I've been gaming since the days of Pong and still own a working Atari 2600. I tend to ramble on about retro games, whether they be board games, video games or PC games. Sometimes I digress. Decades after earning it, I'm finally putting the skills I learned while completing my history degree from the University of Victoria to good use. Or so I think. If you're into classic old school gaming, this blog is for you!
Got a game or product you want reviewed? Send me an email! Will review board games, PC games, video games and accessories (Xbox 360 or Wii, but also new releases for classic systems - you know who you are!)
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I've been buying a few Turbografx-16 games on eBay lately with varying levels of service. Surprised by how bad some "Top Rated Sellers" are. 4 days ago
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Just about everyone who loves board games or war games knows about Axis & Allies, Milton Bradley’s strategy board game that came in a large box and was filled with tiny plastic playing pieces. The game was part of a special line-up of similar products that the giant board game company released throughout the 1980s, some of which are certainly much more obscure than others! The Gamemaster series included the aforementioned Axis & Allies (the WWII game released in 1981), Broadsides & Boarding Parties (the Age of Sail strategy game released in 1982), Conquest of Empire (a Roman Empire wargame released in 1984), Fortress America (an alternate universe wargame released in 1986, where America fights off an invasion from the rest of the world), and Shogun (a 1986 game set in feudal Japan, later renamed Samurai Swords).
To remind you of those fine games, here is a full-color, full-page ad from Milton Bradley found in the September, 1986 issue of the classic Dragon Magazine. Incidentally, it is the first time I’ve ever seen Conquest of the Empire advertised in any format. Click on the image below to see an enlarged version, and enjoy the trip into yesteryear!
Squirreled away amidst the pages of LucasArts’ The Adventurer (No. 7, Winter 1994, to be precise) was a curious two-page spread entitled, Sam & Max Hit the Road: The Thrill-Packed and Completely Unrelated Official Boardgame. Just a little zany extra for fans of classic LucasArts comedic adventures, and a great ad for the Sam & Max PC game. (The Adventurer also contained an “interview” with Sam and Max, but if written slapstick humor is a lost art, this piece did nothing to locate it.) At any rate, below is the Sam & Max Hit the Road: The Thrill-Packed and Completely Unrelated Official Boardgame, ready for you to play – just click on the image to enlarge it to a usable size! (NOTE: The enlarged image is hi-res, so don’t click on it if you don’t have a fast Internet connection!)
Sam & Max Hit the Road: The Thrill-Packed and Completely Unrelated Official Boardgame
Ever scoured the Internet looking for what exactly you were missing from the old board game you pulled from your closet, only to find no one who could give you the answer? Well, stop that fruitless searching through endless google results, as this featured this week on What’s In That Game Box? is Milton Bradley‘s classic dimensional game of high-rises and high stakes, Hotels.
The game box (featuring a full image of a fully set up game board. The inside of the box lid includes the instructions of the game in French)
The game board (featuring a 31-square path with adjacent spaces for various hotels and properties)
4 player limousine tokens (blue, green, red, and yellow)
1 red six-sided die (standard)
1 special six-sided die (sides are: 2, green dot, green dot, green dot, H, and red dot)
30 cardboard buildings (with 30 plastic bases and 33 plastic roof parts) which construct the following:
Bank (1 building)
Boomerang (1 building)
Fujiyama (3 buildings)
Le Grand (5 buildings)
President (4 buildings)
Royal (4 buildings)
Safari (3 buildings)
Taj Mahal (3 buildings)
Town Hall (1 building)
Waikiki (5 buildings)
8 cardboard Recreational Facilities (to be placed beside the hotels) which include:
Boomerang Hotel (swimming pool)
Fujiyama (swimming pool)
Le Grand (swimming pool)
President Hotel (golf course and swimming pool)
Royal (swimming pool)
Safari Hotel (swimming pool)
Taj Mahal (swimming pool)
Waikiki Hotel (swimming pool)
8 Title Deed cards, which include Cost and Rent Due tables
30 red plastic hotel entrance markers (miniature staircases)
A supply of play money in the following denominations: 50, 100, 500, 1000, and 5000. (All bank notes are marked with the number “4844″ and include a picture of Milton Bradley with the title “M. Bradley” below it)
Aside from a very well-laid out inner cardboard separator piece which also provides a photo of each hotel and construction instructions, that’s it! Hopefully this will help would be hotel magnates realize their tycoon dreams!
Game board set up for Hotels (Milton Bradley, 1987)
All the buildings in Hotels (Milton Bradley, 1987)
Hotels (1987) Title Deeds, set 1
Hotels (1987) Title Deeds, set 2
Tokens and dice for Hotels (Milton Bradley, 1987)
Game money denominations for Hotels (Milton Bradley, 1987)
Some games, such as Monopoly, achieve an honoured place in popular culture, becoming easily recognizable brands to even the least gaming-minded segments of the vulgus populi. Others are famous only within the gaming community, either as treasured memories of gaming days gone by or as coveted collector’s gems, either already collected or on the wish list of games designated to be one day added to the collection. Such a game was Milton Bradley’s Dark Tower.
Box art for Milton Bradley's Dark Tower
Dark Tower was released in 1982, two years before Milton Bradley was purchased by Hasbro for $360 million. The company took an aggressive advertising stance, hiring Orson Welles to star in the commercial designed to hawk the game on Saturday morning TV shows. The commercial was a masterpiece, with Welles’ commanding voice intoning not only how the game was played but how he was “victorious.” Electronic games were still fairly novel, and therefore somewhat expensive, but between the commercial and the sheer “cool” factor of the game, it looked like Dark Tower was set to become yet another Milton Bradley classic. Too bad for them that they didn’t own the concept.
The Electronic Dark Tower game piece
Dark Tower was registered as a trademark on January 12, 1981 by Paul N. Vanasse (who incidentally is now the Director of Global IP and Enforcement for Hasbro). Here’s where the story of Dark Tower gets interesting. In February (or March, some claim) of 1980, two game inventors, Alan Coleman and Roger Burten, approached Milton Bradley with a board game concept they called Triumph, but Milton Bradley ultimately rejected their submission. A year later the pair saw Dark Tower being demonstrated at a toy fair in New York, and concluded that Milton Bradley had stolen their game concept, and pursued legal action, suing Milton Bradley for fraud, breach of contract and two counts of trade secret misappropriation. During the proceedings in District Court, the fraud charge was withdrawn, and the jury found for Coleman and Burten, rewarding the two inventors the sum of $737,058.10 (based on the Dark Tower‘s royalties).
Closeup of the Dark Tower keypad
In what must have felt like Lucy pulling the football away from Charlie Brown, the lawyers representing Milton Bradley immediately asked the judge for a judgment notwithstanding the verdict, essentially a legal move asking the judge to disregard the jury verdict. The court set aside the jury’s judgment, essentially letting Milton Bradley off the hook. However, Burten and Coleman took their case to the United States First Circuit Court of Appeals, who performed an exhaustive examination of Milton Bradley’s disclosure agreements and past District Court cases of a similar nature. After a deliberation that they described as a “close question”, the Court of Appeals reversed the District Court’s decision, and reinstated the monetary judgment against Milton Bradley. (The decision in all its original legal glory can be read HERE.)
The four building types in Dark Tower
This has been the accepted canon regarding Milton Bradley’s court troubles over Dark Tower, but a dissenting voice can be found at Well-of-Souls.com, a Dark Tower homage website. Robert Hoffberg, a programmer who worked for Milton Bradley (known for programming Connect Four and Cosmic Hunter into the Microvision), is quoted as stating that he saw Triumph, that its only similarity to Dark Tower was an electronic computer game piece in the center of the game board, and that the true inspiration for Dark Tower came from an old Synergistic Software Apple II game from 1980 called “Wilderness Campaign” (by Robert C. Clardy, who, incidentally, has an impressive resume, with involvement in several games, including Vengeance of Excalibur and Thexder).
Screenshot of Wilderness Adventure (Apple II)
After watching the YouTube video of “Wilderness Campaign“, some similarities between it and Dark Tower can be seen, but the reality is that the same can be said about half the published (and unpublished!) AD&D game modules of the era. Trekking through the wilderness, running into random encounters, heading into a store for more supplies, and ultimately facing the evil Overlord in his castle were standard motiffs of the day. So, perhaps Mr. Hoffberg is correct, perhaps not; without further evidence, the court’s opinion continues to be the historical record that the Dark Tower story is based on.
The three types of Keys in Dark Tower
For those who have never had the opportunity to play this classic game, Dark Tower is best described as a RPG transplanted into the board game genre. The circular game board is divided into four kingdoms, and in the center sits the electronic Dark Tower. Players quest around the game board to locate three keys (bronze, silver, and gold) which will allow them to solve the Riddle of the Keys, that is, which order the keys must be used to open the gates to the Dark Tower, and permit them to battle the forces within. To defeat their ultimate enemy, they must find reinforcements (and feed them!) to help defeat the hordes of defenders awaiting them in the Dark Tower. As they search for the keys, players can be attacked by Brigands, and if they win the battle, can receive a reward: gold, a Dragonsword, a magic key, a curse on one of your competing players by a friendly wizard (giving you 1/4 of their gold and warriors), even a ride on a Pegasus! (If you’re really lucky, you can receive one of these rewards by simply entering one of the tombs or ruins on the game board.)
Scoring cards for Dark Tower
However, ill luck can follow you as you quest for the keys. Sometimes the battle against the Brigands does not go your way. Sometimes you can get lost and have to start over from your last position. Sometimes a vicious plague wipes out some of your warriors (though you can avoid this by having a Healer in your ranks). Sometimes your gold and warriors will be stolen from you by the arrival of the Dragon…unless you have the Dragonsword, and then you get all its treasure! Of course, sometimes your move is benign, and nothing happens at all.
Assorted game tokens for Dark Tower
There are also special locations on the game board that can be accessed for good or ill. There are tombs and ruins which might hold a treasure – or more Brigands! There places of Sanctuary wherein you may be given more warriors, gold or food if you are in need. Each player has a Citadel which acts as the home base and that can act as either a Sanctuary or as the launching point for the final assault on the Dark Tower. Finally, there is the Bazaar, a place where many items might be for sale, such as warriors, food, a Healer (as mentioned above, saves you from a Plague), a Scout (keeps you from getting lost), or a Beast (carries your gold for you to free up warriors). The Bazaar changes prices and selection, and you can always attempt to haggle if you think the price is too dear…but don’t push your luck or the merchant will shut down the bazaar and your turn is over. You get NOTHING; good day, sir!
Instruction manuals for Dark Tower
Much like an arcade game, Dark Tower also provided you with a score for how well you did during the game, from a lowly 1 to the maximum of 99. The more warriors you used and more time you took circling the game board, the lower your score. It was possible to get no score at all, meaning that although you ultimately defeated the brigands of the Dark Tower and were awarded the Ancient Scepter, it took too many turns to do so. Not every victory is one for the bards!
Orson Welles being "Victorious" in Dark Tower
So what is the fascination with Dark Tower that has propelled it into the stratosphere of board game value? A casual search of eBay.com returns listings with a range from $100 to $300 for this game. (My favorite board game website, magisterrex.com, does not have the game in stock.) It could be the collective memory of playing the game, but at its original price point (more expensive than a regular board game; reading people’s recollections of how much they paid run the gamut from $40 to $130, which goes to show you how subjective our memories can be…but I digress.), it was not as ubiquitous on North American game shelves as a game such as Monopoly, which would belie that hypothesis. Perhaps it is as simple as the memory of wanting to play Dark Tower, but not being able to afford it – or being able to convince the responsible parental units to purchase it. That desire for a memory that could have been may be driving the price of Dark Tower.
Lit screens from Dark Tower
Ultimately, it does not matter why Dark Tower continues to be one of the most sought after Holy Grails of classic board game collecting. It’s an electronic game with depth that is astounding for the era it was produced in, and truly enjoyable to play. For this reason, Dark Tower deserves to be remembered as one of the Best Classic Board Games, and well-worth adding to anyone’s board game collection!
Ever scoured the Internet looking for what exactly you were missing from the old board game you pulled from your closet, only to find no one who could give you the answer? Well, stop that fruitless searching through endless google results, as this featured this week on What’s In That Game Box? is Waddingtons‘ game of land speculation and development, the real estate game, Land Grab.
Box front of the 1981 Waddingtons game, Land Grab.
The contents of Land Grab are as follows:
The game box (there are two versions of the box lid, the 1981 version, which features a deep green background with a few buildings and the orange logo streaking outward like the the titles of the 1970s Superman movies; and the 1974 version with a cartoon aerial view of a city as the background with a white logo in large letters).
The game board, featuring three zones of undeveloped real estate lots.
80 player marker tokens (20 each of blue, green, red, and yellow)
A green six-sided die
A deck of 16 CROWN LAND cards, consisting of:
LOT NO. 1 – 20,000
LOT NO. 2 – 20,000
LOT NO. 3 – 30,000
LOT NO. 4 – 30,000
LOT NO. 5 – 30,000
LOT NO. 6 – 40,000
LOT NO. 7 – 10,000
LOT NO. 8 – 10,000
LOT NO. 9 – 20,000
LOT NO. 10 – 20,000
LOT NO. 11 – 20,000
LOT NO. 12 – 10,000
LOT NO. 13 – 20,000
LOT NO. 14 – 20,000
LOT NO. 15 – 10,000
LOT NO. 16 – 10,000
A deck of 16 VENTURE CARDS, consisting of:
A strike hits your construction company. You may not build or demolish on this turn.
Capital Investment Return: Receive an amount equal to one-half your total revenue on this turn.
Capital Investment Return: Receive an amount equal to twice your total revenue on this turn.
Capital Investment Return: Receive an amount equal to your total revenue on this turn.
On your next turn, you may buy land in any zone of your choice (Do not roll the die.) [x3]
On your next turn, you may force any opponent to sell you one lot of undeveloped land he owns – at the original market price. (You may do this in addition to your regular die throw) [x3]
TAXES: Pay 10,000 on every acre of undeveloped land you own. [x3]
TAXES: Pay an amount equal to your total revenue on this turn from buildings in Zone 1.
TAXES: Pay an amount equal to your total revenue on this turn from buildings in Zone 2.
TAXES: Pay an amount equal to your total revenue on this turn from buildings in Zone 3.
49 diecut building tokens, each with a different cartoonish looking art of a building property, consisting of:
2.5 cm x 2.5 cm: PRICE 30,000; INCOME 10,000 [x12]
2.5 cm x 7.5 cm: PRICE 100,000; INCOME 40,000 [x9] 5 cm x 2.5 cm: PRICE 50,000; INCOME 20,000 [x12]
5 cm x 5 cm: PRICE 200,000; INCOME 80,000 [x9] 5 cm x 7.5 cm: PRICE 400,000; INCOME 160,000 [x6]
7.5 cm x 7.5 cm: PRICE 800,000; INCOME 400,000 [x1]
A supply of play money in the following denominations: $5,000 (yellow); $50,000 (pink); and $100,000 (light blue)
Aside from the inner cardboard filler to help hold all the pieces in an orderly fashion, that’s it. Land Grab is a decent simulation of property development and speculation, but is certainly in the “More Obscure” category of board games.