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Retro Review : Splatterhouse (iphone/ipad edition)

Namco - 1988 (arcade) 1990 (turbografx) 2011 (ipad/iphone) 

So as you may know, I’ve already done a review of Splatterhouse on the Turbografx-16 , but it was recently released on the Ipad and Iphone, and instead of being the console port, it’s a port of the original arcade version, so I figured I’d give it an update. It also has a few added gameplay options, and the usual ranking and achievements, that are so popular with the kids these days, that you can unlock while playing, as well as a Rush Mode.
(since I played it on the Ipad, I’ll mainly be referring to that version)


Like I said before, the version on the Ipad is a port of the arcade, so it has a few differences from the Turbografx version. First off, Rick is sporting the old hockey style mask, instead of the red terror mask design in the English version on the T-16 (he also wears the hockey mask in the Japanese PC-Engine version). Also, all the censorship from the T-16 port has been left out, so the Evil Cross has returned as a boss, the crucifixes are still seen in the Church, as well as the alter, and the tombstone that Hell Chaos emerges out of is a wooden cross once more. 
 The game itself is still rather similar to the T-16 port, with some enemies being added in different areas. The crows have returned, and the baby faced slug creatures actually attack you again. The arcade port also offers more detailed graphics, and added animations, like when Jennifer transforms into her beast state.
The Ipad version also has an added Rush Mode. In Rush Mode, you must survive 120 seconds against a hoard of zombies, dogs, bats, birds, and other Splatterhouse baddies. Every once in a while, the game will drop a rock, or 2x4 to assist you, and once you earn a certain amount of points, a picture of the Terror Mask appears. When you tap it, lightening shoots across the top and bottom screens, wiping out all enemies on screen at the time. You can play on either easy, medium or hard mode, with the types of enemies and weapons changing with each difficulty. The Arcade mode also has 3 difficulties, and you can buy added features like unlimited shotgun ammo and easy slide attack. And, if you think you’re good enough, you can challenge the game as Maskless Rick, a mode where you only have one heart point, which means one hit, and you’re dead.


Now, other then the usual stiff moving and fighting, the game can be tricky to play due to the touch controls. The buttons are sometimes unresponsive, and in a game that requires quick reflexes and pattern memory, having a button not function can make it hell to play (like I said, I played the Ipad version, so it may be easier to play on the iphone).


Now, as you may know, I absolutely love Splatterhouse, and have been a fan of the series forever, so I really enjoyed getting to play the arcade styled version. Like I said in my previous review, it’s a tricky game, takes getting used to, not for everyone, etc. etc. etc., but, if you’re a fan of the series like me, of just a fan of horror games and/or beat-um-ups, I definitely recommend it. If you can get over the touch controls, it’s a big bloody barrel of fun, and it’s available for only $2.99.
Hey, it’s cheaper than dumping a pocket full of quarters into the machine, and you can play it on the toilet. It’s a win win. So, go the the Namco app store, and pick it up today.

The Biggy Man awaits!


Retro Review : Double Dragon

Technos Japan - 1988 - NES


Double Dragon NES is the arcade port of the popular arcade Beat Um Up with the same name. In the game, you take control of one of the Lee brothers, either Billy or Jimmy, (also know as Hammer and Spike in the US arcade version), and embark on a mission through the post apocalyptic waste land of New York in search of Billy’s kidnapped girlfriend, Marian. Your goal is to defeat all the members of the Black Warriors, who have kidnapped Marian as ransom in the hopes that you will give up the secrets of your martial arts style for her safe return. 


Now, while some of the core gameplay remains similar, there are several glaring differences between the Arcade and NES versions of the game. The first, and most obvious difference, is the lack of Co-op play in the game. Due to the limitations of the Nes at the time, the game only allows one player at a time. Co-op is instead replaced with a turn based system, with each player taking over the level after the other dies. Also, instead of having all your attacks from the beginning, you must earn your new attacks by defeating a set amount of enemies. Speaking of enemies, the NES’s limitations strike again, only allowing 2 enemies on screen at a time. This makes the fighting feel very tedious at times, and can grind the pace of the game down to a crawl. To assist you in battle, you are able to pick up weapons at certain points in the game, but the weapons you pick up disappear between screens, making them feel almost useless. 

The game also suffers from another old console problem; The difficulty to life ratio. In many arcade ports, the games difficultly remained mostly the same, as did the number of lives that the player received. But, unlike with the arcade versions of these games, once you get a game over, you can’t pump another quarter into the machine and continue playing. Once you get a Game Over, it’s back to start. Now, in a game with no co-op, no blocking, cheap hits, and extremely powerful enemies (THAT CAN BLOCK!) you will find yourself getting killed…a lot….and starting over…a lot….especially in the forest level, when having to face 2 Abobo’s at once…and then another pair soon after…
 fucking Abobo…

The NES version also has a 2 player fighting mode you can choose to play, if you don’t feel like running through a story mode. In it you can either fight the computer, or fight a friend in a 2-D fighting game. But, yet again, there’s a problem. While you have a cast of 6 characters to choose from, you can only be one character…both of you…you both have to be the same guy…

While fun at first, the gameplay limitations quickly get old, making the experience less then exciting. 


As you can probably guess from my review, Double Dragon NES isn’t a favorite of mine. Trust me though, I don’t take joy in saying that. I adore the Double Dragon series, and the Beat Um Up genera as a whole, but that game is just too flawed to really enjoy. The game is still fun in its own frustrating way, and with some dedication, you can totally beat this game and I’m sure have fun playing it, but it doesn’t feel like a Double Dragon game. It feels stiff, technical, it lacks the balls out, torso punching, brainless fun of the Beat Um Up spirit. Between the lack of Co-Op, the limited lives, cheat deaths, and having to earn your own fighting moves, it just feels like homework… 

But, like I said, you may enjoy the game, so download a rom, or pick it up on the Wii Virtual Console, but I’d recommend spending your cash on a good NES Beat Um Up like River City Ransom or Bad Dudes instead*

*I’m just kidding…don’t buy Bad Dudes…EVER! 

Speaking of Double Dragon,  have you guys played Abobo’s Big Adventure yet?

It’s a free fan game, where you get to play as Double Dragon’s  most famous baddie, ABOBO!

The game is free, fun, and a nostalgia trip. If you’re a old school NES fan, you can’t pass up this game! So, hit the LINK, and enjoy.  


Retro-spective : Pong

Atari - 1972 - Arcade

"In 1993, Dr. Timothy Leary was interviewed by Douglas Rushkoff, a journalist who would later write a book called Media Virus. They talked about Pong. What Leary said ( and what Rushkoff proceeded to explain) was that Pong allowed modern kids to do something their parents never fathomed: they could control and manipulate what they saw on television. That was the most revolutionary media event since the invention of television itself. And what remains profoundly striking is how that sentiment was simultaneously (1) so obvious and (2) so overlooked by just about everyone."

-  Chuck Klostermen, from the forward of I AM 8-Bit art book.

If you were to talk about the impact and history of Video Games in our society, you would be hard pressed not to bring up Pong. While not the first video game made, Pong was the first video game that really struck a cord with mainstream culture. This simple concept: table tennis sans the table, became the first commercially successful video game, and it credited with sparking the beginning of the video game industry. 

The idea for Pong began as a training exercise for new Atari engineer Allan Alcorn, whom had never worked on video game design before. At the time, Atari co-founder Nolan Bushnell decided to get Alcorn to create a game based off a ping-pong game on the Magnavox Odyssey, the first home video game console, that involved one moving dot, two paddles, and a score counter. When Alcorn finished the game, Atari was so surprised with the quality of Alcorn’s work, that they decided to manufacture it. Pong became a fast hit, often earning up to 4 times more then the other games around it. Once Pongs popularity became apparent, other companies began to produce similar games, trying to get in on the action. This pushed Atari to branch out and make more versions of Pong themselves, along with creating newer, more innovative games to stay on top. In 1974, a home version of Pong was released, making the game even more accessible to a its fans. Thanks to the games 2 player option, kids were able to not only able to play a video game, but enjoy playing against their friends as well. Now, not only were kids at the time able to actually manipulate what was happening on their televisions, but they could do it with friends as well.


Of course to us today, Pong may seem silly. Archaic. Childish even. But to discount Pong’s importance is a mistake. Pong is that spark that started t all. It’s the game that made Atari a household name. It’s the game to captivated childhoods. It’s the first brick in the foundation of everything that gaming is now. 


So, next time you pick up your 360 Controller, or Wiimote, or 3DS: take a second to reflect. Reflect on how far we have come in the 29 years since Pong. To me, Pong is like the first thumbnail sketch before the Masterpiece. That early idea, that overtime evolves into the finished product. The sheer idea, that in 29 years we have come from Pong to Super Mario Galaxy or Battlefield 3. Imagine where we will be in 29 more years, 50 years. How far will we be able to take the medium of gaming? But do remember, every great tree started as a tiny seed. Never forget your forefathers, and always respect the past. 


Retro Review : Rygar: The Legendary Adventure

Tecmo – (JP/NA)1987 (EU) 1990 - NES 


 Rygar (NES) is the popular action RPG game where you take control of an unnamed warrior (commonly referred to as Rygar) through a mythologically inspired world, on a mission to restore peace to the land by defeating the evil King Ligar. While adapted from the Arcade version (1986), the gameplay for NES was changed from the Arcade versions side scrolling play, to the Action RPG genera.  



In many ways, Rygar’s gameplay holds close to the Arcades side scrolling roots.  The main difference it has, besides the graphics, is that the liner platform style has been replaced with a series of free roaming levels that incorporate both 2-D platforming and 3-D overhead maps. The controls stay about the same in both 2 and 3-D segments; attack with shield, jump, walk, etc. The only thing that changes control wise between the 3-D and 2-D views is that your grappling hook no longer works, though you don’t need it in 3-D mode, so no worries. Enemies will pop up throughout your path, and you can recieve power ups from some of the enemies you defeat. There are 2 types of drop items you get from enemies; Potions, which heal 1 point of health, and Star items that come in 1 or 3 stacks. These star items fill your power gauge, which allows you to use 1 or your 3 spells. Power – Up, which costs 3 points and ups your attack , Attack & Assult, which costs 5 points and causes the screen to flash damaging all enemies, and Recover, which costs all 8 points and heals your health completely. Other than the basic enemies, the game also has 5 Bosses, not counting the Final Boss Liger. With every defeated Boss, you will gain a new special item; the grappling hook being one of them. These items will be crucial for traversing the lands and finding the next path. You will receive each of these special items from the 5 Indoras; colossal, Santa looking Gods of the land that must all be freed to reach the final level. There are other Indoras throughout the land that will give you hints on where to go next.


For the most part, Rygar is a rather solid game. The fighting is standard platform button mashing,  and the enemies come at you in droves. The enemies do respawn at random, and at a rather quick pace, so you well feel swamped at times.  The game allows for quite a bit of exploration as well thanks to the Grappling Hook item. Rygar has many hidden areas that can only be accessed by throwing the hook up and hoping for a hit. Though, while very handy, the Grappling hook can sometimes be a liability. The Grappling hook is used by pressing up and attack, and also by holding down and attack, which allows you to repel. But, if you happen to be on an area where the ground is thin enough to repel, and you try to duck and attack, you’ll find yourself stuck hanging from a ledge and open to enemy cheap shots.

Rygar also does a good job of blending it’s 2-D and 3-D sections. When you enter certain doors, you will be transported to an overhead map, where you will have to battle huge tank like beasts and odd tree creatures.  While the controls can be a bit stiff here at times, and timing your jumps can be a bit tricky, these sections offer a good break up in gameplay, and also have one of the more challenging Dungeon sections (Battling the Dorago boss in the 3-D section was a favorite part of mine)


Rygar tip: The World is your trampoline

    One of Rygar’s more entertaining features, is that you have the ability to jump on any enemy without taking damage. You also don’t deal any damage by jumping either. You just bounce. Bounce and bounce and bounce and bounce. You can even bounce on the games Bosses. You are vulnerable when you jump though, so try not to have too much fun.


While a good game, I do have 2 big problems with Rygar. One of my problems with the game  comes from it’s leveling up system. Like in many games, you level up by defeating enemies and level Bosses, and with each level you gain strength and a bonus health bar.  The system itself is fine, but by the time you get to Ligers floating Island, the last level, the leveling up becomes easy, and once you gain the highest level, the final Boss becomes way too easy. I honesty barely remember fighting him. When the Mini-Bosses feel like more of a triumph than the Final Boss, it just doesn’t sit right with me. My biggest Problem though, is the lack of a save feature. Rygar isn’t an extremely long game by any means, but it does take a few hours to complete, and without a save feature or codes, it means one long game session, or an overheating NES. And nothing hurts a retro gamers heart worse, than turning off an unfinished game without being able to save.


While it has some problems, Rygar still stands out as one of the NES’s must play Action RPG’s.  The game has a great soundtrack, colorful graphics and simple yet fun gameplay that will hook you hard, and fast.  While the game isn’t always clear in what to do next, you’ll pick up on it fast, and have fun exploring along the way. Rygar really has this charm about it that makes it a fan favorite, and a retro gaming must.  I would definitely recommend you give Rygar a look, be it ROM or cartridge. 

……seriously though, what the hell is wrong with this thing?


People you should know: Toru Iwatani

Toru Iwatani was born on January 25 1955 in the Meguro ward of Tokyo Japan. He joined the Namco corporation in 1977 as a game designer, and while tehre Iwatani set out to make an arcade game that would appeal to women, and help bring more of them to the arcades. Iwatani believed that the arcades of Japan were “a playground for boys…dirty and smelly”, and really wanted to bring more women to the world of gaming, believing they would make it feel “clear and brighter”. So, in 1980, he, Shigeo Funaki, a developer at Namco, and sound designer Toshio Kai, finished Pac-Man. 


Pac-man was loosely based off a Japanese children s story where a good monster protected children by eating evil monsters. Many people believe that he got the inspiration for Pac-Man while looking at a Pizza with one slice missing, but that is actually one of gamings urban legends. In his own words: 

Well, it’s half true. In Japanese the character for mouth (kuchi) is a square shape. It’s not circular like the pizza, but I decided to round it out. There was the temptation to make the Pac-Man shape less simple. While I was designing this game, someone suggested we add eyes. But we eventually discarded that idea because once we added eyes, we would want to add glasses and maybe a moustache. There would just be no end to it. Food is the other part of the basic concept. In my initial design, I had put the player in the midst of food all over the screen. As I thought about it, I realized the player wouldn’t know exactly what to do: the purpose of the game would be obscure. So I created a maze and put the food in it. Then whoever played the game would have some structure by moving through the maze. The Japanese have a slang word—paku paku—they use to describe the motion of the mouth opening and closing while one eats. The name Puck-Man came from that word.”

Since Pac-man revolves around eating, and Iwatani thought that women really enjoyed eating sweets, the dots were referred to as cookies. The 4 ghosts were also designed to be cute, and influenced by cartoons like Tom & Jerry, since Iwatani believed that the enemies looking mean or evil would turn women away. 

Iwatani showing off his original sketches for Pac-Man


Other then the aesthetic choices for the games female audiences, Iwatani also decided that the 4 ghosts would also have their own personalities and movements. 

Blinky - chases directly
Pinky - tries to get to the front of you  
Inky - scares easily
Clyde - Moves at random.    

Each time the ghosts are eaten, the speed up slightly, slowing back down once Pac-man dies. And Blinky gets a special speed increase once there are only a few dots remaining.

Iwatani with TV host and comedian Shinya Arino 
After its release, Pac-Man became a huge success in Japan, and quickly found it’s way all over the world. Iwatani was eventually promoted and even took over overseeing the administarion of Namco. 

In 2005, Iwatani became a visiting professor in Character Design Studies at the Osaka University of Arts, while still working at Namco. And in 2007, Iwatani officially left Namco and became a full time lecturer at Tokyo Polytechnic University.                    

Toru Iwatani is truly one of gaming’s great heroes, and has given us one of the most influential games of all time. Iwatani’s creativity and enthusiasm for his passions is incredibly inspiring. With his lighthearted childlike spirit and his love for his fans and for his creation, it’s easy to see why Iwatani is such a beloved man to this day. We all really owe him a great deal of thanks for giving us all such wonderful memories. 



Mini-Review: Dig Dug

Namco - 1982 - Arcade 

Dig Dug is a maze styled arcade game, and on of Namco’s flagship series. In it, you must venture deep underground and defeat the beasts that lurk below. Armed with your trusty, and unnecessarily violent, air pump, you must inflate and pop all the creatures to proceed. 



The gameplay is rather straight forward. Tazio Hori (your main man) can dig into the ground and create tunnels with the joystick. Once a path is cleared, Taizo can walk through them, but so can the enemy characters. The games enemies are the tomato like Pookas, and the Dragon like Fygars. While both will chase you, the Fygars will also occasionally use a blast of fire from their mouth to attack. It only takes one hit to make Tazio crumble, so be careful.The enemies usually travel in tunnels, but will occasionally turn into faces and travel through solid ground. They can still attack you while doing this, but you can attack back if they come near a tunnels edge. Also, when only one enemy remains, or when the music changes, the remaining enemy will make a break for the surface. You can try to track them down, but letting them escape has no negative consequences; beside a few less points. You can either attack by inflating the enemies till they burst, or by using one of the boulders that appear in the level. You don’t have to kill the enemies once you attack though, and can use the pump for more strategic purposes. It usually takes 3 pumps to kill each enemy, and with each pump it takes a little bit longer for the enemies to return to normal. Using this, you can either stall enemies while on the run, or try and catch them in an area before dropping the boulder on them. After 2 boulders are dropped, a bonus food item will appear where Taizo starts from. The bonus points of the item increase with each level. 


Dig Dug is a retro classic, and another great example of simple yet challenging game play. The game is easy to get into, and difficult to master. The games difficultly increases sharply, making concentration and thinking ahead a must. The colorful cute graphic and fun core game play draw you in quickly. It’s easy to see why this remains one of Namco’s most popular titles. Lucky for you, Dig Dug has been on almost, if not, every console to date, so its easy to pick up a copy. This is a definite must play for retro nerds.


Mini-Review: Mappy

Namco - 1983 - Arcade 


 Mappy is one of Namco’s better know plateformers, made popular by its tough gameplay and cute characters. In it you play as Mappy; a police mouse, that has entered the Mansion of the Mewkies; a group of literal cat burglars and their leader Goro. Mappys job is to retrieve the stolen treasures for the Mewkie Mansion, all while avoiding being caught by the roaming burglars. The games main goal is to collect as many points as possible before you lose all your mice. 


Mappy’s main goal it to navigate the floors of the Mewkie mansion collecting the stolen goods. The level scrolls with you from left to right, which can be trouble when the Mewkies are off screen. They will often take the best path to cut you off, so be cautious when proceeding. Unlike many plateformers, Mappy doesn’t have the ability to jump on his own. Never fear though because, for some odd reason, the Mewkies have placed trampolines all over their mansion. Using these trampolines, Mappy can maneuver to the floors above, or in some cases even get into the attic of the mansion. These tramplines will weaken and change color with each consecutive jump though, and once they turn red they will snap, sending Mappy to his death. The Mewkies will also use these trampolines while chasing you, but lucky for Mappy, they can’t hurt you while you are on the trampoline with them. Other then the trampolines, the mansion is also full of doors that can be used to your advantage. There are 2 types of doors, regular and colored. If Mappy opens the regular doors while running from the Mewkies, the door will throw him back at them, knocking them down. However, the Mewkies can also open the door on Mappy, which will have the same effect on him. When Mappy opens the colored doors, the will fire a beam out that will catch all the Mewkies in its path and send them back to their starting point. You will also recieve a bonus for the number of Mewkies captured. 

Collecting the stolen items of course is the main point of the game, and you can only progress to the next level after they have all been retrieved. There are 2 of each item in each room. When collecting items, you can either grab all the ones in your path, or you can try and collect each pair of items for a growing point bonus. You can also receive a bonus by collecting an item when the Mewkie leader, Goro, hides behind it. Goro’s behavior is different from the other Mewkies. While the Mewkies are constantly chasing you and attempting to box you in, Goro just does what he pleases. His behavior is reminiscent of Clydes from Pac-Man; seeming to just wonder and move without thought. Every few levels, you get to play a bonus game where you guide Mappy through a trampoline covered series of halls. The goal is to collect all the red balloons (stingers) and try to pop the blue balloon a the end (featuring Goros face) within the time limit. Getting all the balloons will require speed and strategy, mainly in knowing how and when to break the trampolines below you. 


With its unique play mechanics, and challenging game play, Mappy is definitely a must play for platforming fans. The game play is simple, yet challenging. Keeping track of the Mewkies movement and avoiding them, all while trying to get the best score will force the player to stay on their toes. Deciding whether its best to risk going for the big points now, or try and make a run for it adds to the fun of the game. Fast paced, fun and adorable, I’d definitely recommend giving Mappy a go.


Mini-Review: Ms. Pac-Man

Bally/Midway - 1981 - Arcade


Ms. Pac-Man is an unauthorized sequel to the original Pac-Man produced by the Midway corporation. While similar to Pac-Man, it featured several new gameplay mechanics and  quickly became one of the most popular Arcade games of all time.


While similar, Ms. Pac-Man introduced several new features that expanded upon the original. First off, Ms. Pac-Man featured a variety of maps to play on unlike Pac-Man, which only had the single maze repeated. There are 4 separate mazes in Ms. Pac-Man, each with a different difficulty. Maze 1 is light pink and is your average difficulty. Maze 2 is light blue and as multiple spots where you can easily be trapped. Maze 3 is red, is slightly less difficult, and only has one escape tunnel, and Maze 4 is dark blue and is almost as easy as the first. Other then the mazes, the fruit and ghosts behaviors have also changed significantly. In the original Pac-Man, the fruit would stay in a stationary location under the ghost nest, but in Ms. Pac the fruit will appear though one of the tunnel entrances and travel around the maze. The fruit is programmed to take the route that is most difficult for you to get too it, so you must be careful to not get trapped by ghosts while chasing it. The Ghosts have also changed in some major ways. The first is that Clyde, the orange ghost, has been replaced with Sue, his female doppelganger. The biggest change though is that they no longer strictly follow their patterns from the original Pac-Man. All the ghosts now have random movement cues as well as their specific characteristics, that make them far less predictable, and far more deadly. Outside of these changes, the gameplay is fairly similar. The game speed still increases with each stage and the object of the game remains the same,  use power pills wisely and score as many points as you can. 



There is a reason Ms. Pac-Man is one of the most popular Arcade games of all time, and one of my all time favorites. Ms. Pac-Man perfectly improved upon Pac-man’s already popular gameplay, adding where needed and keeping what made it so fun in the first place. The fast paced game play, and the equally fast thinking the game requires hooks you fast and hard. The cute, iconic graphics and sounds, and the simple and addicting game play appeal to players of all ages and skill levels. Simple, creative and addictive, this will always be one of my favorite games. If you somehow have never enjoyed this retro gem, do so now. And to those that haven’t played in a while, go to your local arcade, pull up a stool, and enjoy.


Mini-Review: Galaxian

Namco - 1979 - Arcade 


Galaxian is the first game in the popular Namco shooter franchise, which includes the widely loved sequel Galaga. Galaxian was created to compete with Tatio’s popular Space Invaders, and shares very similar game play with it. 



Like Space Invaders, Galaxian is a fixed shooter, meaning that you move your ship left and right at the bottom of the screen. You can fire one missile at a time from your ship, and can fire once again once contact is made. The enemies also behave similar to Space Invaders; appearing in a large cluster on top of the screen. Unlike Space Invaders, the enemies do not scroll lower on the screen, nor do they fire from their fixed positions. They instead attack by flying at you in patterns, firing at the same time. They will either try to hit you with their lasers, or crash into you in that familiar kamikaze attack style. The enemies have 2 types, standard drones in blue, purple and red, and the iconic Flagship. The Flagship icon has been used in many Namco titles since; even appearing as one of the bonus items in Pac-Man. The Flagship attacks by swooping down towards you, and they often bring up to 2 enemy drones with them; which continuously fire beams at your ship. One of the features this game introduced was that you received varying points based on the location of the enemy on the screen when shot (somewhat similar to the UFO in Space Invaders). You also received a point increase if you defeat the Flagships drones before it. 



While Galaxain feels dated now, especially when compared to its successor Galaga, Galaxian is still a good game in its own rights. The gameplay is simple and  challenging and the the colorful graphics are eye catching and easy to follow. The game was made to compete and expand on Space Invaders, and it did just that. It added new elements that were used and expanded upon by all shooters that followed it. When you talk about Retro Games like Pong, Space Invaders and Galaxian, you must look at them through the proper lens. While now these games seem simple and even boring, when viewed though those rosy pixelated glasses, you can see the creativity and beauty behind these games. These games were the seeds that started it all, and they still deserve our respect and thanks. So please, give Galaxian a look, and enjoy. 

We must always respect our elders. 


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