the characters are instantly likable and the story is one we can all relate to.  I expect to thoroughly enjoy Crush.

The Joe Shuster Story (Papercutz)
In the back of the Papercutz FCBD feature, there was a short preview of The Joe Shuster Story, the biography of the artist who created Superman.  While there were only a couple of pages of story, I was instantly enthralled by the simplicity of the storytelling and the quaintness of the art.  I love tales of comics early days, so I am definitely going to check this out when it lands.



Honorable Mentions


The Wormworld Saga (CubHouse)
Theo's dad paints pictures that become portals to other worlds (think Narnia).  Theo shares his dad's secret and often travels with him to these exotic places.  Ever the awkward boy, Theo decides to share this secret to impress his friend Laura in an attempt to avoid losing her to rival Tom.  Upon coming back from a harrowing adventure, an alien bug from that other world sneaks into our world just as Theo and Laura escape certain peril.  That's probably not good.  This series looks and feels a lot like the super disappointing Finding Gossamyr from several years back, so I am interested, but cautiously so.  I don't like getting wrapped up in a beautifully illustrated and magically captivating world only to have the story never be finished.  So I'll keep my eye on this one, but may not jump through the painting just yet...

Disney Princess (Joe Books)
I've seen these on the shelves and passed on them because they are with the "kids" comics, but I was surprised to find how much fun this comic is.  Not a full length story, but instead a collection of comic strip shorts, this has the same quick-hit fun appeal as the Ducktales comic I already get.  While I might not get every issue, if I see one featuring a character I really like, I will probably pick it up.


Another great FCBD in the can and some really exciting stuff coming out this year.  Of course, as I read it, I'll share my thoughts any maybe point you toward some great things you should be reading as well!



Wednesday, May 9, 2018

Homebrew of the Month: Climber 5

Climber 5
Developer:  Dennis Debro


The turn of the century truly was the Golden Age of 2600 Homebrewing.  All of the big names were active and working to break all the conceptions of what could be done on the VCS.  This was the era of Thomas Jentzsch, Andrew Davie, Manuel Rotschkar, Peiro Cavina, Paul Slocum, and Dennis Debro.  Those other guys, I have no doubt you’ve heard of.  The list of incredible games they developed is a who’s-who of amazing homebrews from that era.  Debro, on the other hand, might have snuck past you.  The only game he released, that I am aware of, in cartridge form is Climber 5.  However, there is something to be said for doing something once, nailing it, and then moving on to other projects.  And, while a few of those heavy hitters above are still producing mind blowing games for all to enjoy, most of them, including Dennis Debro, aren’t seen much around the community anymore.  And if you play Climber 5, you’ll lament that fact like the rest of us do.






What’s All This Then

In Climber 5, tragedy has struck.  During an otherwise typical baseball game, an overly zealous homerun ball left the park and came to rest atop a suspiciously nearby construction project.  Sadly, for this particular youth baseball program it seems they could only afford the one ball.  Therefore, unless the ball is retrieved, the game will be over.  What’s the logical course of action?  Send the ball boy after it of course!  What could possibly go wrong?  Clearly no grounds for any kind of serious litigation could stem from that decision, right?

That’s where you come in!  Cast in the role of the put-upon ball boy, it is your job to scale the construction site and retrieve the ball.  As if climbing up an in-process building wasn’t chancy enough, this building features moving girders (stood up vertically through some voodoo) and falling objects like hammers and lunchboxes!  Avoid the hazards, make it to the top and the ball is yours.  Take too much time and the ball might roll or fall to another part of the building.  Once you snag the wayward dinger, you’ll find yourself at the bottom of the building with a new ball at the top and faster moving girders.   Looks like it’s going to be a long day!

How’s It Play?

Beautifully.  Dennis Debro is a master at tight programming.  Climber 5 is finely tuned and plays very smoothly.  Collision detection is sharp, character movement is fluid and obstacle movement is consistent and challenging.  Best of all Climber 5 feels like a game that could have come out in 1980, so it's right at home on the VCS.  As with the best video games out there, the gameplay is simple:  scale the building, avoid the obstacles, collect power-ups and reach the goal.  It’s a formula that is tried and true and when executed properly, as with this game, it’s sheer magnificence.  Climber 5 also features 3 game variations to provide different challenges.  The “Original” variation is basically a direct port of the Atari 8-bit game that inspired this version.  Ladders are static and the girders move in one direction.  The “Normal” variation introduces variable ladder placement and random girder movement.  You also get a timer and the ball moves if not retrieved quickly enough.  The “Advanced” variation adds in dropping items; some award bonus points, others cost you a life.  For my money, the “Advanced” game is where it is at.  “Original” is great if you really want a challenge.  It’s way harder than you think it is going to be.  But the VCS version of Climber 5 surpasses it’s 8-bit predecessor with all of the new features in the “Advanced” game.

Climber 5 is extremely well balanced.  The base goal of getting the baseball at the top of the structure is simple, but the challenge of getting past the girders, using your ability to change their movement, catch falling bonus items while avoiding deadly ones keeps this game from being another other than just a "simple game.”  Player and girder speed also change to keep you on your toes.  The time limits and ball relocation help keep bonus point farming at bay and using your power to change the girder movement costs you points, so you can’t just cheese your way to the top.  

If there is one downfall to Climber 5, it’s that once you achieve a certain level, the movement of the girders, the ladder placements, and the falling objects are no longer random.  They fall into what amounts to about 6 distinct patterns and when you learn those patterns you can play the game forever (or until you roll the score).  I discovered this years ago when I first got the game and was playing it for hours on end.  My wife and I even charted the patterns, named them, and tested them repeatedly.  I have kept quiet about them for a decade because I was afraid releasing them would be a game breaker for other players and I have always felt that discovery of the patterns is part of the fun in playing.  That said, I will tell you that the key to identifying the patterns starts with paying attention to what items drop and when.  The other key is to never die.  If you die, the patterns get jumbled a bit and it takes a while to settle back into them.  But if you learn the patterns and successfully execute them, you can play the game somewhat effortlessly forever.  I have discovered, however, that in my recent replaying of the game for this review, getting back into those patterns isn’t automatic, so there is still plenty of fun to be had with this game, even if you suss out the patterns.  You can also go and try that crap on the “Original” variation and get your head smashed in.
One of the patterns called "One Switch" because you only have to switch the girders once.  Take the yellow ladders to success...

Whistles and Bells

Climber 5 is from the era before innovations like AtariVox and SaveKey so it doesn’t have some of those fancier goo-gaws, but it does have some other niceties for your appreciation.  In addition to the aforementioned gameplay variations, Climber 5 features a beautifully designed Atari Silver Era instruction manual with a full color mini-comic in the back.  It also features a really nice title/options screen that is likely the precursor to many of the title screens you see on more recent homebrews.  Finally, Climber 5 pulls off all of its graphical beauty without any flicker.  For those in the know, that's something to be proud of.  Again, Dennis Debro knows how to fine tune a game.

Final Assessment

If you like classic style arcade games, then you are going to love Climber 5.  The gameplay is pick-up-and-play simple, well balanced and engaging, and there is plenty of “just one more” replay appeal.  The three game variations provide unique play opportunities and challenge for even expert gamers.  Solid graphics and sprite work make the game bold and impressive to look at.  As I said in my store review of 14 years ago, Climber 5 is a must have for any Atari homebrew collection.  I still love it as much today as I did the day I first got it!


Tips and Tricks

(these tips are all for the “Advanced” variation, you're on your own for the "Original" variation)

Be a Switch Hitter!: Don’t be afraid to use the switch power to move those girders around.  Sure it costs points, but once you are in the flow, the small amounts of points you spend to get to the ball will pale in comparison to the points you get for completing the level.

Don’t Push It:  Just because I told you to use the switch power liberally doesn’t mean you can abuse it, particularly when a girder is flashing, indicating it is about to change direction.  Girders tend to get stubborn around this time and you will drain all of your points only to have it push right back into your face. Best to use your switch when the girder is not in a changing zone.

Ladders of Opportunity: I find I have the most success taking the first available ladder whenever possible.  This doesn’t always work, nor is it always applicable, but if you use it as a general guideline, you’ll get to the top faster.

Watch Your Head!:  When you are on the top two floors, move briskly and don’t dally.  Get to that baseball as fast as you can.  There will be absolutely no warning for a new falling item and if you are unlucky that item will be hammer.


So there you have it!  Climber 5, a more classic Atari 2600 homebrew there isn’t!  Great arcade action, tons of replayability, and enough challenge to keep you climbing to new heights!