Posted December 6, 2005

Frenzy (22 Year Old High Score Has Fallen)



The new 41+ hour World Record of 4,874,931 was set by
Paul Dean
at Houston, Texas Superstar Classics
Reunion on December 2-4, 2005.





(New FRENZY High Score 4,874,931)
(December 4, 2005)

(Paul Dean, 41, New Frenzy Champion, 41+ Hours)




Lets take a look at Frenzy and this high score!



(Paul Dean is also the June 28, 1985 11 1/2+ hours)
(Third Annual Masters Tournament)

Spy Hunter Champion Link


See many screen shots of Stern's (1982) Arcade Game Frenzy Link




Frenzy   
Variation: Factory Settings  
Platform: Arcade 
Tournament Mode
Rules: Start Units : 3 Extra Men every 3K 



  Rank %            Score     Player        Date Verified

  1  100.00 %     4,874,931  Paul Dean        12/04/2005    Referee 
  2   98.56 %     4,804,540  Mark Smith       07/16/1983    Referee 
  3   98.26 %     4,789,909  Mike Mann        07/01/1983    Referee  
  4   97.19 %     4,737,827  Rick Kelly       12/12/1982    Referee  
  5   96.82 %     4,719,986  Jay Bennett      11/06/1982    Referee 
  6   23.46 %     1,143,743  Randy Gordon     06/11/2004  Affiliate  
  7   21.94 %     1,069,380  Alexi Anastasio  12/01/1982    Referee 
  8    2.98 %       145,427  Tracy Parish     06/11/2004  Affiliate  
  9    1.58 %        77,240  Ron Corcoran     05/19/2003    Referee 

Mark Smith of Shelby, NC, United States has lost his 1983 golden era Frenzy
Title of 4,804,540, to Paul Dean, 4,874,931, of Riverside, CA, on December 4, 2005
at the Totally Amused Classic Players Reunion at Humble, Texas. This classic era 
players reunion and competition of World Championship was run by Dwayne Richard,
Famous for many world record titles, and Walter Day, founder of Twin Galaxies. 
Famous video game stars from all over the United States and Canada came to compete.

Paul Dean after accomplishing the 41 hour Frenzy world record of 4,874,931, about a 1/2 hour later, around 7:00 AM resting: 12/4/2005. "Yes, I think I'm ready for a rest now!"
The 41 hour Frenzy game was grueling and probably will not be matched in the future unless another iron man comes around in the next 20 years. Mark Smith's held his title for 22 years, as his score was a tough score to beat because of the time involved to marathon this title. Dwayne Richard and Walter Day confirmed the entire Frenzy Game, and the Four Roll overs in which a referee must be present at all times to confirm this difficult to follow game. When ever there is a roll over present, there must be triple checks on the score to make sure it is legitimate. This score was made the official world record on December 4, 2005 by Walter Day. On another note, high scores are disqualified if any drugs were taken to enhance any marathon attempt and this 41 hour performance required a urine test because of the 12 hour guidelines for a marathon game, and there is an immediate examination and evaluation to make sure there is no cheating of any kind including the use of illegal stimulants. (Paul Dean, master of the Frenzy Video Game, does not drink or smoke, born 10/01/64.) Walter Day, a former arcade owner and founder of Twin Galaxies. "believes in the future of video game playing as a professional sport." -------------------------------------------------------------------------------- Kelly Tharp VS. Q*bert at Challenge Arcade Mark Alpiger Comments on Kelly Tharp new Q*bert Marathon and Paul Dean's Past Frenzy Marathon Urine Sample Link Both Kelly Tharp and Paul Dean are the most recent Marathon Champions and world record holders of their games, Tapper and Frenzy from the Reunion of the Champions at Totally Amused Arcade on December 4, 2005. Paul Dean has also a marathon record on Spy Hunter from the 1985 Masters Tournament. Author Topic: Kelly Tharp challenges Q*bert... at Challenge Arcade !! MDARULZ : Mark Alpiger Post: Mark Alpiger encourages people to try for his bounties... Kelly Tharp challenges Q*bert... at Challenge Arcade !! « on: Today at 04:23:14 PM » -------------------------------------------------------------------------------- Kelly Tharp well into Qbert Marathon at Challenge Arcade Well, I'll start things off with a report, which I got direct from Kelly a couple of hours ago. He was at Challenge Arcade, and preparations were being made to begin his marathon on Q*bert. Some trouble with getting the recording process going was encountered, but, hopefully that can be worked out, at least, to some degree. The scheduled start time of 1 PM had already passed, but, it's best to get it right, rather than rush things ! Also, Kelly told me that Walter Day had made the arcade owner, Joe LeVan, a 'deputy referee', which means that he can confirm Kelly's performance for Twin Galaxies. I was made a deputy referee for last December's Houston Arcade Championships event in Humble, Texas, and had fun helping out on a few occasions with scores, and other stuff (like safeguarding Paul Dean's urine sample - not the most glamorous job, but a necessary one, for marathons). I wished Kelly the best of luck before letting him off the phone, and we'll see in a few days if he can crack the world-record score of 33,273,520 points, set on 11-28-1983 by Bob Gerhardt. (It will take approximately 72 Hours to beat the Bob Gerhardt Q*bert High Score from 1983) As far as his final thot for everyone, he said, "I'll see you in three days." Let's hope that it's with the record in hand !! URINE TEST -------------------------------------------------------------------------------- Mark Alpiger / MDA / MDARULZ Crystal Castles arcade ex-wr holder, now #2: 898,815, finished game; 07-02-1987 The Glob (theglobp) MAME wr holder: 184,242, screen 15; 12-20-2004 Tetris Plus 2 (Japan, p.m.) MAME wr holder: 1,852,900, finished game; 04-29-2001 Marble Madness (newer ROM) MAME ex-wr holder, now #2: 168,450, finished game; 09-17-1998 1987 Guinness book listing for Crystal Castles (achieved score of 881,306 was both the contest, and the world, record) -------------------------------------------------------------------------------- Mark Alpiger message board: Link I was surprised that Joe related that Kelly had, so far, only taken minimal breaks, and just to go to the bathroom ! Also, the people continue to support him, and many persons, and owners of the nearby food courts, had brought him food, in a donation of support. So, this is turning out to be a really popular quest, and Kelly has now surpassed Paul Dean's 41 hour effort on Frenzy, from this past December, to become the second-longest marathoner of the last 20 years (Brandon Erickson did 54 hours last May, on Star Wars). We'll see if he can top Brandon, and then he'll be shooting for 66 hours (the approximate time needed to top the Q*bert wr), then 67.5 hours (the longest arcade game marathon, set by Jim Vollandt at the 'Iron Man' tourney from 1985), and then finally, maybe, the holy grail - the 3 day mark ! --------------------------------------------------------------------------------- Press Releases 2/22/2006 Kelly Tharp Ends at 19.9 Million on Q*Bert Link Finishing with 44 Hours, Tharp Took over 6th Place, passing scores from 1983 Kelly Tharp's Attempt to Break 22-Year-Old Q*Bert World Record Ends at 19,966,580 Million Points and 44 1/2 Hours. If approved, Tharp Takes over 6th place in the "All-Time" Rankings. Now, Twin Galaxies has to review the entire videotape of the performance before giving the final seal of approval. Kelly Tharp has finished his marathon on the legendary arcade video game, Q*Bert, possibly the most difficult video game in history to play for long periods of time due to its bizarre geometry and colorful screens. For more background information on Kelly's quest, go to this story: Man Attempts 72-Hour Marathon to Break Video Game World Record Kelly reports that his eyes could no longer see the screen at the end and he was helpless to stop his men from dying, even though he was wide awake and had plenty of stamina still left. walter@twingalaxies.com. To see Kelly's ever-changing position on the all-time Q*Bert rankings, go to the Q*BERT CHARTS. Link Kelly Tharp now surpasses the Jeff Peters Q*bert Iron Man High score of 19,498,150 done of July 8, 1985 in Canada after the Third Annual Masters Tournament in 1985. When ever you can beat an Iron Man High Score you have done well. In order to get the number one world record high score held by Bob Gerhardt from November 28, 1985, Kelly Tharp would have to play for 72 hours. His score is 60% of the standing world record and Mark Alpiger's bounty money is safe and sound because there was no score which would beat the James Vollandt, Joust high score which was played for over 67 1/2 hours which is the best iron man score ever recorded or seen in person by Walter Day, Twin Galaxies Referee. ----------------------------------------------------------------------------- February 24, 2006 9:27am Jeff Peters Reply to the Kelly Tharp High Score which beat Jeff Peters score which he did at the Iron Man contest in 1985: ----------------------------------------------------------------------------- To: Paul Dean, Ya know, I'd love to go for the world record on this again :) Its a shame Kelly 'just' beat me. We'll have to arrange something in the future at one of the classic gaming events. :) I played a game of Qbert last week to see if I still remember how to play the machine and can still get very high scores with only having lost 4 lives :) Thanks for forwarding the info!! take care, Jeff Peters - Q*bert Champion ----------------------------------------------------------------------------- February 24, 2006 10:34 pm TO: Jeff Peters Great to here that you would be interested in regaming your q*bert high score again, as Kelly Tharp just barely beat your score from 1985. I am sure that if you call Walter Day in order to regame, it would be a huge media event, just like Kelly Tharp's world record attempt. Good luck! Paul Dean ----------------------------------------------------------------------------------- Will any classics player ever receive the following award? The Elusive Golden Joystick Click on Images Who will be inducted into the 2006 Golden Joystick Hall of Fame? Who has been nominated by the Stewards of Twin Galaxies to represent the best of the best in the Classic Golden Age and modern era gaming world? Both Paul Dean and Kelly Tharp will be recognized in the Second Twin Galaxies’ Official Video Game & Pinball Book of World Records which is in its 25th year of recognizing outstanding achievements in the gaming industry. Paul Dean, is also the golden era champion of Spy Hunter, (June 28, 1985), the popular driving game with the Peter Gunn theme song which plays while you are driving. His Spy Hunter score was done at the Third Annual Masters Tournament on June 28, 1985 in Upland, Ca at the Huish Arcade. Both games, Spy Hunter from the golden era of gaming, and current era high score for Frenzy were marathon games as Spy Hunter went over 11 and a half hours in game play and Frenzy went over 41 hours in game play. Paul Dean also played Asteroids for a 14 hour marathon in 1981, which got him invited to the California Silco West State Championships. Link December 4, 2005 - Current Frenzy, High Score Location and Record Holder Location Totally Amused - Paul Dean 4,874,931 - 41 Hours DATE START TIME: Friday December 2, 2005 1:00PM Central Standard Time Hrs= 11.00 PLAYED THROUGH: Saturday December 3, 2005 Hrs= 24.00 DATE END TIME: Sunday December 4, 2005 6:15AM Central Standard Time Hrs= 6.15 TOTAL HOURS TIME OF PLAY = 41.15 TOTAL HOURS (New World Record - Frenzy) Proprieters: Callan Hendricks and Dwayne Richard, proprietors of Totally Amused Paul Dean's Frenzy High Score Classic Game Arcade Location: Totally Amused Arcade Link 19333 Hwy 59 North Humble, TX United States Previous High Score Record Location in 1983: Putt Putt Golf N Games) July 16, 1983 - Previous Frenzy High Score Putt Putt Golf N Games - Mark Smith 4,804,540 Shelby, NC United States
By my calculations it takes almost 45 minutes to an hour to score 100,000 points and in the above high scores by Twin Galaxies there are four players who played to just about 4,800,000 which is a 41-48 hour high score marathon in 1982 and 1983.
The Frenzy Story, with Paul Drury: Retro Gamer Magazine; England Paul Drury of Retro Gamer Magazine, England: wrote; Paul - Paul here from Retro Gamer and hope this finds you well. I was just looking on the TG site to look for any 'breaking news' to put in the 'news' boxout on my High Score column page, when wow - is that you who've just broken the Frenzy WR!?! That's amazing... it must be you surely... ---------------------------------------------------------------------------- Paul Dean Reply: Yes, that is me. I did most of the game standing. I cannot sit to long do to Sciatica so I must have been standing for 3/4 of the time. It took my legs two weeks get over the stress of standing so long. ---------------------------------------------------------------------------- Paul Drury wrote: please get in touch - I'd love to give you a mention (it'll only be a line or so, but good to get your name in the and again). Maybe you could just confirm the length of the game (41 hours??? I didn't think you could sit that long?!) ---------------------------------------------------------------------------- Yes, 41 hours and a wee bit more but only by about 15 minutes. Walter Day was there for the day time performance and he was relieved by Dwayne Richard for my night-time play. December 2, 2005 - December 4, 2005 - Current Frenzy, High Score Location and Record Holder Location Totally Amused - Paul Dean 4,874,931 - 41 Hours DATE START TIME: Friday December 2, 2005 1:00PM Central Standard Time Hrs= 11.00 PLAYED THROUGH: Saturday December 3, 2005 Hrs= 24.00 DATE END TIME: Sunday December 4, 2005 6:15AM Central Standard Time Hrs= 6.15 TOTAL HOURS TIME OF PLAY = 41.15 TOTAL HOURS (New World Record - Frenzy) Proprietors: Callan Hendricks and Dwayne Richard, proprietors of Totally Amused Paul Dean's Frenzy High Score Location: Totally Amused Arcade19333 Hwy 59 North Humble, TX United States ----------------------------- Paul Dean Reply Continued: I did roll over the game four times and almost five, but lost my ambition after I beat the 07/16/1983 high score of Mark Smith. I was able to get instant recognition on the TG Site with my score, which is what I was shooting for. To many scores have been held up for months or years and I did not want my high score attempt to fall through the TG cracks. Mark Alpiger and Dwayne Richard were kind enough to feed me while I marathoned. My restroom brakes were my only brakes and I probably took five quick restroom brakes in total. I had at one time 150 Humanoids in storage so I was able to take those restroom breaks without losing to many men. My biggest problem was that my legs and hands went numb and I was unable to feel the controls. I certainly would not recommend a marathon attempt for anybody who wasn't in perfect health because the game takes quite a toll on your body when playing that long and in doing repetitive movements for so long without a break. Not to mention the marathon standing event I had to achieve to keep going without to much pain. As a side note: I also went to the California Silco West State Championships for Asteroids in 1981. Here is a link to my Biography with a photo of my Silco West Belt Buckle for being in the Championships: http://spyhunter007.com/spy_my_biography.htm ------------------------------ My Frenzy Link: http://spyhunter007.com/frenzy_new_high_score.htm Twin Galaxies Frenzy Link: http://www.twingalaxies.com/index.aspx?c=19&id=1242 Another mention of my Frenzy score on Twin Galaxies: http://www.twingalaxies.com/index.aspx?c=19&id=1243 Twin Galaxies Online Chat about Frenzy during the high score contest: http://www.twingalaxies.com/forums/viewtopic.php?t=6373&start=15 ---------------------------------------------------------------------------- Paul Drury wrote: and then maybe a line on your achievement - any other games you're going for too? ---------------------------------------------------------------------------- Paul Dean reply: I was able to practice with Frenzy in an Arcade called Camelot, in Anaheim, California, complete with the Castle Motif, about 35 miles from my house. The game had 50 classic games in one cabinet and Frenzy was one of the games in there, along with all of the other classics. Humanoid going Berzerk Berzerk Art If I was to Master another game it might be Berzerk, Slow bullets, High Score World Record Holder: Ron K Bailey, Shelby, North Carolina, Score: 178,500 08/30/1982.
Location: Putt Putt Golf N Games Shelby, NC United States However the machine I played on had no Berzerk, slow bullets so I am out of luck and do not know if there is one around. Legendary coin-op Classic Games from yesteryear are very hard to find in the arcades these days. The skillset would be the same in Berzerk, slow bullets as in Frenzy so I think I could master it relatively easily. I was able to master Frenzy in two months after a break of about 20 years from gaming. All the best and huge congrats if it is indeed you on the Frenzy high score! Paul Drury, Retro Gamer Magazine England @;] STRATEGY AND HELPFUL HINTS AND TIPS When you first start playing the tougher BERZERK variations (games in which the robots shoot and Evil Otto is invincible), you may feel there's no way to survive. Don't despair! The following are some strategies you can use to stay alive longer, score more points, and even escape the dread Evil Otto. Since the robots' shots cannot penetrate the maze walls, use this to your advantage. Hide behind walls to dodge laser fire, then leap out when it is safe to aim and shoot at robots. Position robot(s) between your man and Evil Otto. This strategy should cause Evil Otto to destroy the robot(s) first (thereby scoring points for you) and you will have more time to escape. Evil Otto moves more slowly when there are robots on the screen. But once all the robots are gone, the evil fellow bounds toward you with amazing speed! Remember this so you can position your man near an exit as you finish off the robots, then make a swift escape. You can keep your finger on the fire button as you move from one maze to another. It takes the robots a few seconds to start their attack and you can often blindly zap them when you enter shooting. But a better move is to make an exact shot at the robot that is most likely to kill you or to start moving below the robots firing line so that he cannot hit you. The opening two seconds are usually the hardest because you become surrounded immediately and must escape to safety being in direct firing line of many robots at once. Since robots are programmed to follow you, you can influence them by your movement, causing them to shoot at and collide with each other or run into walls. Evil Otto always enters where the man enters. Try to get away from this danger zone and near an exit as soon as it is safe. Keep your distance from robot gangs because you can cover yourself in only one direction at a time. When you find yourself surrounded by a gang, shoot your way out and put some space between you and them. It's much easier to see and avoid distant robot fire than close range fire. When robots shoot on the vertical it is from the left side. You can position your man above or below them on the right side where they can't hit you, but you can blast them. Berzerk - Enter/Exit Stategy If you stay low upon exiting a screen, you have lesser chance of having a robots lazer coming at you from your foot level when entering the next new screen, and when you have the low ground, you have a superior advantage to killing the robots because they must cross your horizontal firing line to kill you, giving you time to aim and shoot. Berzerk - Safe/Strongholds #1 Safe Strongholds: It is very important to find places you can hide behind and at the same time, wipe out the enemy with exacting shots. The above screenshot shows how you can inch just above a wall and the robot will not be able to shoot you or advance on you if it is behind the same wall. This is because the robot can only shoot at hip level and you shoot at shoulder level, giving you the advantage of a SAFE way to kill a robot without any danger of being shot. The robot cannot advance on your position if it is horizontal to your position and a wall is in the way of the robots path. Now you have seen one of many SAFE/STRONGHOLDS which you must use to put the advantage on your side. Berzerk - Safe/Strongholds #2 If you drop below the robots they will follow down to kill you, but they will not shoot at you if you are lower than a humanoid length below the wall above you. Just shoot when they become vertical to you and you will be shooting at their foot level without them shooting back at you. This is a safe/stronghold because they are unable to get low enough to kill you. Each safe/stronghold only lasts long enough to kill the robots that are closest to you. Giving you only a few seconds to aim and shoot and move to the next stronghold. ---------------------------------------------------------------------------- Paul Dean on Frenzy, the 1983 video hit manufactured by Stern, scored 4,874,931 points, beating the old mark of 4,804,540 points set by Mark Smith at the Putt Putt Golf and Games in Shelby, NC on July 16, 1983. Meanwhile, Tharp, playing for 18 hours scored 9,437,400 points to eclipse the 9,100,175-point record set by Greg Erway of Rochester, NY in June, 2003. To see the full results, go to ARCADE CHAMPIONSHIPS Paul Dean has now marathoned three games: Asteroids = 14 hours Link Spy Hunter = 11.5+ hours Link Frenzy= 41+ hours Link I feel that I have done gaming justice so far. Thank you, Paul Dean -----------------------------------------------------------------------------
Frenzy Manufacturer: Stern Year: 1982 Class: Wide Release Genre: Labyrinth/Maze Type: Videogame Monitor: Orientation: Horizontal Type: Raster: Standard Resolution CRT: Color Conversion Class: unique Number of Simultaneous Players: 1 Maximum number of Players: 2 Gameplay: Alternating Control Panel Layout: Single Player Ambidextrous Controls: Joystick: Optical Buttons: 1 Sound: Amplified Mono (one channel) Sound: Berzerk, featured the most recognizable voice synthesizer module of the early arcade era: "Get the humanoid!" "Intruder alert! Intruder alert!" "The humanoid must not escape!" "Chicken! Fight like a robot!" Science Fiction gives the initial idea to Berzerk Berserkers, Fred Saberhagen Relentless death machines have crossed the galaxy, to encounter an equally relentless opponent: humans The Berserkers (Robots) reach back through time to change history and only one man has a prayer of stopping them. An all new Berserker adventure. Link Then came the first berserker attack. The berserker was a vast automated fortress, its prime directive to eliminate all life. It -- and many others like it -- was the inheritance of a war fought between unknown interstellar empires, in some time that could hardly be connected with any Earthly calendar. The berserker machine hung over a planet colonized by humans and in two days pounded the surface into a lifeless cloud of dust and steam. Berserker, by Fred Saberhagen (Science Fiction) These are the tales from the battles between life and non-life, between the great killing machines we came to call berserkers and humanity, all that it was or ever held dear. For of all the starfaring races, only Man has brought with him untamed the heritage and instinct of battle. Berserkerlies Berserker Lies (1991) The berserkers -- in single-minded pursuit of their preprogrammed course of destruction, they attain a kind of perverse stature that makes them worthy stand-ins for the dark side of human nature. The Berserkers are a creation of author Fred Saberhagen. They have been continuously in print for nearly 40 years. (First story published 1963, first book 1967) They have also appeared in various games, and will hopefully be seen in movie form before too long. The Berserker menace and the ensuing struggle of life against its antithesis have become a mainstay of science fiction; the themes and adventures the Berserker stories convey will continue to speak to human readers for generations to come. Description A humanoid advances through many mazes by shooting as many robots as he can while being pursued by Evil Otto. Various phrases and sound effects can be heard throughout the game. Cabinet Information The unique thing about Stern cabinets of this era was that they had a board access area on the left front of the machine. The access panel could be opened by releasing a latch just inside the left side of the coin door and the complete board set, which was mounted on a sliding panel, could be pulled out for servicing. Berzerk - Conversion Conversion The game can be converted to Berzerk by swapping ZPU boards (i.e. the CPU/motherboard). The games use the same power supply, video board, sound/speech board, and control panel. Game Introduction Basically, Berzerk and Frenzy are the same game, but Frenzy has more to do. You not only go through many mazes with varying amounts of robots and firepower, but you go through actual rooms, each different. Plus, you can shoot through the segmented walls to create an exit, bounce shells (so can the robots) off of the solid walls, and shoot Evil Otto for points and make him dissappear, but beware because each time he comes back he moves faster than before, to the point you can't out run him. If you stay in one of the rooms too long, another Evil Otto comes at you from a different direction along with the original one! Also, the robots are much smarter than in Berzerk. What happens after going Berzerk: Frenzy special features: "device rooms" Big Otto, Power Plant, Central Computer, and Robot Factory Other features to Frenzy regarding special rooms: In the Big Otto room, Evil Otto smiles if you are killed by Evil Otto, and if you kill the normal sized Evil Otto, four more Evil Ottos appear from the middle of the screen to kill you. If you shoot the Power Factory, then the robots are frozen and cannot chase you. When the central computer room is destroyed by you, all of the robots walk into walls and into each other and explode. The robot factory cannot be destroyed and creates more and more robots to come after you. Evil Otto can be killed and then another comes after you going a little bit faster and then another and another until you can no longer kill any more evil ottos as they are moving at a very rapid speed. Game Play Shoot at as many robots as you can before they come after you. Watch out for Evil Otto who comes in from where you started on the screen. Be careful of robots shooting through the segmented walls as well as there are not as many places to hide as in Berzerk. In Frenzy, scores are usually higher since the game varies in difficulty. Berzerk becomes difficult very quickly, but Frenzy's challenges seem to come in random waves. <>Rarity (VAPS.org) Uncommon - There are 18 known instances of this game owned by a known collector. Of these, 11 of them are original dedicated machines, 2 of them are conversions in which game circuit boards have been placed in another game cabinet, and 5 of them are only circuit boards which a collector could put into a generic case if desired. Of the 4,246 video games tracked by the International Arcade Museum and the KLOV, this game ranks #66 in popularity based on ownership records. Trivia This was one of Stern's last games so its production run was small compared to the number of Berzerk machines made. Legacy 1980 Berzerk Berzerk, Stern Electronics, 1980 (Designed and programmed by Alan McNeil) 1982 Frenzy Frenzy (video game) From Wikipedia, the free encyclopedia. Link The game also served as an inspiration for later, more sophisticated robot-based games such as Shamus, Xybots, Robotron: 2084, as well as (less directly) Castle Wolfenstein and Doom.
Description Frenzy followed the basic paradigm set by Berzerk: you are in a maze full of hostile robots, who are shooting at you. Touching any other object — a bullet, a robot, — results in instant electrocution and death. In Frenzy, you make touch a wall without death, this is different than in berzerk in which you cannot touch anything without certain death. Also, if you are to close to a robot when you shoot it, its debree that closely surrounds it when it explodes will also kill you if you are to close to it. The goal of the game is to survive as long as possible and score points by killing robots and traveling from room to room. The game has no end other than the player losing all of his or her lives. You have a gun, so you can shoot back, and the robots are fortunately not that bright, and so can often be tricked in to shooting at each other. If you linger too long in a room, however, a bouncing smiley face, "Evil Otto", appears, and relentlessly chases you. Evil Otto will happily destroy any robots in his way, and can move through walls. It takes three bullets to destroy evil otto. He comes out bouncing and smiling while he approaches to kill you, then as you blast away at him his smile rubs off and he has a non expression face and then one more bullet to his body and a frown shows up on his face as he dies. "The humanoid must not escape." Frenzy, the 1982 sequel, was ordered to use up surplus circuit boards. It introduced walls that could be destroyed and rocket laser fire. You're not seeing double, as the game also permitted a pair of Evil Otto's on-screen simultaneously in later rounds. This time, Otto could be destroyed with three well-placed shots only to return again even faster. Less than 12,000 units were released before Stern closed their doors as a result of financial trouble. Differences from Berzerk In Berzerk, the walls are all solid. In Frenzy, some of the walls of the maze are composed of "dots" which can be shot. This opens up strategies such as blasting a hole in the side of a room to escape when in trouble. The "dotted" walls are not electrified, and so you can touch them without dying. None of the walls in Frenzy are electrified and you can get up against any won of them. However, the solid white walls will bounce your bullets right back at you if you shoot at them, so you must be careful not to get into a richochet of your bullets coming back at you. In Berzerk, Evil Otto was unkillable and unstoppable. In Frenzy, shooting him once changes him from a smiley face to a "neutral" face, and another shot converts him to a "frowny" face. Another shot kills him. However, each time you kill Evil Otto makes him a little bit faster the next time he appears. There are seemingly decorative elements in Frenzy that don't exist in the earlier game. In one room is a huge statue of Evil Otto, for example. Not all of these elements are merely decorative. For example, in the room with the power plant (see screenshot), shooting the power plant once will disable it, and all robots in the room will stop moving. They are completely frozen, so you can pick them off without them coming after you. Learn more about Berzerk Link Legacy Frenzy was a less popular game than Berzerk, possibly because it was even more difficult. Frenzy was ported to the Colecovision home video game console. Trivia Frenzy has 64,000 levels. If you manage to make it past all of them, the game crashes. It's unlikely that anyone has ever accomplished this without cheating. How To Master Frenzy Advanced Strategies Frenzy : In Frenzy you reappear on the next screen exactly at the opposite side of where you exit on the previous screen. It is important to always exit at the lower right side of the screen or at the very top left side of the screen so that in the next screen you will reappear at the bottom left of the screen. Why is this important? Because your gun shoots close to your shoulder level and to your right side, you don't want any enemies below you or to your left side. It is to hard to kill them. This way you won't have enemies sneaking up on from the wrong side that you won't be able to kill. Also, you can kill three evil otto's when you use this pattern, if your quick. When evil otto comes out you can blast him and your hit ratio is almost 100 percent with this pattern. Evil Otto always appears first from where your staring point in the beginning of the screen, and you want Evil Otto to be below you so you can blow him away with ease. It takes three shots to kill evil otto, but don't kill him off right away, because you cannot outrun his brother who comes out faster than you can outrun him. This brother of his can also be killed if you are on the top left of the screen shooting down at him. So get into position first and kill of the bad guys so the screen is empty except for you and evil Otto. Then with you within escape range of the next screen, blast downward until two or three evil ottos are killed, giving you some extra points. ------------- How do you stay alive in the first few seconds of the game, which are the hardest because so many bad guys are shooting at you at once? Now that you control where you will be appearing on each board you can now decide what direction you will be wanting to go in, and where to position yourself in the first part of the game. If you can find a white solid wall and get behind it or underneath it, you can avoid being shot. (Clear all enemies below you and wait for many of the enemies to shoot each other as they try to get to you. The wall serves as a case of hide and seek. The robots will shoot at themselves if you let them just by jogging back and forth behind a secure wall. When they shoot at the wall there own bullet will ricochet back at them because all white walls are ricochet walls. Frenzy has a high score of 999,998 before it turns over to zero again, so the highest score you will ever see on screen is 999,998. The game doesn't get a lot harder on the upper levels so if you are alert you could play the game forever, or until you have to sleep. I do need to mention that all of a sudden on the screens at 4.7-4.8 million, the game gets much harder and then cycles through to easier screens later on. The dotted walls are two points a piece giving you the number of eight at the end of your 999,998 score, which is a maximum score before turnover of the game. It is unfortunate that the score doesn't hold another digit because I believe people have gotten to the score which takes nine plus hours to achieve on a coin-operated stand-up game. ----------------------------------------------------------------------------------- Berzerk is the Original Intruder Alert Game Berzerk Manufacturer: Stern Year: 1980 Class: Wide Release Genre: Shooter, maze game genre Type: Videogame designed by Alan McNeil and Tony Martin of Stern Corp. in 1980. Upon release the game goes on to become the biggest arcade hit for Stern, selling upwards of 50,000 units Description Humanoid player runs through maze-like rooms, destroying robots while avoiding their fire. The indestructable Evil Otto is the game's timer, forcing the player to move on. One of the first talking games, remember "Get the Humanoid!"? Cabinet Information The upright cabinet features a patented "board drawer" that allows the boards to be serviced from the front of the machine. Both the upright and cocktail cabinets feature fantastic artwork on the back glass using Marvel comics-style graphics. The look of terror on the humanoid's face (lower left side of the back glass) can often resemble the person playing the game. Conversion Berzerk can be converted to Frenzy by replacing the ZPU-1000 with the ZPU-1001. Both games use the same power supply, video boards, sound boards, wiring harness, cabinet, and control panel. Game Play In each and every maze, the humanoid must destroy all robots using his laser gun without touching the deadly walls, colliding with a robot, or getting hit by any of the lasers fired by the robots. After the humanoid has destroyed all the robots, he must escape through one of open doorways before Evil Otto appears. If Evil Otto appears when there are still robots, he will bounce very slowly. But after all the robots are destroyed, Evil Otto will be bouncing even faster. The humanoid must escaped before Evil Otto gets him or he is done for because Evil Otto cannot be killed. Although the robots are supposed to be destroyed by the humanoid with his laser gun, the robots are not very smart and can also be destroyed whenever they run into each other, touch the deadly walls, get hit by their own lasers or get run over by Evil Otto. But no matter how they are destroyed, the player gets the credit and scores points. (Destroy the Humanoid) A bonus score is given if all the robots in the maze are destroyed. But if there any robots are left in the maze when the humanoid escapes through one of the open doorways, no bonus will be given. The game has a voice synthesizer that speaks for all the actions in the game. For example, it says "Chicken! Fight like a robot!" if the humanoid exits the maze before all robots are destroyed, "Intruder Alert! Intruder Alert!" whenever Evil Otto appears, and "The humanoid must not escape" when the humanoid exits the maze after all robots are destroyed. The game has 64,000 different mazes, each with a level of difficulty that constantly increases. Miscellaneous Play a JAVA emulated version of the game by visiting http://web.utanet.at/nkehrer/JBerzerk.html Rarity (VAPS.org) Berzerk Manual (1980) Common - There are 46 known instances of this game owned by a known collector. Of these, 39 of them are original dedicated machines, 2 of them are conversions in which game circuit boards have been plaed in another game cabinet, and 5 of them are only circuit boards which a collector could put into a generic case if desired. Of the 4,246 video games tracked by the International Arcade Museum and the KLOV, this game ranks #38 in popularity based on ownership records. Technical Berzerk was originally designed for the 6809E CPU, until it was discovered that the processor did not work properly. The board was then redone to run on a Z80. The speech was done using LPC coding, which cost $1,000 per word to compress at that time. The game also originally had a monochrome monitor, but when Defender was released in color, the company re-considered their display approach and re-designed the display using a color overlay board. Trivia Berzerk was Stern's first major video game success. It was made in both upright (approx. 37500) and cocktail (approx. 1200) models. It was also one of the first talking games -- remember "Get the Humanoid", "Chicken! Fight like a Robot", "Intruder Alert!", or "Coins Detected in pocket!"? Perhaps the greatest stroke of genius in the game is the robot intelligence. Plaudits to designer Alan McNeil. These robots make human mistakes. Robots will run into each other or the deadly walls, shoot each other or get squashed by Evil Otto and the player gets the points, no matter how the robots die. It is the mark of a pro who uses this to his advantage. Evil Otto can be considered one of the most intimidating video game villains of all time. He is, and even travels through walls, preventing a player from loafing in the room. He resembles a bouncing smiley face, and has been called a "Malicious basketball" by some. According to one of the designers, Tony Martin, Berzerk had a sales slowdown due to frequent breakdowns of it's original giant sized optical 8-way joystick. Approximately 4200 orders were canceled by distributors and operators whose machines were frequently down from the opto-stick. Stern issued free WICO leaf switch sticks to operators after they had so much trouble with the optical stick, but this still hurt sales. Berzerk - Stern Electronics Probably the most popular "talking" arcade game with 30 words programmed into imposing sentences (Flyer). However, it's claim to fame isn't as the first arcade with synthesized voices (That goes to Stratovox - Taito 1980.) Berzerk is the first is in a creator getting credit by having his name on the display marquee. (in this case, Alan McNeil,designer/creator). His signature is displayed on the printed artwork that covers the monitor glass. First Male Human Voice Synthesisers in a Video Games: Stratovox - Taito 1980 Stratovox, a type of Galaxian game in 1980, had four phrases. Cries of "Help me!" come when an alien grabs one of your men, who then congratulate you with a "Very good" if you mange to shoot his captor. Shouts of "Lucky!" accompany each colonist saved during the tally at the end of a screen, and a very Arnoldesque "We'll be back!" is said when an alien is destroyed. Berzerk shares a rather chilling distinction of being the first known game to be blamed for an actual player's death. In January 1981, Jeff Dailey, a 19-year old Berzerk player, died of a massive heart attack right after playing his favorite game. His score was 16,660 (a very respectable score but disturbing for obvious reasons). On an equally distressing note, in October 1982, 18-year old Peter Burkowski, a physically healthy person who was alcohol-free and drug-free, inscribed his initials in Berzerk's top ten list twice in a matter of only fifteen minutes. A few seconds after that, he collapsed and died of a heart attack as well. Berzerk's sequel Frenzy was produced in the form of a kit (less than 500 made) an upright (11,430), and cocktail (839). Frenzy featured walls that could be shot through, and Evil Otto could be had with three shots, but would return and travel even faster after he reappeared. The new and improved graphically enhanced game, Frenzy had improved its robots artificial intelligence as well, so the player had to really concentrate in order to overcome these humanoid killers. One fun concept within the Frenzy game was to shoot the nuclear reactor - then all the robots would go nuts and just walk into the walls and explode. There was another power generator that when shot would render the robots frozen, so you could pick them off easier, except they kept shooting at you, so you really had to be careful of being in their line of fire. Another unique screen is the reflective walls maze in which every bullet bounces off all of the walls. This is a white screen with pink robots, and very hard to clear. Evil Otto Was named after a guy by the name of Dave Otto, who worked for the company all of us worked for before joining Stern/URL. In some European countries you were able to find the game translated in its respective language. For example, in Spain the voice said "intruso alerta, intruso alerta", "el humanoide no debe escapar", etc. Fixes Stern released an 8-way joystick replacement kit since many of the original optical sticks failed on these machines. Berzerk Link Variation: Slow Bullets Platform: Arcade Rules: Rank % Score Points Player DateVerified 1 100.00 % 178,500 Ron K Bailey 08/30/1982 Referee 2 69.29 % 123,680 Donald Hayes 06/07/2003 Referee 3 66.86 % 119,340 joel D west 06/11/2004 Referee 4 55.13 % 98,410 Mark Robichek 01/10/1982 Referee 5 36.07 % 64,380 David Nelson 06/07/2003 Referee 6 33.48 % 59,770 Glenn Dickenson 04/05/1982 Referee 7 29.37 % 52,420 Ron Corcoran 05/13/2001 Referee 8 26.02 % 46,450 Walter A Day 12/26/1982 Referee 9 23.88 % 42,630 Bryan L Wagner 06/07/2003 Referee 10 21.18 % 37,800 Robert T Mruczek 11/18/2004 Referee Note: The world record on Berzerk Slow bullets has not been beaten and is still standing since the 8/30/1982 Ron K. Bailey event. In my opinion this high score is ripe for picking off as a score to beat. Link See the May 29th, 2005 Berzerk Chris Ayra Rankings for Fast Bullets Link --------------------------------------------------------------------------------- Paul Dean comes out of retirement to compete at Houston, Texas and makes a big splash with Frenzy World Record. In the News: Frenzy 4,874,931 Paul Dean, Riverside, CA To see how these scores compare to the "All-Time" rankings on Frenzy, go to Frenzy Ashman Leads with Two Records -- but Dean and Tharp Shine, Too! Link Frenzy, Jr. Pac-Man, Robotron and Tapper marks set at Totally Amused in Houston ------------------------------------------------------------------------------------ Abdner Ashman (Robotron) World Record High Score 945,550 Abdner Ashman (Junior Pacman) World Record High Score 2,238,990 12/4/2005 Abdner Ashman of Queens, NY has set new Robotron and Junior Pac-Man marks at Totally Amused in Houston, Texas during the "Legends of the Golden Age" superstar reunion. And, playing for 41 hours, Paul Dean of Riverside, California set a new Frenzy record. Plus, Kelly Tharp of Sellersburg, Indiana played 18 hours to grab the Tapper world title. Playing at 3:00 AM in the morning, after more than 200 attempts, Abdner achieved 945,550 points, history's highest Robotron score on the difficult 5-man setting. Earlier in the night, Abdner had set a new Junior Pac-Man record of 2,238,990 points. Abdner Ashman is now recognized as a rare "renaissance" player who has world-class skills on both strategy games and fast-reaction-time games. Accomplishments by Ashman, Dean and Tharp were among the highlight of a night of all-night gaming that saw dozens of players from around North America breaking long-standing records from the early 1980s. To see all the results, click on story link above. View more articles in Press Releases --------------------------------------------------------------------------------- Paul Dean and Kelly Tharp Hoist Marathons Ashman beats Jr. Pac-Man as marathons on Tapper and Frenzy Surge Forward 12/3/2005 At Totally Amused, in Humble, Texas, during the Legends of the Golden Age superstar reunion, Paul Dean of Riverside, California and Kelly Tharp of Louisville, Kentucky are forging ahead with marathon attempts at new world records. Paul Dean has passed the 2/3rds mark during his attempt to break the 22-year-old Frenzy world record: 4,804,540 points set by Mark Smith in 1983. Currently at 4 million points, Dean will be playing until Sunday morning to break the record. Dwayne Richard Organizer of Totally Amused Arcade Champions Reunion, Humble, TX December 2-4, 2005 Dwayne Richard, Classic Video Game Superstar/Twin Galaxies Referee Dwayne Richard of Grand Prairie, Alberta, Canada, a world record holder in his own right on dozens of classic arcade titles, watched Dean play throughout the night, performing the function of "official witness" to verify Dean's achievement for Twin Galaxies' Official Video Game & Pinball Book of World Records. Dwayne Richard: DKR, b 12-22-1968, Grande Prairie, Alberta, Canada Dean also is the world record holder on the arcade edition of Spy Hunter. Kelly Tharp has reached 6.1 million points on Tapper in an attempt to break Greg Erway's mark of 9.1 million points set in 2003. (2003) Greg Erway's - 16 Hour Marathon was just beat by Kelly Tharp on December 4, 2005 The two-year-old Jr. Pac-Man record fell tonight at the hands of Abdner Ashman, who scored 2,238,990 points, eclipsing his own world record of 1,550,000 points set in June of 2003. Greg Erway's 15-16 hour 'Tapper' marathon (Funspot 2003), William's 'Asteroids' is 27 hours, and a 10M 'Super Pacman' by Les Martin that was done, but which he is at some point going to retry. Abdner also logged a 12-15 hour 'Jr Pacman'. View more articles in Press
-------------------------------------------------------------------------------- Results from Houston Arcade Championships Link Walter Day Founder Posted: Fri Dec 02, 2005 2:31 pm Results from Houston Arcade Championships -------------------------------------------------------------------------------- Abdner Ashman just walked in and on his first quarter scored 649,000 on 5-man Robotron. Walter Day -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Fri Dec 02, 2005 4:18 pm Re: Results from Houston Arcade Championships -------------------------------------------------------------------------------- Walter Day wrote: Abdner Ashman just walked in and on his first quarter scored 649,000 on 5-man Robotron. [Cries] I'm seeing the scores rolling in... I have never been in such agonizing pain... Why oh why must I be broke! Keep the updates coming Walter Day, I'm sure by weekend's end anyone not there is going to wish they were! Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referee's Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- Walter Day Founder Posted: Fri Dec 02, 2005 4:26 pm Dwayne Richard breaks interstellar ------------------------------------------------------------------------------- Phil Britt's 20-year-old score on Interstellar has been broken by Dwayne Richard. Also, Dwayne is performing the inaugural score on 5-man Blaster (Williams). Abdner is focusing on it, too. -------------------------------------------------------------------------------- Weehawk Posted: Fri Dec 02, 2005 5:13 pm Re: Dwayne Richard breaks interstellar -------------------------------------------------------------------------------- Walter Day wrote: Phil Britt's 20-year-old score on Interstellar has been broken by Dwayne Richard. Also, Dwayne is performing the inaugural score on 5-man Blaster (Williams). Abdner is focusing on it, too. Walter Day What? Results as they come in??????? Usually somebody just posts something like: "Hey everybody! Somebody did something incredible today, but I can't tell you about it yet!" And then we see the report about a week later. Thanks much, Walter Day. _________________ John Cunningham (JTC) Golden Era Game of the Week -------------------------------------------------------------------------------- Walter Day Founder Posted: Fri Dec 02, 2005 6:08 pm Frenzy marathon by paul dean -------------------------------------------------------------------------------- Paul Dean, playing marathon Frenzy, just passed the 145,000 point mark to take over 7th place on the "All-Time" list -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Fri Dec 02, 2005 6:16 pm Re: Dwayne Richard breaks interstellar -------------------------------------------------------------------------------- Weehawk wrote: What? Results as they come in??????? Well, there's no real Internet Access at FunSpot, for instance, so hence why the scores come later with a write-up. It looks like things got the royal treatment and access is a lot more readily available in Houston so voila. Up in Weirs Beach.. well it's a nice small area, so yeah. Mind you, I'm sure certain clerks at nearby Texaco locations around there want it like that [Martin will know what I'm talking about] Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referee's Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- Weehawk Posted: Fri Dec 02, 2005 6:47 pm -------------------------------------------------------------------------------- Quote: Well, there's no real Internet Access at FunSpot, for instance, Then one wonders how the type of posts I was referring to are made. And, anywhere there is a phone line, there is internet access. I'll admit, looking at Verizon's coverage maps, the wireless options in New Hampshire may be scarce. "Move out of the sticks, gentlemen." _________________ John Cunningham (JTC) Golden Era Game of the Week -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Fri Dec 02, 2005 7:55 pm -------------------------------------------------------------------------------- [quote="Weehawk"]Quote: Then one wonders how the type of posts I was referring to are made. And, anywhere there is a phone line, there is internet access. I'll admit, looking at Verizon's coverage maps, the wireless options in New Hampshire may be scarce. Let's put it this way.... Verizon sucks [Insert extremely dirty, vile, rude and entirely accurate comment here]. It took me 28 times at one point for a single call to go through. Believe me, if it was better up there, I'd hijack an old school 56k from a friend and figure someway to get it running out there Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referees Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- The_Pro Location: Quebec, Canada Posted: Fri Dec 02, 2005 10:28 pm Re: Dwayne Richard breaks interstellar -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) wrote: Up in Weirs Beach.. well it's a nice small area, so yeah. Mind you, I'm sure certain clerks at nearby Texaco locations around there want it like that [Martin will know what I'm talking about] I'm sure they fear the powerball lotto machine they have on the counter there. This one time a new guy actually got the thing to work. I think they called him a witch and burned him shortly after. _________________ Martin Bedard -------------------------------------------------------------------------------- Walter Day Founder Posted: Fri Dec 02, 2005 11:06 pm Paul Dean on Frenzy -------------------------------------------------------------------------------- Paul Dean is nearing 800,000 points on Frenzy. Rivalries have broken out on lunar rescue and Turbo Sub. -------------------------------------------------------------------------------- Walter Day Founder Posted: Sat Dec 03, 2005 12:34 am Frenzy -------------------------------------------------------------------------------- Paul Dean reached 1,000,000 points on Frenzy at 10:30 PM CST -------------------------------------------------------------------------------- Walter Day Founder Posted: Sat Dec 03, 2005 5:22 pm Marathons in Texas -------------------------------------------------------------------------------- Frenzy - Walter Day personally witnessed Paul Dean pass the 3 million mark on Frenzy at 3:08 PM CST Tapper - Walter Day personally witnessed Kelly Tharp pass the 2 million mark on his Tapper marathon at 3:22 PM CST -------------------------------------------------------------------------------- Walter Day Founder Posted: Sat Dec 03, 2005 6:42 pm Jr. Pac-Man -- Abdner Ashman -------------------------------------------------------------------------------- Walter Day personally witnessed Abdner Ashman pass the 1 million mark on Junior Pac-Man at 4: 40 PM CST. He is on his 2nd man. -------------------------------------------------------------------------------- Walter Day Founder Posted: Sat Dec 03, 2005 8:24 pm Abdner breaks Jr. Pac-Man World Record -------------------------------------------------------------------------------- Walter Day personally witnessed Abdner Ashman pass 1,550,000 points on Jr. Pac-Man for a new world record. As of 6:24 PM CST, he was still on his third man. -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Sat Dec 03, 2005 8:32 pm Re: Abdner breaks Jr. Pac-Man World Record ------------------------------------------------------------------------------- Walter Day wrote: Walter Day personally witnessed Abdner Ashman pass 1,550,000 points on Jr. Pac-Man for a new world record. As of 6:24 PM CST, he was still on his third man. Sweet! I'm so glad Abdner is able to have nabbed this WR at last! Now I wonder... will we come back later and suddenly see "Abdner Ashman has reached the Jr. Pac-Man Kill screen..." Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referee's Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- Walter Day Founder Posted: Sat Dec 03, 2005 9:25 pm update -------------------------------------------------------------------------------- Abdner has reached 1.8 on Jr. Pac-Man Kelly has reached 4.0 on tapper Paul has reached 3.5 on Frenzy -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Sat Dec 03, 2005 10:55 pm -------------------------------------------------------------------------------- Abdner just finished off with a 2,238,990 on Jr. Pac-Man?! That's a good 2,198,990 points more then I'll ever manage to get ^^;; Congratulations Abdner on raising the bar to stupendous new heights! Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referee's Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- Walter Day Founder Posted: Sat Dec 03, 2005 11:22 pm -------------------------------------------------------------------------------- I personally witnessed Kelly Tharp pass the 5 million mark on Tapper at 5:18 PM CST Paul Dean is at 3,744,000 on Frenzy. Walter day -------------------------------------------------------------------------------- Walter Day Founder Posted: Sun Dec 04, 2005 1:35 am -------------------------------------------------------------------------------- I personally witnessed Kelly Tharp pass 6 million points on Tapper at 11:25 PM CST I personally witnessed Paul Dean pass 4 million points on Frenzy at 11:30 PM CST. Walter Day -------------------------------------------------------------------------------- dwayne Referee-at-Large Posted: Sun Dec 04, 2005 6:14 am tapper new record -------------------------------------------------------------------------------- Kelly beat greg's score and quit due to fatigue 9,437,400 Frenzy is at 4 .7 he says it got harder Abner had two men at 915 going into the 35 brain wave and didn't make the million. damn close though. dwayne -------------------------------------------------------------------------------- dbh Location: Salem, NH Posted: Sun Dec 04, 2005 6:36 am -------------------------------------------------------------------------------- Quote: Abner had two men at 915 going into the 35 brain wave and didn't make the million. damn close though. All I can say is........ WOW!!!!!!!!!!!! -------------------------------------------------------------------------------- BBH Posted: Sun Dec 04, 2005 7:58 am -------------------------------------------------------------------------------- dbh wrote: Quote: Abner had two men at 915 going into the 35 brain wave and didn't make the million. damn close though. All I can say is........ WOW!!!!!!!!!!!! seconded -------------------------------------------------------------------------------- dwayne Referee-at-Large Posted: Sun Dec 04, 2005 8:13 am new wr -------------------------------------------------------------------------------- Paul Dean has broken the Frenzy record and still playing 4,823,000 and counting. He is out on men in storage and going to play it out. I hope for at least 5 million from him. dwayne -------------------------------------------------------------------------------- Greg S. Erway (awesome) TG Technical Advisor Location: Rochester, NY Posted: Sun Dec 04, 2005 8:57 am Re: tapper new record -------------------------------------------------------------------------------- dwayne wrote: Kelly beat Greg's score and quit due to fatigue 9,437,400 Congrats Kelly! Tapper, while there are a handful of us that can marathon, does not lend itself to long marathons like games such as Q*bert does. The body movement lends to a very sore back in a sort amount of time. Kelly's shoulder area (especially on the tap arm) will likely experience convulsions and a burning sensation for a few days. I'm glad that you were able to tape the performance and look forward to hearing your first 5-man score after review of the tape. I hear it was well over 1 million which is excellent. I know this was your first try at a 5-man score and you will likely raise that score greatly in the future. I welcome the competition. I only hope that both Mike Ward and Jack Gale get a chance to play TGTS someday so that we can all compete in that category . _________________ Gregory S. Erway Arcade: #1 Tapper TGTS 3,162,125 05Jun05 #2 Tapper TGMS 9,100,175 31May03 #1 Rootbeer Tapper TGMS 1,959,200 28Jul86 #1 Wild Western 826,900 07Jun04 #2 Pepper II 505,980 13Jun04 #3 M.A.C.H. 3 - Bomber 353,200 22Mar86 -------------------------------------------------------------------------------- Tapper Link Variation: Factory Settings Platform: Arcade Rules: Difficulty level is set to Factory Default (3) 3 men to start extra men at 20,000 and then every 60,000 points. Videotape required for verification from coin drop to final death. Rank Score Points Player Date Verified Verification 1 100.00 % 9,437,400 Kelly E Tharp 12/04/2005 Referee 2 96.43 % 9,100,175 Gregory S Erway 06/20/2003 Video 3 96.09 % 9,068,625 Michael Ward 06/11/2004 Referee 4 52.98 % 5,000,000 Jack Gale 06/11/2004 Referee -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Sun Dec 04, 2005 1:30 pm Re: tapper new record -------------------------------------------------------------------------------- dwayne wrote: Kelly beat greg's score and quit due to fatigue 9,437,400 O.O Woah... sooo close to 10 Million as well... but it looks like this will be the breaking point for everyone going for the record. Quote: Abner had two men at 915 going into the 35 brain wave and didn't make the million. damn close though. Wow! Considering I can't even come close to 100K with 5 lives, that's phenomenal!!! Congrats Kelly & Abdner on these scores! Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referee's Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) Referee Location: Somewhere, over the Rainbow Posted: Sun Dec 04, 2005 1:32 pm Re: new wr -------------------------------------------------------------------------------- dwayne wrote: Paul Dean has broken the Frenzy record and still playing 4823000 and counting. He is out on men in storage and going to play it out. I hope for at least 5 million from him. ---- Wow.... and how many hours has the poor guy been playing for? This I just phenomenal... but what's going to happen if he gets another boost of adrenaline and keeps going till late in the evening? Is the place going to remain open until he either quits from fatigue or loses his last life? And wow.... just... wow.... really... REALLY WISH I WAS THERE!! Mr. Kelly R. Flewin: Winnipeg, Manitoba. _________________ Your Official Twin Galaxies NES Referee & One Of Your Official Twin Galaxies MAME Referee's Dark Adventure [1P] WR Holder - 101100 [11/15/2005] Foreign Legion [Points] WR Holder - 650 [11/17/2005] Time Pilot [TGTS] WR Holder - 1,092,800 [11/19/2005] -------------------------------------------------------------------------------- buck16 Location: Houston, Texas (TX) Posted: Sun Dec 04, 2005 3:04 pm The amazing part ... -------------------------------------------------------------------------------- The amazing part is how easy those guys make it look. Can you imagine though having to marathon Crazy Climber? My hands are killing me from a couple hours alone. Matt Last edited by buck16 on Sun Dec 04, 2005 3:40 pm; edited 1 time in total -------------------------------------------------------------------------------- Greg S. Erway (awesome) TG Technical Advisor Location: Rochester, NY Posted: Sun Dec 04, 2005 3:25 pm Re: tapper new record -------------------------------------------------------------------------------- Mr_Kelly_R_Flewin (Kelly R. Flewin: Winnipeg, Manitoba.) wrote: O.O Woah... sooo close to 10 Million as well... but it looks like this will be the breaking point for everyone going for the record. It really wasn't a "breaking point" for me. I stopped due to Gary Vincent and about two dozen gamers had stayed 2 hours past closing time to see me reach Mike's record score. After reaching that point I would have been abusing the situation. I very much wanted to goto 10 million but adding another hour and a half to a wait that was already two hours past closing (and remember I started an hour before opening) wasn't something I felt confortable in asking for. I have no doubts I could go for 24 hours on the game. I think I have an outside shot of making 50 hours. But if I were going to play in an Iron Man (going for 100 hours) I would much prefer to play Q*bert instead. Tapper just doesn't lend itself to large breaks. Even after 9 million points and 16 hours, if I didn't lose a single life I could have only a 40 minute break before the men ran out. So I didn't take any breaks except for one bathroom run that took me 1 minute 32 seconds (and the loss of 3 lives). The play of Tapper in a contest with a goal of 100 hours would be a waste of time in my opinion (unless your goal is just to play in it and not win). I am somewhat surprised Kelly didn't play to at least 10 million. But it was more than an hour off from when he stopped. Physically, this game can be fairly demanding over time. Both hands are needed and they are very repetitive motions. I suppose Kelly looked at it and felt after getting the record it just wasn't worth the extra hour. I would think Star Wars would be harder. But then again in SW you could play with one hand I suppose. _________________ Gregory S. Erway Arcade: 1 Tapper TGTS 3,162,125 05Jun05 2 Tapper TGMS 9,100,175 31May03 1 Rootbeer Tapper TGMS 1,959,200 28Jul86 1 Wild Western 826,900 07Jun04 2 Pepper II 505,980 13Jun04 3 M.A.C.H. 3 - Bomber 353,200 22Mar86 -------------------------------------------------------------------------------- dwayne Referee-at-Large Posted: Sun Dec 04, 2005 10:01 pm jr pacman kill screen attempt again -------------------------------------------------------------------------------- abner is at 1.8 million first man and going strong !!!!!!!!!!1 kill screen maybe baby!!!!!!!!! -------------------------------------------------------------------------------- Walter Day Founder Posted: Mon Dec 05, 2005 12:24 am -------------------------------------------------------------------------------- Abdner is playing again on Jr. pac-Man. As of 10:23 PM, he is at 2,508,000 on his third man. This is another new world record, eclipsing the score from last night. Walter ================================================================================ Houston game show and contest Link dwayne Referee-at-Large Posted: Sat Dec 03, 2005 2:24 am dk -------------------------------------------------------------------------------- there is supposed to be a dk cab dropped off tomorrow not sure what time though. -------------------------------------------------------------------------------- dwayne Referee-at-Large Posted: Sat Dec 03, 2005 9:19 am Frenzy -------------------------------------------------------------------------------- Paul Dean is over 2 million on Frenzy playing all night still going after 20 hours + around 120 men left. dwayne -------------------------------------------------------------------------------- artz Location: Spring, TX USA Posted: Sat Dec 03, 2005 11:21 am -------------------------------------------------------------------------------- That's incredible. I was under the impression he was shooting for a million, but he must have gotten his second wind. I'll be heading back up there in a few minutes. -------------------------------------------------------------------------------- Robotcity Location: So. Calif. Posted: Sat Dec 03, 2005 4:52 pm -------------------------------------------------------------------------------- Way to go Paul on your 2,000,000 plus Frenzy score. I did over 1,000,000 in 1984 but the arcade was closing up so I had to quit but I was already getting tired. Hope you have enough stamina to keep playing for arcade record of 5,400,000 which would take about over 50 hours. Phil Y. -------------------------------------------------------------------------------- artz Location: Spring, TX USA Posted: Sat Dec 03, 2005 6:15 pm -------------------------------------------------------------------------------- Hi Phil, I think the record is 4.8 million. Somebody wrote the top 10 lists of marathon scores and taped it to the machine. I believe there were 4 scores that were in the 4.7 and 4.8 million range, so it looks like they must have been competing together. I'll be heading back over there later this afternoon. If I can remember correctly, Paul wasn't able to play Spy Hunter at the time because the car wasn't showing up on the screen, the owner switched the board out and now its working. Hopefully after Frenzy, he'll take a shot at his own record on that one. Kelly Tharp is also a classic gamer from the 80's that showed up yesterday. I was able to witness him play some Q*bert yesterday. He was able to take the game up to level 9-4 pretty easily. He showed myself and Mark Alpiger the trick were you are able to have all the enemies disappear from the board by leaving your man on the bottom left corner. I left this morning as he was beginning his Tapper marathon record attempt. I know he was also going for the 5 man, but it seems like that may already be out of the window since Walter didn't mention it on his other post. I've also met Gary Hatt (80's player), Mike Klug (80's player, Pole Position), Troy Whelan (console player expert) and of course Dwayne. I'm sure these 4 will be putting up some more records the remainder of the event. I'm forgetting some people, but there are others that are capable of getting into the record books. Last edited by artz on Sat Dec 03, 2005 8:31 pm; edited 1 time in total -------------------------------------------------------------------------------- Robotcity Location: So. Calif. Posted: Sat Dec 03, 2005 6:47 pm -------------------------------------------------------------------------------- Thanks artz, You're right I checked the TG scores which is 4.8M That means Paul has to play over 48 hours to break record. Only a few can play that long. Maybe I could do 20 hours I am not sure. The different in Frenzy Marathon vs Q'bert Marathon is that if you take a break you lose the extra men in Frenzy very fast. Phil Y. -------------------------------------------------------------------------------- Greg S. Erway (awesome) TG Technical Advisor Location: Rochester, NY Posted: Sat Dec 03, 2005 8:02 pm -------------------------------------------------------------------------------- I just got off the phone with Walter Day and he updated me that the Frenzy game is now over 3.6 million. Also, Kelly is around 3.6 million on Tapper. His first 5 men scored over 1 million but they didn't know the exact amount until they review the tape later. There were also a whole bunch of other records he told me about (some of which were listed here and possibly another couple). _________________ Gregory S. Erway Arcade: 1 Tapper TGTS 3,162,125 05Jun05 2 Tapper TGMS 9,100,175 31May03 1 Rootbeer Tapper TGMS 1,959,200 28Jul86 1 Wild Western 826,900 07Jun04 2 Pepper II 505,980 13Jun04 3 M.A.C.H. 3 - Bomber 353,200 22Mar86 -------------------------------------------------------------------------------- Robert Mruczek (RMRUCZEK) Posted: Sun Dec 04, 2005 6:46 pm Amazing Stuff !! -------------------------------------------------------------------------------- Hello everyone: First of all, congratulations to all the stupendous scores achieved...this was a superb event that Dwayne put together, and I am happy that so many great players showed up to do it justice. Second, a question...after reading that Phil said "Frenzy" got harder at around 4.7-4.8 million or so, is that point-based or stage-based ? I was always wondering why the top TG scores were all clustered. Could either be players going at it until they just nudged out the top scorer, or something more. Wow, Abdner pulled off two massive score runs here. Hats off to him !! I'll bet his heart was racing on that "Robotron" game for sure. Wish I could have been there but my company would not allow it under the circumstances. Robert Mruczek -------------------------------------------------------------------------------- Robotcity Location: So. Calif. Posted: Sun Dec 04, 2005 8:30 pm -------------------------------------------------------------------------------- Hi Robert Mruczek, It was Dwayne that mentioned it got harder after 4.7M I played to a little over 1M in 1984 and did not notice any change in game play. Maybe something did change over 4.7M but this would be more of a technical issue. As Paul played over 4,800 screens {about 1,000 point per screen} this rules out a possible kill screen and does not have any split screen that Pac-Man has at the 256 screen I believe. But this is very interesting and I would like to know what happen also. Phil Y. -------------------------------------------------------------------------------- ================================================================================ Gratitude to Walter Day & co (Post spurred by Houston show) Link buck16 Location: Houston, Texas (TX) Posted: Mon Dec 05, 2005 12:40 am Post subject: Gratitude to Walter Day & co (Post spurred by Houston show) -------------------------------------------------------------------------------- I just wanted to say thanks to Walter Day and everybody else associated with TG. Without you guys, we wouldn't really have any organized sort of clue as to high scores on games. Without you guys, competitive gaming wouldn't really exist. I'm blown away that Walter Day makes it to all the shows and events he does. That's dedication. I don't know if he receives a fee or much financial incentive. Seems to me he's just really enthusiastic about gaming. So THANK YOU. Honestly, I can't imagine classic arcade games without you. This goes out, too, to all the gaming legends that made it out to the Houston show. I wish I'd watched Abdner play more than I did. I really would've liked to see him in action on Robotron. I don't know what I was thinking. Also impressed with Paul Dean (Frenzy) and Kelly Tharp (Tapper). Also, a big thanks to Dwayne for organizing the event. Matt -------------------------------------------------------------------------------- Troy_Whelan Referee Location: Virginia - USA Posted: Mon Dec 05, 2005 11:55 pm -------------------------------------------------------------------------------- I must say that I had a great time! Getting to meet many people and simply watching others play was really nice. I made quite a few friends there that I look forward to seeing again at other events. I am terrible with names, but I do recognize faces! I was there when Abdner Ashman hit on Pac-Man Jr. and again with Robotron...quite a rush! (Note to Abdner, I am the guy who validated your Robotron score!) Also, coming in each day and seeing Paul Dean still playing Frenzy and watching Kelly Tharp on Tapper made me want to get a beer! Special thanks to Walter Day, Callan Hendricks, and Dwayne Richard for organizing and hosting the event, and all of the Legends of The Golden Age for attending! Many people don't realize how much time and energy these guys put into events such as this, and to be honest neither did I until I was there to see it first hand. I got to meet some of the top arcade players, and even chat with Walter Day. Really a great bunch of guys. Also, the competitive atmosphere was strong but friendly. People would get a high score and then tell their competitors that it was now up to them! Anyone who could not make it should try to attend the next event that comes up because reading about it is exciting but it cannot compare with actually being there! Troy _________________ Twin Galaxies PS1 / PS2 Referee -------------------------------------------------------------------------------- Renegade Location: Chattanooga, TN Posted: Tue Dec 06, 2005 1:23 am -------------------------------------------------------------------------------- Troy Whelan wrote: Also, coming in each day and seeing Paul Dean still playing Frenzy and watching Kelly Tharp on Tapper made me want to get a beer! I bet they don't have beer at Funspot, do they? _________________ Nik Meeks Chattanooga, TN "There is a beast in man that should be exercised, not exorcised." - Anton Szandor LaVey "It's not a monster it's just a doggie!" -the mom in Cujo -------------------------------------------------------------------------------- P. D. Location: HOuston, Texas (TX) Posted: Tue May 20, 1927 1:00 am Post subject: History of Long Hours -------------------------------------------------------------------------------- A bit of history: Lindbergh Does It! To Paris in 33 1/2 Hours; Flies 1,000 Miles Through Snow and Sleet; Cheering French Carry Him Off Field. Link When Lindbergh was seen crossing the Irish coast, the world cheered and eagerly anticipated his arrival in Paris. A frenzied crowd of more than 100,000 people gathered at Le Bourget Field to greet him. When he landed, less than 34 hours after his departure from New York, Lindbergh became the first person to fly solo across the Atlantic Ocean. Certificate of Achievement 7:52 A.M., May 20, 1927 At 7:52 A.M., May 20, 1927 Charles Lindbergh gunned the engine of the "Spirit of St Louis" and aimed her down the dirt runway of Roosevelt Field, Long Island. Thirty-three and one half-hours and 3,500 miles later he landed in Paris, the first to fly the Atlantic alone. On the evening of May 21, he crossed the coast of France, followed the Seine River to Paris and touched down at Le Bourget Field at 10:22P.M. The waiting crowd of 100,000 rushed the plane. He became an instant hero, "the Lone Eagle." New York City gave him the largest ticker tape parade ever, the president awarded him the Distinguished Flying Cross. His feat electrified the nation and inspired enthusiastic interest in aviation. ============================================================================= (If something is worth doing, it is worth doing right!) Raymond Orteig Prize Raymond Orteig-$25,000 prize Link ============================================================================= Charles Lindbergh receiving the Orteig Prize from Raymond Orteig Chrarles Lindbergh Receives Orteig Prize ($25,000)

Raymond Orteig emigrated to New York from France in 1912. He worked as a bus boy and café manager and eventually acquired two New York Hotels which were popular with French airmen assigned to duty in the United States during the Great War In 1919 Raymond Orteig offered a prize of $25,000 for the first nonstop aircraft flight between New York and Paris. By the mid 1920’s, airplanes had finally developed enough to make such a flight possible. The first aviators to go for the prize paid with their lives. Others were still willing to take the chance and Roosevelt Field became their headquarters. Several famous aviators arrived at the field and the public followed their plans with intense interest. Then in May, 1927, a new plane quietly flew in from the west. An unknown, young, airmail pilot, Charles Lindbergh, had arrived. -------------------------------------------------------------------------------- buck16 Location: Houston, Texas (TX) Posted: Tue Dec 06, 2005 1:49 am Post subject: Surprised -------------------------------------------------------------------------------- I'm surprised more people haven't chimed in to add their two cents here. I really feel more and more people each day are losing sight of what arcades meant to everyone WAY back when. It's understandable. Times change. New technology and youth emerges. Target sells at $400 multi-piece-o-crap "arcade" game. Etc, etc. But THANK YOU for keeping it alive. All of you guys. For ALL these years. -------------------------------------------------------------------------------- LJM : Kelly Tharp Link Kelly Tharp playing his new Q*bert World Recorde Marathon at Challenge Arcade Q*BERT February 07, 2006, 08:45:21 PM » -------------------------------------------------------------------------------- I just wanted everyone to know that I will be going to Reading, Pennsylvania on February 20, 2006 to marathon Q*bert for 72 hours. And I wanted to tell Mark Alpiger (MDARULZ) to get out his checkbook because failure is not an option!! I will have the bounty at 67.5 hrs. Kelly Tharp, Sellersburg, Indiana Kelly Tharp Statistics: WR holder Tapper 9,437,400 Jungle Hunt 521,620,Mousetrap 18,000,000 Q*bert 12,800,000 burgertime 3,800,000 Battlezone 1.1 million robotron 2084 27,000,000 have finished: Crystal Castles,Galaga,Kick Man,Pac Man Paperboy,dragonslair1&2 Space ace,cliffhanger,and Marble Madness Kelly Tharp of Sellersburg, Indiana played 18 hours to grab the Tapper world title on December 4, 2005. marathon (9,437,400) Telly Tharp (Tapper) -------------------------------------------------------------------------------- Donald Hayes coming to CAG tourney Link February 04, 2006, 01:37:53 PM -------------------------------------------------------------------------------- Donald Hayes has booked his flight to PA, and will be attending all three days of the CAG tournament in March 2006! The 2006 Classic Arcade Gaming (dot com) Tournament. It will be held this year during St. Patrick's Day weekend (March 17 - 19) at Challenge Arcade, located near Reading, Pennsylvania. Link Contest on March 17th, 18th, and 19th at our Wyomissing, PA Berkshire Mall location. J. P. LeVan Owner, Challenge Arcades Challenge Arcade, Reading Pennsylvania -------------------------------------------------------------------------------- Houston, Texas Contest Results for Frenzy and all other games Link World records logged during this event: Blaster, Canyon Bomber, Cosmic Chasm, The Fast and The Furious, Frenzy, Interstellar, Jr. Pac-Man, Lunar Rescue, Robotron, Target: Terror Gold, Tapper and Turbo Sub. Abdner Ashman of Queens, NY, was one of the featured stars at this show as he knocked down two major records: reaching 2,238,990 points on Junior Pac-Man and 945,550 on 5-Man Robotron. To see all high scores of Houston Contest Link World Record Marathons which are still standing World Records: Paul Dean's arcade Frenzy game took 41 hours to score 4,874,931 on Saturday thru Sunday December 4, 2005 in Houston, Texas at the Classics Superstar Reunion Players Championships. Paul Dean's arcade Spy Hunter game took 11.5 + hours to score 9,512,590 on June 28, 1985 at the Third Annual Masters Tournament in Upland, Ca. Classic Video Game Marathons are getting some popularity after all of these years Marathons In the early 1980's Marathon's were happening literally every day. It was a way to differentiate yourself from the pack, as being the best one in the neighborhood arcade, and then you would progress to the city, state and eventually the world level champion. This would take years of practice so many people were competing on these games. The scores got higher and higher until they became so high that some people believed that these scores were unbeatable or made up scores. That is not necessarily true. There are some people, the elite few who can beat any high score at their pleasure is they so choose. These are the superstars of the 1980's who still compete from time to time at the major tournaments like at Funspot, in New Hampshire and Ground Kontrol in Oregon. Now we have Totally Amused arcade in Humble, Texas with nothing but wall to wall classic coin-op video games just like in the 1980's. Once a year these superstars gather and break a whole bunch of scores from the 1980's, why? just because they can, and they enjoy the comradely of seeing their Classic era friends doing what they do best, which is beating high scores at A Marathon level. So everyone can decide if they to want to be a top gun, by showing up and giving it their all and breaking a 20+ year high score and getting what ever allocates there are to receive. Unfortunately there is no money in it. We don't get 100,000 dollars from a sponsor, but the friendships found and the nod of Walter Day seems to be enough. Of course we are getting older so there will be less and less players going after those several decade old high scores, as we are the last dinosaurs of a forgotten era, the arcade age. Thanks for enjoying the marathon level performances of us few. Take care, Paul Dean Other First Place World Record Marathon Results and hours played results over the years: Tim McVey's arcade Nibbler game took 44 hours and 45 minutes to score 1,000,042,270 on January 15, 1984. Oskaloosa, IA Marathon On January 2, 1984, Brooklyn's Robert Mruczek survived Star Wars for 49-1/2 hours for a new world record. Link In 1984, Brooklyn's Robert Mruczek survived Star Wars for 49-1/2 hours Star Wars, Arcade, Marathon Rank 1 Score 300,007,894 Score Type Points Player Robert Mruczek Brooklyn, NY United States Date Achieved Sunday, January 22, 1984 Link Iron Man Contest Iron Man Contest was conducted on July 5-8, 1985 in Victoria, BC, Canada at Johnny Z's, Johnny Zee's Family Fun Center in Victoria, B.C., Canada: Conducted by Walter Day of Twin Galaxies. Second Iron Man Marathon Proposed? The 1st Twin Galaxies Iron Man Contest was conducted on July 5-8, 1985 in Victoria, BC, Canada. Link In 1985 the eight contestants were: Mark Bersabe, Asteroids High Score: 18,552,590, defeated Mike Ward, Satans Hollow, High Score: 18,098,450, 1985 Masters, 25,326,225 1/1/1984 Billy Mitchell, Centipede High Score: 10,774,191 defeated Mysterious japanese man, Ms. Pac-Man (not found) Darren Harris, Star Trek High Score: 123,467,525, undefeated Jeff Peters, Q*Bert High Score: 19,498,150 Defeated (James) Jim Vollandt, Joust High Score: 107,216,700, undefeated Tom Asaki, Nibbler Vollandt lasted the longest with 67-1/4 hours. Vollandt’s accumulation of 210 men on Joust was wiped out. He quit at 6:00 a.m., with only six men left. Vollandt’s record of sixty-seven-and-a-quarter hours won him an entry in the U.S. edition of the Guinness Book of World Records. As in the first IM Contest, the winner of the 2nd event will collect (or split, if others go 100, too) $10,000 if he can last 100 hours on one game/one quarter. Any players interested in competing?? Contact Me, Walter Day James Vollandt, (Joust) Iron Man 1985 Canada Winner 67 1/2 Hours The most unique marathon conducted during the golden age of gaming, was the 1st Annual Twin Galaxies Iron Man Contest, which offered eight competitors a chance at winning $10,000 in cash if they could keep their game going on one quarter for 100 hours. James Vollandt of California, playing on Joust, lasted the longest with 67-1/4 hours. Joust Manufacturer: Williams Year: 1982 1985 Joust Marathon - Joust James Vollandt of California, playing on Joust, lasted the longest with 67-1/4 hours. at the 1st Annual Twin Galaxies Iron Man Contest on 7/8/1985. Link Joust, Arcade, Points [Marathon/Single Player] Rank 1 Score 107,216,700 Score Type Points Player James Vollandt Link Brea, CA United States Date Achieved Monday, July 08, 1985 Birth: 08/20/66 The 1st Twin Galaxies Iron Man Contest was conducted on July 5-8, 1985 in Victoria, BC, Canada. Second Iron Man Contest to be Arranged: (T.G. Thread Link to Second Iron Man Contest Possible Marathon Scores May 06, 2003 ) Asteroids Manufacturer: Atari Year: 1979 There have been a number of games that have gone longer (like the Asteroids world record by Scott Safran and a few marathons on games like Defender, Stargate, Robotron, and Q*bert), Starwars and Battlezone, by David Palmer, but none have had video (like Brandon Erickson's) or official witnesses (like Walter Day at the Iron Man event) as proof. The first Ironman Contest - Marathon in July 1985 (Canada) - Below: Johnny Z's Arcade in Johnny Zee's Family Fun Ctr. Victoria, BC Canada. The eight contestants were: Mark Bersabe, Asteroids, World Rank 9, Score 18,552,590, Milpitas, CA, USA Date Achieved Monday, July 08, 1985 ----- Mike Ward, Satans Hollow, World Rank 2, Score 25,326,225, Madison, WI, USA Date Achieved Wednesday, February 01, 1984 ----- Billy Mitchell, Centipede, Unofficial Score 25,000,001. Link Mysterious japanese man, Ms. Pac-Man Darren Harris, ?? Jeff Peters, Q*Bert - 19,498,150 Second place 50 hours YME, b 05-17-1966, Etiwanda, CA Jim Vollandt, Joust - Winner 67-1/4 hours James Vollandt Tom Aaski, Nibbler Tom Aaski was part of the news: Ms. Pac-Man duel between Chris O'Brien and the famous Bozeman Think Tank: consisting of Tom Aaski, Don Williams and Spencer Oueren -- all reigning champions, the event became a five-page feature in Computer Games Magazine James Vollandt lasted the longest with 67-1/4 hours to win the Iron man contest but did not win $10,000 because he did not lost 100 hours. 1981 Asteroids Marathon - According to Donald A. Thomas, Jr. of www.icwhen.com SEPTEMBER (1981) Lonnie J. Cancienne: Asteroids: On Saturday, September 5, 1871m Mr. Lonnie J. Cancienne, 19, scores 30,000,000 points on ASTEROIDS by Atari Inc. after playing the game for 52 hours and one minute at Mr. Ice Cream Parlor in Westwego, Louisiana Dennis Hernandez: Asteroids (1981) From Friday, October 23, 1981 through Sunday, October 25, 1981, Mr. Dennis Hernandez scores 30,100,000 points on ASTEROIDS by Atari Inc. after playing the game for fifty hours and twelve minutes at Space Odyssey in Geneva, New York. Link 1981 Asteroids Deluxe Marathon: On Tuesday, December 29, Mr. Kevin Gentry scores 2,117,570 points on ASTEROIDS DELUXE by Atari Inc. after playing the game for five hours and 25 minutes at the Court Jester arcade in Lake Charles, Louisiana. 1982 Asteroids Marathon Scott Safran, the recognized world record holder, set his mark of more than 40 million points more than 20 years ago. Twin Galaxies estimates that Scott's game lasted approximately 72-80 hours in duration In 1982, a 15-year-old named Scott Safran spent 60 hours in front of an Asteroids machine in Newton, Penn., achieving that game's all-time top score of 41.3 million points. Link Missile Command, Arcade, Marathon Link Rank 1 Score 80,364,995 Score Type Points Player Victor Ali San Francisco, CA United States Date Achieved Thursday, December 23, 1982 On Thursday, December 23,1982, age 19, Mr. Victor Ali scores 80,364,995 points on MISSILE COMMAND by Atari Inc. after playing the game for 48 hours at Cinedome 7 Theater in Fremont, California. Link Missile Command: December 23, 1982 Twin Galaxies proclaims Victor Ali the Missile Command world champion with 80,364,995 points scored on the arcade edition, at the Cinedome 7 in San Francisco, CA. He beat the former world record of 72,547,630 points achieved on November 10, 1982 by Kevin Baughan at the Video City Arcade in Dayton, OH Link Nibbler: January 15, 1984 January 15, 1984 Tim McVey of Ottumwa, Iowa is the first video game player in history to score over 1 billion points on a video game. His 44-1/2 hour Nibbler marathon at the old Twin Galaxies arcade won him a free Nibbler game from Rock-Ola, the game's manufacturer, as well as feature news articles around the world. Past Marathon Records that missed becoming First Place world Records: Nibbler Manufacturer: Rock-Ola Year: 1983 2005 Nibbler 2nd Place Marathon Record 4/31/05 Dwayne Richard, Nibbler, Marathon, 41 Hour Game Nibbler, Arcade, Factory Settings Rank 2 Score 883,402,770 Score Type Points Player Dwayne Richard Grande Prairie, AB Canada Date Achieved Tuesday, May 31, 2005 ------------------------------------------------------------------------------------ A list of Marathon Scores from the beginnings of the Twin Galaxies Data Base: Some of the most popular (Classic Icon) titles that were Marathoned are below: ------------------------------------------------------------------------------------ - Asteroids – 41,336,440 – Scott Safran, Pennsylvania, USA - Robotron – 348,691,680 – Brian King, Colarado, USA - Tempest – 1,728,329 – Hector Vazquez, USA - Joust – 107,216,700 – James Vollandt, California, USA - Galaxian – 389,770 – Now Second Place - Perry Rodgers, California, USA : - Galaxian - 399,290 - Gary Whelan, Dukinfield, ENGLAND, United Kingdom - Space Invaders – 48,480 – Perry Rodgers, California, USA - Space Invaders – Donald Hayes, Windham, NH, United States - Star Wars – 300,007,894 – Robert Mruzcek, New York, USA Jan 20, 1984 at 11:00am thru Jan 22, 1984 at 12:30pm at the Fascination Arcade in NYC, NY on 49th street - Defender – 76,377,300 – Now Second Place: Bert Jennings, North Carolina, USA - Defender - 79,976,975 - First Place: Chris Hoffman - USA Ned Troide - Defender Ned Troide: He is best known for having played DEFENDER for 62 1/2 which got him invited to be in the 1983 LIFE Magazine. Ned Troide of Palm Harbor, FL, World Record holder on Defender from the Goldern Era of Video Games. Ned Troide Link World Ranking #5 Score 72,999,975 Player Ned Troide Clearwater, Florida October 15, 1982 Rick Smith, Defender High Score Player from the golden era - 4/4/1982. played Defender in Mission Viejo, CA., from 9:00 A.M. Saturday to 11:00 P.M. Sunday, 38 hours, to set the record. He is now #12 Worldwide and his score is 41% of the now leading high score of Chris Hoffman's score of 79,976,975. Link Historical Note: Rick Smith held the world record from April 4, 1982 until May 22,1982, when Kevin Johnson beat his score with a then-record 33,223,500 points. Johnson, in turn, held the title for exactly 30 days, losing to Stan Brendan of Tucson, who reached 34,223,175 points. Since then, the title has changed hands ten times and now stands at more than 79 million points. High Scores Robotron - Leo Daniels, score is now #8 World Record from 9/1/1982: Link Leo P Daniels Wilmington, NC United States Score 169,595,225 Wednesday, September 01, 1982 Stargate Rank 1 Score 71,473,400 Date: 4/8/83 Score Type Points Player Roger Mangum Durham, NC United States How long did Roger Mangum play if it took Ben Gold 36 hours to get 56% of his score. 72 hours is 112% - 8.64 is 12% of 72. Subtract 8.64 from 72 for a total of 63.36 hours of play, if Roger Mangum used the same basic strategies and screen clearing times as Ben Gold. Ben Gold's September 26,1982 score is in Sixth Place Worldwide for Stargate: Link Ben Gold, The 1983 Player of the year played Star Gate which is the sequel to Defender: Star gate – 40,001,150 points in 35 hours, 50 minutes Link - Spy Hunter - 9,512,590 - Paul Dean, Riverside, CA - 6/28/1985 Huish Arcade, Upland, CA., Third Annual Masters Tournament: 11+ Hours. - Frenzy - Sequal to Berzerk - 4,874,931 - Paul Dean, Riverside, CA 12/04/2005 Totally Amused, Humble, Tx., Reunion of the Superstars 41+ Hours. Frenzy: Started 1:00pm 12/02/05 - Finished: 6:15am 12/04/05 - Totally Amused Reunion List of Marathonable Titles that are getting some attention recently: Star Wars, Defender, Frenzy, Galaga, Gyruss, Joust, Joust 2, Kick Man, Millipede, Mouse Trap, Nibbler, Q*bert, Robotron, Root Beer Tapper, Star Trek, Stargate, Tapper, and Timber. See Mark Alpiger Marathon Bounties on the above titles: Link Mark Alpiger will pay $300.00 for the first person to beat the iron man contest record of playing for 67 1/2 hours on one game, of one of the above titles of your choosing. This Joust Marathon was done by Jim Vollandt playing Joust without any teridackle hunting. He missed the grand prize of $10,000.00 for a 100 hour game. James Vollandt, California, USA "Ironman Competition", James Vollandt spent approx 67 1/2 hours playing this one at marathon settings, without pteradactyl hunting. To date the longest verified duration at the same game in an official tournament. Asteroids was a bit longer but nobody at Twin Galaxies was there as the official referee and judge, and there was no video, however Scott Safran from Pennsylvania, USA got full credit for playing Asteroids for around 80 hours. This is the longest time anybody stayed up playing a coin-op video game. ------------------------------------------------------------------------------------ 3/28/2004 at 7:31 PM Portland Man Plays Asteroids for 27 hours - William Carlton 27 hours, 19 minutes and 26 seconds Link William Carlton - Asteroids Marathon - 27 Hours It’s been nearly 20 years since a video gamer has played an arcade game for more than a day on a single quarter. 2004 Asteroids 5th place Marathon Record March 31, 2004 3/31/04 William Carlton (aka Bill Carton) of Portland, Oregon had his sights set on the Asteroids world record. Link 27 hours 12,756,000 27 hours, 19 minutes and 26 seconds in duration. link William Carlton of Portland qualified for a spot in the top five world record scores for Asteroids. Link Asteroids "No one has performed a major marathon in nearly 20 years," reveals Walter Day, editor of the record book. "Though the marathon was the centerpiece of competetive playing in the early 80s, no one has aspired in two decades to tackle any of the legendary marathon records of the past - and Asteroids is the most highly-regarded marathon title of all. In fact, the long-standing world record has stood nearly 22 years and is recognized as the longest standing world record in the record book." William Carlton writes, "I was doing the marathon attempt I figured to beat Scott's Safran's score I would need about 83 to 88 hours." -------------------------------------------------------------------------------------- Tuesday, Sept. 28, 1983, Dale Rees, High Score on Defender, 40-Hour Defenderthon 42,335,225 Link -------------------------------------------------------------------------------------- 1982 Defender National Championship (Marathon) April 2-4, 1982, simultaneously in 23 different cities around North America Winner: Rick Smith of Mission Viejo, California won the National Championship that weekend with 33,013,200 million points, he held the title for barely 1 month before Marvin Norton of Thatcher, AZ snatched Smith’s crown away with a 49 million-point marathon. -------------------------------------------------------------------------------------- September 7, 2004 Brandon Erickson, Yale graduate, rests after Ground Kontrol, Portland Oregon Star Wars Marathon - 54 hours Link

Brandon Erickson, Marathon 54 hours straight Link Star Wars Manufacturer: Atari Year: 1983 Star Wars, Arcade, Marathon Rank 9 Score 50,105,103 Score Type Points Player Brandon Erickson Ground Kontrol Arcade Anthony Ramos, Ground Kontrol proprietor Ground Kontrol 511 NW Couch St. Portland, OR 97209. phone: (503) 796-9364 email: kontact@groundkontrol.com. 511 NW Couch Street Portland, OR USA Date Achieved Tuesday, September 07, 2004 New Record on Stars Wars Link The gameplay is absolutely relentless," he said. "If I had left the controls for even 30 seconds, it would have been over. It's the most mentally and physically exhausting thing I've ever done." After many hours of playing, however, the machine's controls started malfunctioning. -------------------------- 25 year old Brandon Erickson of Portland, Oregon will attempt what few have achieved - a non-stop marathon play of the original Star Wars Arcade video game. From noon May 16th to the midnight screening of Episode III on May 18th, he hopes to break a 22 year old record standing since Return of the Jedi in 1983. Let the force be with you, Brandon. Link After over 54 hours of continuous gameplay, Brandon was overcome by a combination of fatigue and especially difficult gameplay and was forced to end his game just 18 million points shy of the 300 million point record and settle for second place... an amazing accomplishment in itself. Link Blood test required for Brandon Erickson after high score as this is a sport that is taken very seriously. Link he had been playing continuously for over 54 hours and 10 minutes, the longest non-stop arcade marathon since Brooklyn's Robert Mruczek played the same title for 49-1/2 hours in 1984. Link -------------------------- The previous Star Wars marathon arcade record was also for Star Wars Arcade. In 1984, Brooklyn's Robert Mruczek survived for 49-1/2 hours for a score of 300,007,894. --------------------------------------------------------------------------------------- 1987 Sui Ming Louie scored 64,071,484 on Star Wars in the 1987 VGMT (Marathon Score) 1986 David Palmer Star Wars 31,660,614 points (Marathon Score) DEP, b 05-01-1958, Auburn, CA From David Palmer to Robert Mruczek & Walter Day, Here are some comments and explanations I have for my individual scores. 1986 STAR WARS - David Palmer I am submitting the verification form for my longest marathon game, 155,010,148 (I simply quit at that point). At the time I played this game, this was the highest score on record, however it was subsequently eclipsed by Robert Mruczek's feat of endurance! As with a lot of my scores, the documentation I originally sent in was either lost or was sent to Steve Harris, never to be seen again. Link Battlezone Manufacturer: Atari Year: 1980 1986 BATTLEZONE - David Palmer I am submitting the documentation for my longest Battlezone game, 23 million even in 23 hours. The score I got in the tournament of 10 million is currently the only one of mine that you list on the scoreboard. Twenty years ago I set out to beat the 21 million which is still the high score in the TG scoreboard, although I believe I had grounds to challenge its legitimacy. I called the player and spoke with him, and he didn't know details about the game that are seen an a high level, such as it turning over at 10 million and awarding two more bonus tanks shortly thereafter. But since I knew I could beat 21 million, I just set out to do it that way and then there wouldn't be any question about it! Unfortunately, it is taking 20 years to get that recognition..... Jeff Peters - 1986 (US National Video Game Team Member) (Marathon Expert Iron man Player, Qbert 50 Hours in Canada) Qbert Manufacturer: Gottlieb Year: 1982 1985 Jeff Peters, Qbert, 19,498,150 (Marathon Score = 52 hours) (Iron Man Contest - July 1985) Born: 05/17/66 1985 Twin Galaxies' Iron Man contest: 2nd place (out of 8), using Q*bert ( 52 hours) Link Some other Marathon Scores: Not all Officially verified by Twin Galaxies: Food Fight (1983) - marathon 103,103,100 arcade Ken Okumura Frenzy (1982) (41 hours of play) - marathon 4,874,931 arcade Paul Dean 12-4-2005: Totally Amused Arcade, Humble, TX Gyruss (1983) - marathon 41,090,450 arcade Anthony Fodrizio Joust (1982) - marathon, unofficial (TG pulled) 115,910,850 arcade / Robert Bonney 04-08-1983 Circle K / Seattle, WA ? / ? TG Book 1; TG scoreboard / 09-26-2003; 11-25-2004 Joust (1982) 1st Iron Man Contest, Canada (1985) - marathon, official (TG) 107,216,700 arcade / 3rd rom revision ('green' romset / 'new' chip) James Vollandt 07-08-1985: Johnny Zee's / Victoria, BC, Canada Missile Command (1980) - marathon 80,364,995 arcade Victor Ali 12-23-1982: Cinedome 7 / San Francisco, CA Q*Bert (1982) - marathon 33,273,520 arcade Bob Gerhardt 04-02-1984: ? / Lloydminster, AB, Canada Robotron: 2084 (1982) - marathon 348,691,680 arcade Brian King 12-12-1983: ? / Durham, NC referee / factory Spy Hunter (1983) (12 hours of play) - marathon 9,512,590 arcade Paul Dean 6-28-1985 : Huish Arcade, Upland, CA Stargate (1981) - marathon 71,473,400 arcade Roger Mangum 04-08-1983: Outer Limits / Durham, NC video / TG (SU: 5; DIFF: 9 Star Trek (1982) - marathon 100,000,000 arcade Tim Collum referee / SU: 3; DIFF: 3 Star Wars (1983) - marathon, score 300,007,894 arcade Robert Mruczek 01-22-1984: ? / Brooklyn, NY referee / TG (SU: 6; BU: one per wave; DIFF: Star Wars for 49-1/2 Star Wars (1983) - Longest Time (54 Hours and 10 Minues for Star Wars) - marathon, time (longest) 54:10 hm arcade Brandon Erickson 05-18-2005: Ground Kontrol / Portland, OR video, witness (Anthony Ramos) / TG (SU: 6; BU: one per wave; DIFF: Hardest) BRE pulled off the longest continuous (no real break time) witnessed arcade gaming performance in history. He says he would have done better, if not for controller issues. Final score: 283,779,000. player's statement, witness (Anthony Ramos) / 05-29-2005 Tapper (1983) 16 hour 'Tapper' marathon - marathon 9,100,175 arcade Greg Erway 05-31-2003: Funspot / Weirs Beach, NH Tapper (1983) 18 hour 'Tapper' marathon - marathon 9,437,400 arcade Kelly Tharp 12-04-2005: Totally Amused/Humble, TX Tempest (1980) - marathon 1,728,329 arcade Hector C. Vazquez 07-30-1983: Pueblo Supermarket / Humacoa, Puerto Rico referee / TG (SU: 3; BU: every 20K; DIFF: #2) Original difficulty settings from the 80's used; post-1997, diff. is set to 3; player may start at any level they wish. Nibbler (1983) - marathon Tim McVey Nibbler - 1,000,042,270 - forty-four-and-a-half hours to reach the first billion points ever tallied on a video game machine. Marathon: Allowed Marathon Games in 1st Iron Man Contest (1985), Canada, Johnny Zee's Arcade Armor Attack, Gyruss, Defender, Stargate, Robotron, Q*Bert, Missile Command, Joust, Star Trek, Star Wars, Centipede and Nibbler. 1st Iron Man Contestants: Billy Mitchell on Centipede, Jeff Peters on Q*Bert, Mark Bersabe on Asteroids, James Vollandt on Joust, Tom Asaki on Nibbler Results of 1st Iron Man Contest (1985) Tom Asaki 300,000,000 million points and 24 hours of play on Nibbler Billy Mitchell 17,900,000 million points and thirty-nine hours, Centipede Mark Bersabe - 18,552,590 – July 8, 1985 on Asteroids – forty-five hours Jeff Peters - 19,498,150 Q*Bert – lasted to the fifty-hour mark James Vollandt, Joust - sixty-seven-and-a-quarter hours David Palmer BATTLEZONE Submited the documentation for my longest Battlezone game, 23 million even in 23 hours. STAR WARS Submited the verification form for my longest marathon game, 155,010,14 Sui Ming Louie - Star Wars - 64,071,484 Tapper Manufacturer: Bally Midway Year: 1983 2005 Kelly Tharp of Sellersburg, Indiana played 18 hours to grab the Tapper world title. Tapper, Arcade, Factory Settings Link Rank 1 Score 9,437,400 Score Type Points Player Kelly Tharp sellersburg, IN United States Date Achieved Sunday, December 04, 2005 Results of Totally Amused Competition December 2-4, 2005 Aztarac Manufacturer: Centuri Year: 1983 Aztarac Championships (Factory Difficulties) 99,185 Dwayne Richard, Grand Prairie, Alberta, Canada 89,875 Mark Boolman, Bloomington, IL 79,350 Greg Sakundiak, Saskatoon, Saskatchewan, Canada 77,770 Gary Hatt, Ontario, CA 21,530 Jason Spindler, Mt. Vernon, IN Badlands Manufacturer: Atari Year: 1989 Badlands Championship (Factory Difficulties) 92,920 Chris Smith, Houson, TX 54,860 Gary Hatt, Ontario, CA 18,250 Jason Spindler, Mt. Vernon, IN Blaster Manufacturer: Williams Year: 1983 Blaster (Tournament - 5-Man, 30 wave) 1,030,080 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) 637,250 Greg Sakundiak, Saskatoon, Saskatchewan, Canada Canyon Bomber Manufacturer: Atari Year: 1977 Canyon Bomber Championships (Factory Difficulties) 435 Gary Hatt, Ontario, CA (WORLD RECORD) 432 Dwayne Richard, Grand Prairie, Alberta, Canada Cosmic Chasm Manufacturer: Cinematronics Year: 1983 Cosmic Chasm Championships (Factory Difficulties) 124,500 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) Crazy Climber Manufacturer: Nihon Bussan Co. Ltd Year: 1980 Crazy Climber (Factory Difficulties - 3 men) 155,950 Art Zepeda, Houston, TX 151,950 Gary Hatt, Ontario, CA Fast and the Furious Fast and the Furious Championship (Factory Difficulties) China Town Manufacturer: Global VR Year: 2005 Genre: Driving Golden Gate 1:48.57 Callan Hendricks, Houston, TX (WORLD RECORD) 1:50.77 Greg Sakundiak, Saskatoon, SK, Canada 1:51.33 Jason Spindler, Mt. Vernon, IN 1:53.02 Dave Miller, Humble, TX 2:02.88 Gary Hatt, Ontario, CA Times Square 1:37.74 Gary Hatt, Ontario, CA Frenzy Manufacturer: Stern Year: 1982 Frenzy 4,874,931 Paul Dean, Riverside, CA (Marathon - 41 hours) Link Frenzy, Arcade, Points Rank 1 Score 4,874,931 Score Type Points Player Paul Dean Upland, CA United States Date Achieved Sunday, December 04, 2005 Interstellar Manufacturer: Funai Year: 1983 Interstellar Championships (Factory Difficulties) 268,420 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) 82,040 Matt Buchholz, Houston, TX 80,660 Greg Sakundiak, Saskatoon, Saskatchewan, Canada jr. Pac-man Manufacturer: Bally Midway Year: 1983 Jr. Pac-Man Championship (Factory Difficulties) 2,238,990 Abdner Ashman, Brooklyn, NY (WORLD RECORD) Lunar Rescue Manufacturer: Taito Year: 1979 Lunar Rescue (Factory Difficulties) 16,140 Gary Hatt, Ontario, CA (WORLD RECORD) 11,860 Greg Sakundiak, Saskatoon, Saskatchewan, Canada 11,550 Troy Whelan, Mechanicsville, VA Red Baron Manufacturer: Atari Year: 1980 Red Baron (Factory Difficulties) 22,450 Troy Whelan, Mechanicsville, VA Robotron Manufacturer: Williams Year: 1982 Robotron Championship (Tournament - 5-Men Only) 945,550 Abdner Ashman, Brooklyn, NY (WORLD RECORD) 445,775 Greg Sakundiak, Saskatoon, Saskatchewan, Canada Tapper Manufacturer: Bally Midway Year: 1983 Tapper Championsips (Factory Difficulties - Marathon) 9,437,400 Kelly Tharp, Sellersburg, IN spiders Manufacturer: Sigma Ent. Inc. Year: 1981 Spiders Championships (Factory Difficulties) 34,330 Dwayne Richard, Grand Prairie, Alberta, Canada 2,660 Walter Day, Fairfield, Iowa Star Trek Manufacturer: Sega Year: 1982 Star Trek Championships (Marathon) 2,490,675 Gary Hatt, Ontario, CA (already has a higher score in the database) Target: Terror Manufacturer: Raw Thrills Year: 2005 Target:Terror Gold Championships (Factory Difficulties) Perimeter - Accuracy 84.40 Troy Whelan, Mechanicsville, VA (WORLD RECORD) 84.20 Gary Hatt, Ontario, CA Target:Terror Gold Championships (Factory Difficulties) Perimeter - High Score 386,000 Gary Hatt, Ontario, CA (WORLD RECORD) 334,550 Troy Whelan, Mechanicsville, VA Turbo Sub Manufacturer: Entertainment Sciences Year: 1985 Turbo-Sub National Championship (Factory Difficulties) 12,143,500 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) 8,002,000 Jason Spindler, Mt. Vernon, IN 7,323,000 Mark Boolman, Bloomington, IL 3,128,000 Gary Hatt, Ontario, CA 640,000 Chris Smith, Houston, TX 333,000 Walter Day, Fairfield, Iowa Go to High Score Table for Texas Event Link 11/30/2005 Legendary Video Stars Gathering in Texas Link Famous Stars from the Early 1980s Gather in Humble for Convention At left is the latest poster commissioned by the world-famous Billy Mitchell as a gift to the gaming community. Designed by C.J. Hoose, the noted singer/songwriter turned graphic artist from Fairfield, Iowa, the poster (67 in the series) has been issued in a limited edition of 20 copies only, with each poster having an individual registry number on the lower front, i.e., 1 of 20, 2 of 20, and so on. The posters will be awarded as prizes during the event. To se the entire series of posters Legendary Video Game Stars from the Early 1980s Gather in Humble for Convention Humble, TX – November 30 2005 – A video game convention of superstars who were prominent back in the early 1980s is scheduled for Humble, TX, the weekend of December 2-4, 2005. Among the dozens of visiting celebrities is Abdner Ashman of Brooklyn, who is world famous as the record holder on Ms. Pac-Man and Robotron. Also, coming from San Jose, California is Mike Klug, a legendary competitor and former world record holder on Atari’s Pole Position. And Greg Sakundiak of Calgary, Alberta, Canada, who held many world records on classic arcade games during the 80s but retired from gaming to pursue a career in professional arm wrestling. Created by Callan Hendricks and Dwayne Richard, proprietors of Totally Amused, a Humble firm that specializes in selling and repairing classic video games from the 1978-1986 era, the event will allow the public to play nearly 100 classic video games while noted gaming celebrities demonstrate gaming tips and tell stories from the “arcade era” of the early 1980s. Called the Legends of the Golden Age: A Tribal Gathering of the Greatest Video Game Superstars of the 1980s, the event will feature high-score contests on dozens of games, allowing players to potentially win listings in Twin Galaxies’ Official Video Game & Pinball Book of world Records, the industry’s official record book. Walter Day, editor of the record book, will be at the event to conduct the contests and verify the high scores for the record book. Not only will there be two national events on classic games like Turbo-Sub and Aztarac, but the highlight of the weekend will be two additional arcade contests featuring two of the top arcade games currently in the nation’s arcades. Promoted as The Houston Arcade Championships, this additional tournament features Target: Terror and The Fast and the Furious, both games manufactured by Raw Thrills, Inc., a Chicago-based company that was founded by Eugene Jarvis, the creator of the legendary Stargate and Robotron video games. These two modern games have been donated to the activities courtesy of Betson Enterprises, a national coin-op vending company with offices throughout the nation, including the Dallas-Houston area. The event site is in the showroom of Totally Amused, at the Humble Plaza Shopping Center, 19333 Hwy 59 N, Humble TX, 77338. Information can be obtained by calling 832-347-6570 Admission for the three-day event is $20 per day or $45 for the entire weekend. The games will be set on free play and the general admission fee covers automatic enrollment in all contests. And, the best thing for serious gamers is that the showroom stays open all three days from 10:00 AM until 2:00 AM the next night, allowing unlimited video game play. “I wouldn’t miss this for anything,” says Richard, who has been helping Hendricks organize the event. Dwayne Richard is one of the legendary stars that will be on display, showing off his skills on more than a dozen games. “When the contests start,” warns Richard, who won the world championships in 1986 and 2003, “I’ll have to be in top form because many legendary ‘gunslingers’ are coming to town to prove that they are still the ‘fastest guns.’” For more information, contact Callan Hendricks at 832-347-6570 Note: Rick Fothergill, Neil Chapman, Mark Longridge -- all from Ontario, Canada were unable to make the event. However, Dwayne Richard and Greg Sakundiak did an excellent job of representing Canada.



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Classic Era Video Games of the 1980's GAME OVER
Frenzy Variation: Points Platform: Arcade Rules: Dip-Switch Bank 1 @ F2: 1-4 = OFF 5-8 = OFF/UNUSED Dip-Switch Bank 2 @ F3: 1-2 = ON 3-4 = OFF 5-6 = OFF/UNUSED 7-8 = OFF Note: The above Dip Switches, are not only the FACTORY DEFAULT settings, but are also the correct Twin Galaxies Tournament Settings for this title and will provide the following settings; 3 Lives Bonus Life Every 3,000 Points
 
  Rank %            Score     Player        Date Verified

  1  100.00 %     4,874,931  Paul Dean        12/04/2005    Referee 
  2   98.56 %     4,804,540  Mark Smith       07/16/1983    Referee 
  3   98.26 %     4,789,909  Mike Mann        07/01/1983    Referee  
  4   97.19 %     4,737,827  Rick Kelly       12/12/1982    Referee  
  5   96.82 %     4,719,986  Jay Bennett      11/06/1982    Referee 
  6   23.46 %     1,143,743  Randy Gordon     06/11/2004  Affiliate  
  7   21.94 %     1,069,380  Alexi Anastasio  12/01/1982    Referee 
  8    2.98 %       145,427  Tracy Parish     06/11/2004  Affiliate  
  9    1.58 %        77,240  Ron Corcoran     05/19/2003    Referee 

==========================================================================
Results of Totally Amused Competition December 2-4, 2005 Aztarac Championships (Factory Difficulties) 99,185 Dwayne Richard, Grand Prairie, Alberta, Canada 89,875 Mark Boolman, Bloomington, IL 79,350 Greg Sakundiak, Saskatoon, Saskatchewan, Canada 77,770 Gary Hatt, Ontario, CA 21,530 Jason Spindler, Mt. Vernon, IN Badlands Championship (Factory Difficulties) 92,920 Chris Smith, Houson, TX 54,860 Gary Hatt, Ontario, CA 18,250 Jason Spindler, Mt. Vernon, IN Blaster (Tournament - 5-Man, 30 wave) 1,030,080 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) 637,250 Greg Sakundiak, Saskatoon, Saskatchewan, Canada Canyon Bomber Championships (Factory Difficulties) 435 Gary Hatt, Ontario, CA (WORLD RECORD) 432 Dwayne Richard, Grand Prairie, Alberta, Canada Cosmic Chasm Championships (Factory Difficulties) 124,500 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) Crazy Climber (Factory Difficulties - 3 men) 155,950 Art Zepeda, Houston, TX 151,950 Gary Hatt, Ontario, CA Fast and the Furious Championship (Factory Difficulties) China Town Golden Gate 1:48.57 Callan Hendricks, Houston, TX (WORLD RECORD) 1:50.77 Greg Sakundiak, Saskatoon, SK, Canada 1:51.33 Jason Spindler, Mt. Vernon, IN 1:53.02 Dave Miller, Humble, TX 2:02.88 Gary Hatt, Ontario, CA Times Square 1:37.74 Gary Hatt, Ontario, California, USA Frenzy 4,874,931 Paul Dean, Riverside, California, USA Interstellar Championships (Factory Difficulties) 268,420 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) 82,040 Matt Buchholz, Houston, TX 80,660 Greg Sakundiak, Saskatoon, Saskatchewan, Canada Jr. Pac-Man Championship (Factory Difficulties) 2,238,990 Abdner Ashman, Brooklyn, NY (WORLD RECORD) Lunar Rescue (Factory Difficulties) 16,140 Gary Hatt, Ontario, CA (WORLD RECORD) 11,860 Greg Sakundiak, Saskatoon, Saskatchewan, Canada 11,550 Troy Whelan, Mechanicsville, VA Red Baron (Factory Difficulties) 22,450 Troy Whelan, Mechanicsville, VA Robotron Championship (Tournament - 5-Men Only) 945,550 Abdner Ashman, Brooklyn, NY (WORLD RECORD) 445,775 Greg Sakundiak, Saskatoon, Saskatchewan, Canada Tapper Championships (Factory Difficulties - Marathon) 9,437,400 Kelly Tharp, Sellersburg, IN Spiders Championships (Factory Difficulties) 34,330 Dwayne Richard, Grand Prairie, Alberta, Canada 2,660 Walter Day, Fairfield, Iowa Star Trek Championships (Marathon) 2,490,675 Gary Hatt, Ontario, CA (already has a higher score in the database) Target: Terror Gold Championships (Factory Difficulties) Perimeter - Accuracy 84.40 Troy Whelan, Mechanicsville, VA (WORLD RECORD) 84.20 Gary Hatt, Ontario, CA Target: Terror Gold Championships (Factory Difficulties) Perimeter - High Score 386,000 Gary Hatt, Ontario, CA (WORLD RECORD) 334,550 Troy Whelan, Mechanicsville, VA Turbo-Sub National Championship (Factory Difficulties) 12,143,500 Dwayne Richard, Grand Prairie, Alberta, Canada (WORLD RECORD) 8,002,000 Jason Spindler, Mt. Vernon, IN 7,323,000 Mark Boolman, Bloomington, IL 3,128,000 Gary Hatt, Ontario, CA 640,000 Chris Smith, Houston, TX 333,000 Walter Day, Fairfield, Iowa Go to High Score Table for Texas Event Link =============================================================================== News - November 25, 2005 Legendary Gaming Stars Gather in Texas Link November 25, 2005 13:44 Mark your calendars now: a convention of video game superstars from the early 80s is scheduled in Humble, TX, the weekend of December 2-4, 2005. Called Legends of the Golden Age: A Tribal Gathering of the Greatest Video Game Superstars of the 1980s, the event will allow the public to play or compete on nearly 100 games while noted gaming celebrities demonstrate gaming tips and tell stories from the "arcade era" of the early 80s. Among dozens of visiting champions is Abdner Ashman, the world-famous record holder on Ms. Pac-Man and Robotron. Walter Day, editor of Twin Galaxies' Official Video Game & Pinball Book of World Records, will be on hand to conduct the contests and verify high scores. You'll find Legends of the Golden Age in the showroom of Totally Amused at the Humble Plaza Shopping Center, 19333 Hwy 59 N, Humble TX, 77338. Admission is $20 per day or $45 for the weekend. All games will be set on free play, and the admission covers automatic enrollment in all contests. Best of all, the showroom will stay open from 10AM to 2AM all three days! For more information, please call Callan Hendricks of Totally Amused at (832) 347-6570. =============================================================================== Previous Vidpin Totally Amusements Article from 2004 Link ---------------------------------------------------- Some Houstonians refuse to let classic arcade games die (Michael McGuff) abc13.com Tech(6/03/04 - HUMBLE, Texas) - Video games have come a long way. What we now consider as the classics are simple by today's standards, but used to fill arcades across America. However as the 90s arrived, the arcades that housed those games started to close their doors. But not everyone in the Houston-area is ready to let those games go. "Some people prefer the upright game - they prefer standing in front of an arcade, having a joystick in your hand pressing a button - it's the reliving of your youth," said VidPin Amusements owner Callan Hendricks. Over a decade ago, Hendricks found an old Space Invaders game at a flea market on Airline Drive. He bought it and a love affair was born. Refusing to let that game and others die, Hendricks quit his downtown Houston computer job and started restoring the forgotten games. "You need to know a little about everything," Hendricks said. "You need to know about electronics, woodwork and you need to know how to work. You have to spend a lot of time - it's a labor of love." His Humble, Texas workshop called VidPin Amusements is full of what people would call the classics. When you browse through the rows of games, you'll notice a Ms. Pac-Man, Space Invaders, all the way down to the extremely rare ones like Death Race. Hendricks and other collectors around Houston are fueling a new found interest in the old games. "We have real fond memories of going to the arcades. It was as much a social event as it was playing the games," Hendricks said. "Home consoles killed the arcade once the Nintendo came out it was all over." VidPin is getting noticed by others around the country. Gaming world champion Dwayne Richard, of Canada, tours the U.S. winning cash prizes in competitions. He's at the shop this week training to play in a Humble-area tournament. "I broke the Dig Dug record and won a thousand bucks - this is where I'm trying to get all my quarters back," Richard said laughing. Richard was a champion in the 1980s but gave it up to attend school. It wasn't until the late 90s when he started getting back on the circuit. So far he's won over $6,000. "One of my buddies has a saying, 'Work is for people who can't play video games,'" Richard joked. "This was my dream back when I was a kid...like I never thought I'd be doing this and I still laugh about it." "Game shows have been becoming more prominent," Hendricks noted. "[They] started out pretty much in California with California Extreme and it's been progressing across America. Each of the places that have been having shows has been getting bigger and bigger every year." That's true for Houston too. Keith Christensen who founded the Houston Area Arcade Group, has been putting on an expo with a tournament for several years. A place where collectors, gamers and the general public can meet and play as many games as they want in an arcade-like setting. "It's for people for nostalgia sake to go in and have fun," Christensen said. "With the tournament you can enter and that's where you can win prizes." Hendricks, Richard and Christensen are part of a growing community who lives for these relics. A group that prefers the simplicity of the past to the complex games of today. "Look at Ms. Pac-Man, you have a little yellow man eating dots chasing after ghosts. That's something you don't see anymore, people don't use that type of imagination anymore," Hendricks said. "You have your gun, you blow stuff up, you run down a tunnel. It's more detailed graphics wise but the game play is gone I think." =============================================================================== There is one other Arcade that does an annual classic video game event. Below is an archived post of a Funspot Event which is yearly: Link Funspot. The Classic Game Headquarters of the World! Funspot 7th Annual International Classic Game Tournament MEDIA RELEASE April 21, 2005- FOR IMMEDIATE RELEASE World Famous Classic Game Tournament Celebrates 7th Year It's time once again for the annual International Classic Game Tournament at Funspot in Weirs Beach, NH. The dates for the 7th annual tournament are Thursday through Sunday, June 2-5, 2005. Each year players from across the country and around the world gather for 4-days of classic game competition and the fun of playing their favorite games in the largest collection of classics still operating in an arcade. Players at past tournaments have traveled from Canada, England, Israel, Finland and across the USA to attend this fun-filled event. Twin Galaxies officials and Funspot referees will be on-hand at the contest to log scores. Co-Sponsored this year by The American Classic Arcade Museum, there will be a $250 dollar prize for the first place winner of each contest, including the Monochrome Challenge, Classic Color Challenge, the Pinball Challenge and the Ladies Challenge, which was introduced last year. The Ladies Challenge was created to get females back into competitive game playing in a sport that has been predominately attended by males over the years. "The Ladies Challenge saw a lot of interest last year and we're sure to see more players in it this year," says Gary Vincent, Museum President. The games used for all of the competitions will be announced Thursday, June 2nd, in order to provide a fair playing field for players who don't have access to those titles throughout the year. In addition, a $25 cash prize will be awarded to the winners of each daily Mystery Game Tournament. The Player of the Year Contest, which was introduced in 2003, will combine the scores from the Monochrome, Color and Pinball challenges to find an overall champion, who will earn a place of honor on the Funspot wall. "This event has no monetary prize, just the honor of being recognized as the best overall player," says Vincent. The 7th Annual Funspot Classic Game Tournament will be held Thursday June 2nd through Sunday June 5th, 2005. Tournament hours will be: Thursday Noon-10pm, Friday and Saturday 10am-11pm and Sunday 10am-5pm. Admission is $30 and registration will be at the door only. ======================================================================================== To Marathon or not to Marathon, that is the question? Here is a Twin Galaxies thread on weighting the idea of a marathon and hours vs. score. Is skill actually found out at the end of an endurance marathon record? Should Marathon attempts continue, given that it is hazardous to the health and may not judge the best gamer, but more likely, the most awake gamer? Marathons were the bread and butter of the 1980's and that is what got the excitement going. How long can you last on a single quarter? Personally, I think it is imprinting that you can put up a score that is so impossible that nobody would dare to try and beat it. It would seem to insane. ======================================================================================== Twin Galaxies Tournament Settings vs. Marathon Settings Link Robert Griffin Location: Kirkland, WA Posted: Fri Dec 02, 2005 2:28 pm Post subject: Twin Galaxies Tournament Settings vs. Marathon Settings Note: Robotron: 2084 - Guinness Book 1986 960,350 but now not listed. Robert (Bonney) Griffin Link Kirkland, Wash birth 12/08/64 -------------------------------------------------------------------------------- I wanted to get peoples opinion about a subject that may push a few hot buttons, but is certainly not intended to. It is the "Twin Galaxies Tournament Settings (TGTS) vs. Marathon Settings (MS)" comparison. This post will only address games that are marathonable, and what I mean by marathonable are game that are played for an extended period of time, like more than 16, 24, 50 hours, etc. I will get the ball rolling with my own personal thoughts. I believe that the best test of a person's skill comes at playing a finite game on rigid settings, as opposed to how long someone can stay awake and playing a game that is, essentially, second nature. I believe that MS are redundant, and really should only be undertaken in order to elicit publicity, raise funds for charity, or attain a noteworthy plateau of points (i.e. - 1 Billion). I also need to acknowledge that I believe there are, essentially, two different types of marathons: games where you can take a break and games where you can't. I put MUCH more credence into a marathon record that needs constant attention, as opposed to a marathon record where someone can take a 5 minute break once an hour. And before anyone goes off on the recent "Astounding Records vs. Records" debate again, I'd like to clarify a point so we don't get off track here: Someone playing a game for 24, 48 or 72 hours is a significant feat. I am taking nothing away from that as it is an accomplishment in and of itself. BUT, what is most impressive: the final score of the game, or the fact that someone played it for 50 hours? What do you remember most about Brandon Erickson's recent attempt at the Star Wars WR: the final score of 283 million or the fact that he played it non-stop for 54 hours? In my mind, the duration overshadows the actual score, as I think the fact that he was able to play that game continuously for that long is astounding. However, one gaming records site I saw actually listed the 54 hours Brandon spent playing Star Wars, as if that were an official record (i.e. - marathon, time (longest)). That isn't recognizing the score at all; it is recognizing the time spent playing the game. If that is the case, why not list the times of ALL marathon games? Where are the "longest time played" entries for Defender, Asteroids, Gyruss, etc.? It's a needless stat unless that particular stat (time) is tracked for all titles. Let's use a few games as an example and my thoughts on the settings so you understand the point I'm getting at: Robotron (MS) - 348 million / Brien King (I think "Nice score. I wonder how long that took?") Robotron (TGTS) - 893k / Abdner Ashman (I think "Holy crap! That's insane!") I've never seen Brien King play, and I'm sure he's a terrific player, but I'd bet my house (if I had one) on Abdner in a head-to-head contest based on his TGTS performance. Stargate (MS) - 71 million / Roger Mangum (I think "Nice score. I wonder how long that took?") Stargate (TGTS) - 197k / Bill Jones (I think "Damn, dude! Smokin' game!") I can imagine Roger Mangum's skills are high, but Bill Jones 197k on TGTS settings is stunning. …you get the point… Nevertheless, there exceptions with games like (again) Star Wars. Which is the most impressive stat: 300 million (48 hours played) / Robert Mruczek 54 hours played (287 million) / Brandon Erickson 20 million (or 31 million) TGTS / Brandon Erickson (or David Palmer) - TGTS of 6 shields only. This one is a toss up in my book, because all three have merit: Higher score per hour Duration (especially with no breaks) Skill (rigid, limited settings) So, there are games that are exceptions to the rule, as with everything. joust 2:Survival of the Fittest Manufacturer: Williams Year: 1986 Another exception would be a game like Joust 2. Dwayne Richard holds the record on this title with 2.6 million. I was fortunate enough to view his performance on this WR, and I'm positive that if he wasn't just shooting for the "wave 99" bounty, he would have gone on considerably further. He proved that a game that was thought to be virtually impossible is now "potentially" marathonable, so duration in this case is significant. But, we are still not talking about a 20 hour game here; I am just using this as another example to cover both ends of the spectrum. Going back to the Stargate record category: The 2nd place score on MS is 70 million / Oscar Iglesias…only 1 million less. The 3rd place score is 66 million / Ned Troide, just 4 million less than that. Again, not to take anything away from either score (or any similar situations), but it just seems so superfluous; it doesn't really prove anything. It's leap-frogging 'time played', not 'skill', and does not prove who is the more talented player. Take Tapper as another example: 9.1 million by Greg Erway beats the 9 million by Michael Ward. Now, Michael Ward obviously has significant skills by being able to play for so long, so his initial skills are not in question at all. I know for a fact that Greg stopped his game with probably a gazillion extra men left, so he could have played MUCH longer given the opportunity. So someone beats Greg, then Greg beats him (or her), and so on…what's the point? Let's see someone compete for the 3.1 million by Erway on 5 men only. It's not even a contest as to which entry (TGTS vs. MS) is more revealing of skill. In my book, until I can see someone beat, or even come close to, Greg's TGTS score, someone could score 50 million at Tapper, but Greg Erway has still proven himself to be the most talented player. It is my strong opinion that this leap-frogging in marathon scores also has led to some pretty incredible scores, back in the "it's-easy-to-submit-a-world-record-because-the-verification-process-is-very-relaxed" days in the 1980's. Many of those scores are riding the fence of believability, if not altogether unbelievable. Let me explain: Player 1 spends 16 hours getting 72 million on Game A Player 2 spends 20 hours beating that score with a score of 90 million on Game A Player 1 returns, spending 28 hours beating that score with a score of 126 million on Game A Player 2 returns, spending 44 hours beating that score with a score of 198 million on Game A Player 1, tired of playing for SO long only to have his title taken away, submits a claim of 342 million over a 76 hour period. This will prevent anybody from even attempting to try for this score again (the proprietor of the establishment he played at was easily convinced to "verify" the "score" in return for the publicity it will generate). I'm not saying this is what happened in all cases, but I'd bet my girlfriends overweight whiney cat's life (which I would gladly sacrifice, by the way) that this played a part in many old records. I'd like to address two final points that I know will be brought up at sooner or later. 1. "Well, the old MS players did not have a chance to play on TGTS as they were not adopted until later on, therefore it's unfair to compare skills!" Okay fair enough, but I have two answers for that: (1). I am not questioning the MS gamers skills! In reality, I am promoting the skills of the gamers who have played on TGTS, and encouraging newer players to focus on the TGTS as opposed to the MS. (2). In fairness, what kind of opportunities do newer players have to shoot for the old marathon records now that there are, like, 4 nicely stocked arcades left in the world? Is it fair to promote a record that 99.99% of the gaming population will never be able to compete on due to lack of opportunity and resources? There are two sides to that coin. 2. The second question is: "What if somebody doesn't want to prove they are most skilled by playing on the TGTS; they just want to get the highest score?" That is totally fine and respectable. I honestly wish them the best of luck. But…I think the bottom line with all of this is that if anybody is going to try to "strut-their-stuff" on a game to show their skill level, play on the TGTS, not the MS. When I look at a WR score, I always check the TGTS as opposed to the MS entries. I usually look at the MS entries as nothing more than a novelty. The TGTS filters out the cream of the crop and provides a true standard for gaming excellence to shoot for. Thank you for your time ---------------------------------------- Brien King (arcadenut) TG Board of Directors Location: Glendale, AZ Posted: Fri Dec 02, 2005 4:09 pm Post subject: Re: Twin Galaxies Tournament Settings vs. Marathon Settings -------------------------------------------------------------------------------- Robert Griffin wrote: Let's use a few games as an example and my thoughts on the settings so you understand the point I'm getting at: Robotron (MS) - 348 million / Brien King (I think "Nice score. I wonder how long that took?") Robotron (TGTS) - 893k / Abdner Ashman (I think "Holy crap! That's insane!") I've never seen Brien King play, and I'm sure he's a terrific player, but I'd bet my house (if I had one) on Abdner in a head-to-head contest based on his TGTS performance. As much as I would like to take Credit for scoring 348M on Robotron, I cannot. The player is "BriAn King" and not me. Sadly my Marathon Score is 866K points.... _________________ Brien King spammehere@arcaderestoration.com http://www.arcaderestoration.com Home of Cart Commander, The Ultimate Cartridge Collecting Utility! ---------------------------------------- Robert Griffin Location: Kirkland, WA Posted: Fri Dec 02, 2005 4:12 pm Post subject: Re: Twin Galaxies Tournament Settings vs. Marathon Settings -------------------------------------------------------------------------------- Brien King (arcadenut) wrote: Robert Griffin wrote: Let's use a few games as an example and my thoughts on the settings so you understand the point I'm getting at: Robotron (MS) - 348 million / Brien King (I think "Nice score. I wonder how long that took?") Robotron (TGTS) - 893k / Abdner Ashman (I think "Holy crap! That's insane!") I've never seen Brien King play, and I'm sure he's a terrific player, but I'd bet my house (if I had one) on Abdner in a head-to-head contest based on his TGTS performance. As much as I would like to take Credit for scoring 348M on Robotron, I cannot. The player is "BriAn King" and not me. Sadly my Marathon Score is 866K points.... I wasn't sure if that was you or not. I was just using the spelling that was in the TG database, though ---------------------------------------- Brien King (arcadenut) TG Board of Directors Location: Glendale, AZ Posted: Fri Dec 02, 2005 4:14 pm Post subject: Re: Twin Galaxies Tournament Settings vs. Marathon Settings -------------------------------------------------------------------------------- Robert Griffin wrote: Brien King (arcadenut) wrote: Robert Griffin wrote: Let's use a few games as an example and my thoughts on the settings so you understand the point I'm getting at: Robotron (MS) - 348 million / Brien King (I think "Nice score. I wonder how long that took?") Robotron (TGTS) - 893k / Abdner Ashman (I think "Holy crap! That's insane!") I've never seen Brien King play, and I'm sure he's a terrific player, but I'd bet my house (if I had one) on Abdner in a head-to-head contest based on his TGTS performance. As much as I would like to take Credit for scoring 348M on Robotron, I cannot. The player is "BriAn King" and not me. Sadly my Marathon Score is 866K points.... I wasn't sure if that was you or not. I was just using the spelling that was in the TG database, though Both Spellings are in there. _________________ Brien King spammehere@arcaderestoration.com http://www.arcaderestoration.com Home of Cart Commander, The Ultimate Cartridge Collecting Utility! ---------------------------------------- Greg S. Erway (awesome) Software Engineer TG Technical Advisor Location: Rochester, NY Posted: Fri Dec 02, 2005 4:41 pm Post subject: -------------------------------------------------------------------------------- Robert, Your thoughts mirror my own. In your post you mention my Tapper marathon vs. my Tapper TGTS games. Let me shed a little light on this situation for everyone. Back in 2001, I attended the Funspot tournament with the intent on setting a new Tapper record. When I arrived I talked with Walter and Gary about the prospect of the game. I was asked how long I thought it would take. My response was 16 hours. Well that was more hours than Funspot was open on any given day during that tournament. I was told that should a record score be close then Funspot would stay open and wait for the record. But there were never any real assurances up front when I started the game that come closing time I would be allowed to complete my task. It was discussed about how TGTS should be created for Tapper due to the length of time it took for a marathon game. There were several other games that had TGTS adopted for this very purpose (Q*bert, Robotron, etc.) So while I was prepared to play marathon, I instead played what was the first TGTS game. There were other advantages to the creation of the TGTS category. First, there are few arcades that have these games. The majority of future attempts would likely take place at tournaments. When people use up their hard earned money and time to attend a tournament only to find some marathon player hogging their favorite machine for the entire tournament, they are likely to be somewhat annoyed. If everyone is playing TGTS then, while some may still be fairly long games, the game will likely open up for others to play too. TGTS also created a situation where relative skill was better compared. Take someone that plays a 15 hour marathon vs. another player with a 16 hour marathon you still might be tempted to compare scoring rate per hour or number of men left at the end of the game. With TGTS (and more specifically with Tapper 5-men) you get a definitive result. Then after setting a respectable Tapper TGTS score of 1,263,625 and the following year raising it to 1,831,325 I was approached for a number of interviews. During those interviews (Wired magazine specifically) the value of the TGTS was lost on the interviewer. There were two other players in the past that played marathon games to much higher scores and there was no way to compare their ability to mine. It was very irksome. So I set out in 2003 to achieve the marathon score (NOTE: I didn't reach my goal due to a lightning strike almost 7 hours into the game. I did break the record in 2004 on my next attempt however.) simply in an effort to unify the Tapper records. By playing, and matching the previous Tapper marathon scores, I was able to put myself on par with past performers (and great players at that of Jack Gale and Mike Ward). Notice all I did was met Mike's score and then start to kill off men. This was A) Because I had no interest in blowing away Mikes score. I knew damn well both Mike and Jack could easily come back and play for just a little longer. Why? There really was no point. By unifying the titles, future players could just play TGTS and know how they ranked. Even if the previous players (in this case Mike and Jack) never play TGTS in the future you know you at least have beaten a player in TGTS that was able to beat the marathon scores. I know damn well I could have easily played the game out for 24 hours and likely to around 50 hours. NOTE: I do not believe Tapper is a game though that could be played out to 100 hours by anyone, like the challenge present at past Iron Man contests. B) I stopped the game due to Funspot already staying open 2 hours past scheduled closing time just waiting for me to reach the record. There were a few dozen players sticking around to see the score be beat and they were all ready to go home for some rest. And as it was I made the game less painful on Funspot and others due to my starting the game 1 hour before regular opening. While I see TGMS (marathon play) as an interesting achievement, I feel it should be reserved for special situations if there are TGTS already established. The unification of categories like I did, for charity events, for special Iron Man type tournaments, etc. But in general play should be geared toward TGTS and as a result the most publicity should be directed away from the marathon scores and toward the TGTS scores whenever possible. Other than the few reasons I have listed, I think marathon categories should be closed and locked in favor of their TGTS counterparts. _________________ Gregory S. Erway Arcade: #1 Tapper TGTS 3,162,125 05Jun05 #2 Tapper TGMS 9,100,175 31May03 #1 Rootbeer Tapper TGMS 1,959,200 28Jul86 #1 Wild Western 826,900 07Jun04 #2 Pepper II 505,980 13Jun04 #3 M.A.C.H. 3 - Bomber 353,200 22Mar86 ---------------------------------------- pacmanfevr76 Location: St. Louis, MO, USA Posted: Fri Dec 02, 2005 5:05 pm Post subject: -------------------------------------------------------------------------------- I think there are different scenarios that can be taken into account there. 1.) Take a game like Nibbler which doesn't repeat until wave 100. I can't speak with any certainty on this, so I must ask: how many people can go through the entire hundred on five lives? If the answer is "no one," then a five life game seems credible. However, if there a dozen people who can go through the first hundred boards on ONE life, then a five life game doesn't mean anything. 2.) Take a game like Millipede which gets insanely difficult for a few hundred thousand points during each million. I would imagine no one has ever gone to a million in five lives, so it seems reasonable to play five lives. However, at this juncture, doesn't it also seem reasonable to play the whole game? You can lose all six shooters in a blink. Also factor in the fact that no one has ever marathoned the game according to the Twin Galaxies definition. 3.) Take any console game which has a maximum difficulty that is easily reached on one life. A five life game doesn't mean any more in that instance than does a one man game or a full performance. At that point, it's almost equal to "who can stay awake the longest," as it is "who can go the longest without having a brain fart." There are reasons for and against in several cases, so it's silly to spell them all out. There is one other case, however, which I will get to later. There has been another argument regarding the following statement: If you can marathon a game, you have it mastered. I think this is correct. If you have the ability to play indefinitely, you have mastered the game. However, there has been the bone of contention that someone who can play the game at a higher scoring rate has more fully mastered it. That is a load of crap. Mastering the game is mastering the game. If it were possible to stand in front of a game forever and two players of different scoring rates were going head-to-head, each player would score the same: infinity. Being more efficient is only important during a finite game. There is a term I hear often that I find very bizarre and disturbing: potentially marathonable. That means nothing. Either the game can be marathoned, or it can't. Millipede is marathonable. Donald didn't reach twelve hours, but anyone can see that that game wasn't going to end until he either lost all of his lives, quit, or fell asleep. There is no potentially about it; it is marathonable. Coconuts for the Atari 2600 is marathonable. I have the world record on that which took about fifteen minutes to play, but the game is marathonable. Now, there may be points where the games fry, lock up, stop counting, or something to that effect, but until someone can actually reach them and show that the games do not go on ad infinitum, they are marathonable. However, there is a whole genre of marathonable games which it has always seemed to me absurd to have a tournament setting for. 4.) Take pinball. Why is there a need for tournament settings? Raise your hand if you have ever seen anyone fall asleep during or walk away from a game because he had been playing one game for too long. There is not a game in the database that lasted four hours at marathon settings. I have played Star Trek to almost 25 billion points and it only took two hours to finish. Anyone who can play on should be more than free to do so. The crux of the argument for this is the same as it is for a game that players can reach maximum difficulty on one life. (The pinball game is ALWAYS at maximum difficulty.) _________________ Douglas Loyd 6 world records, so far (47 more on tape to be submitted, so far) 3,333,360 OR BUST!! THE QUEST: 3,296,110 (12/23/04) THROUGH THE 8TH KEY: 362,400 (10/13/05) ---------------------------------------- Greg S. Erway (awesome) TG Technical Advisor Location: Rochester, NY Posted: Fri Dec 02, 2005 5:16 pm Post subject: -------------------------------------------------------------------------------- I should have also stated that while I think marathon categories should be closed in favor of their TGTS counterparts, I don't think that is really always possible. TGTS in the Tapper sense requires video tape to assure only 5 lives were used. Many players at tournaments are not going to have the equipment necessary to record a score. Marathon scores should be allowed up to the rollover level without video tape (as long as the game in question doesn't have a continue feature available). Scores that obviously could not possibly have used more than 5 men for Tapper TGTS could be allowed in the TGTS category since it is absolutely sure that only 5 lives (or less) were used. In the case of Tapper this score would be 139,900. Games such as Robotron (where the number of finite lives can be set in stone) should always be using TGTS. Now the rollover issue could come into play I suppose. But I would say that as long as a ref watches every moment from the rollover to the end of the game then it could be allowed (since the game end will likely not be far off if a million is reached.) NOTE: All my statements are my own feelings and not necessarily those of TG. I also want to state that my ideas do not necessarily match the requirements that TG has for any given game. When in doubt, check with the appropriate referee before starting play so you have no surprises. _________________ Gregory S. Erway Arcade: #1 Tapper TGTS 3,162,125 05Jun05 #2 Tapper TGMS 9,100,175 31May03 #1 Rootbeer Tapper TGMS 1,959,200 28Jul86 #1 Wild Western 826,900 07Jun04 #2 Pepper II 505,980 13Jun04 #3 M.A.C.H. 3 - Bomber 353,200 22Mar86 ---------------------------------------- Robert Griffin Location: Kirkland, WA Posted: Fri Dec 02, 2005 7:36 pm Post subject: -------------------------------------------------------------------------------- pacmanfevr76 wrote: ...If it were possible to stand in front of a game forever and two players of different scoring rates were going head-to-head, each player would score the same: infinity. Being more efficient is only important during a finite game. Yes, that is what I am trying to illustrate. Efficiency. I can marathon Robotron at factory settings. So can Abdner, so can Donald, so can Eric Ahlers. But if we can all easily reach 10 million, how can you judge who is better? You can't really, unless you put the game on a setting where you can measure the player's efficiency as well as skill. Just because Donald can play Millipede, or Shawn Cram can play Zoo Keeper, or Dwayne can play Joust 2 for hours does not mean it can be marathoned, at least not by anybody but them. pacmanfevr76 wrote: There is a term I hear often that I find very bizarre and disturbing: potentially marathonable. That means nothing. Either the game can be marathoned, or it can't. Millipede is marathonable. Donald didn't reach twelve hours, but anyone can see that that game wasn't going to end until he either lost all of his lives, quit, or fell asleep. Robert Griffin wrote: Another exception would be a game like Joust 2. Dwayne Richard holds the record on this title with 2.6 million. I was fortunate enough to view his performance on this WR, and I'm positive that if he wasn't just shooting for the "wave 99" bounty, he would have gone on considerably further. He proved that a game that was thought to be virtually impossible is now "potentially" marathonable, so duration in this case is significant. Yes, that another point I was trying to make, and that is why I put 'potentially' in italicized quotation marks. I think it's ridiculous to label a game as "potentially" marathonable until someone accomplishes this. pacmanfevr76 wrote: ...However, there is a whole genre of marathonable games which it has always seemed to me absurd to have a tournament setting for. With all due respect to TG, I suppose the reason I listed that (about Dwayne & Joust 2) was a new category I saw for Joust 2 on the TG site: "Points [Tournament Settings/Single Player]" which is 5 men only. Have you ever played this game? It is ridiculously hard. Other than Dwayne's 2.6 million score, I have the second highest score with 672k. It lasted maybe 15 minutes. Even experienced players will not last more than 3-5 minutes, and that includes Joust master Mark Longridge. So why the need for a TGTS on this? Robert Griffin wrote: ...Joust 2. Dwayne Richard holds the record on this title with 2.6 million... But, we are still not talking about a 20 hour game here... I think, like you said, a game is either marathonable or not. If it hasn't been marathoned, it's not marathonable. If it has been marathoned, it is marathonable. However, like I said, it all depends on what the definition of "marathon" is. Is it 2 hours? 6 hours? 16 hours? ---------------------------------------- Tommi Posted: Fri Dec 02, 2005 8:52 pm Post subject: -------------------------------------------------------------------------------- My TGTS criticism and suggestions offered: Stargate: TGTS - 5 men rule is awful, that makes game merely a few screens long, getting most points from using smart bombs. Absolutely no respect for TGTS score from me. TGTS should be something like 20men or extra every 50k+ hardest etc. Robotron: TGTS - 5 men score is bad: Nobody is able to show their skill at later levels. Also that setting changes your tactics at early levels, and makes score somewhat dependent on luck. Joust: TGTS 5 men is not optimal - Skill at later levels is not measured correctly. Amongst current Joust TGTS players I'm not sure if anyone can even do the simple feat of marathoning the game...which simply shows how far TGTS are from measuring skill at later levels. Check out my Stargate settings recommendations Star Wars: TGTS is good, 6 shields no extras, hardest. SUGGESTION: At this game, marathon settings could be: score after 100 waves... Which would measure the scoring ratio, thus once ability to clear towers and use force...the essential Jedi craftsmanship. Zektor: It was pointless to make TGTS for deca, instead of nearly identical default settings used at Marp. Not really a TGTS/marathon issue, just happens that I loose TGTS bragging rights from my killer Marp score. Galaga Adding TGTS - 5 ships is goodish. Wonder how much Krogster could do at those settings, maybe 8-10M. As a conclusion, Marathon settings are a test how long you can stay awake but do measure skill at how the game was intended to be played(and beating the game). TGTS with too short duration of the game doesn't measure skill at later levels and therefore not at how game was meant to be played. Some TGTS tournament rules should be changed, for some games still have lively competition and fan base. _________________ Terveisin TJT, MARP regulation coordinator 2005 ---------------------------------------- stonic Posted: Sat Dec 03, 2005 8:46 pm Post subject: Re: Twin Galaxies Tournament Settings vs. Marathon Settings -------------------------------------------------------------------------------- Robert Griffin wrote: Where are the "longest time played" entries for Defender, Asteroids, Gyruss, etc.? It's a needless stat unless that particular stat (time) is tracked for all titles. From my experience I can tell you that breaking 40 million in Asteroids would take at least 70 hours, but 75-80 would be more realistic. _________________ Digital Press - home of the classic gaming Easter eggs! Last edited by stonic on Mon Dec 05, 2005 2:10 am; edited 1 time in total ---------------------------------------- ROBERT MRUCZEK Posted: Sun Dec 04, 2005 8:28 am Post subject: Marathon, TGTS and Other - Purpose, Skill, Duration, etc -------------------------------------------------------------------------------- Hello fellow gamers: I'll add my thoughts, as I have some experience with marathoning both as a player and as a referee. ORIGINS As far as I know, Walter's first passion in video games was finding out how high people could achieve on a game. Period. Time marched on, and the first 1M on "Defender" was achieved, and that score quickly reached 13M and so on. Eventually, after most of what are now referred to as "marathonable" titles had been brought to the 12 to 24 hour mark and many beyond that, a decision was made, apparently by Walter and possibly Steve Harris as well, to add a new level of challenge to the game, to both keep things interesting and more challenging, thus TGTS. TGTS Why Walter and possibly Steve came up with a basic premise of a 5-man setting on most marathonable titles (save for "Missile Command" which is logically 6 cities to start) can only be answered by Walter himself. However, if you think about it, 3 lives almost seems to little, while 10 lives may seem to some to be too much. OTHER That brings me to a point made elsewhere in this thread. We have some titles where even 5 lives are too much, or maybe potentially too much. "Tron", after all, was recently played for 12-1/2 hours on just 4 lives. And on the home console front, I know that Todd Rogers kept "Enduro" and "Journey Escape" going for more than 40 hours each, easily, and those are single-life games. Therefore, blending together a little bit of what everyone has said thus far, here are the sample titles that I would like to use for my next point...all are arcade unless noted Atari 2600, N64 or Xbox. Marathonable (1) - Space Dungeon, Gauntlet, Dark Chambers (2600) Marathonable (2) - Joust, Asteroids, Missile Command, Defender, Nibbler Marathonable (3) - Simpson's Road Rage (Xbox) Marathonable (4) - Star Wars, Centipede, Millipede, Snoopy (2600) Marathonable (5) - Fast Freddy (2600) Marathonable (6) - Journey Escape (2600), Enduro (2600), New Tetris (N64) TGTS (1) - Timber TGTS (2) - Time Pilot TGTS (3) - Star Wars, Tapper, Tutankham TGTS (4) - Robotron, Stargate, Defender Now for the commentary. And as you can see, "Marathonable (1)" reflects the optimal titles for marathining, while "Marathonable (6)" reflects the worst titles for marathoning of those that can be marathoned, therefore this end of the range represents "Potentially Marathonable" titles. Bottom line...the higher the number, the tougher it is to marathon. Marathonable (1) - these are titles which are absolutely ideal for marathons. According to Dwayne Richard, "Space Dungeon" can eventually be left alone without fear after achieving a certain status in a stage. Can't quite remember exactly what you do, but he seemed confident that if he were to go for 100 hours, this would be the one title he would choose. I know that an expert "Gauntlet" player can raise their health to astounding levels and then just wait it out in the treasure room losing a nominal health point or so every second. But the most optimal title for a marathon is Atari 2600 "Dark Chambers" in which every single stage can be cleared of all enemies prior to the exit, leaving you an opportunity for rest without fear whenever the time permits. Of these three title, it is important to note that the latter two are effectively single-life titles. Marathonable (2) - these are the titles that are easily marathonable by expert players, and allow for a nearly unlimited replenishment of cities/lives, etc. The stand-out would be "Joust" as I understand that there is no fear of a 255 life roll-over problem here, if I have my facts correct, while the latter four titles all have that stigmata about them when it comes to marathining. Perhaps "Missile Command" is the hardest of the five to marathon considering the two recurring, serious concerns of rolling past 255 cities...the "810K bug" and the wave 255-256 impact. Without proper planning, even an expert marathon player can see their game go down the drain in a matter of seconds. I'd further add that maybe Atari 2600 "Demon Attack", when played at game 7A, should be included here. If you know what you are doing, it is possible to get the enemies to stop firing in a stage. However, it is still all too easy to lose your game, so this one is not quite "Marathonable (1)". Marathonable (3) - this one I am isolating. A rare time-based game which is marathonable. Only the possibility of getting caught in a graphics glitch can really ruin your chances of keeping it going. Granted, sometimes you can come to within 10 seconds of losing a fare, but that is not a major concern. Still, at most you have a 10-15 second rest break at certain moments in the passenger loop in the "Springfield Dam" course. Marathonable (4) - these are the marathonable titles that require you to pretty much be there or watch your game suffer the consequences in less than a minute. And for those who don't know, being away from "Snoopy and the Red Baron" for an extended period at the end of a wave may result in the game resetting the next time you press the action button to start a stage !! Granted, these titles are very conducive to marathoning, with "Snoopy" followed by "Star Wars" being the easiest of the four. However, there are no allowances for sleeping or major break times here. Marathonable (5) - this is a potentially marathonable title. "Fast Freddy" for the 2600 is relatively easy even though you can only store just 3 lives at once. Unless a very specific pattern emerges near the top, which in my opinion as record holder (I think I still am) is almost the game-killer, this title is a no-brainer. However, there is no practical margin for rest breaks in which you are not in control of the joystick/game. Marathonable (6) - here we have three titles all of which can, as a matter of fact, be marathoned, but only by a very, very small number of players. These titles have but one (1) "life" each, effectively, thus offer the smallest chance of longevity if an extended rest break is taken. So there you have it...a sampling ranked from easiest to most difficult of titles known to be marathonable. Now for the TGTS section. TGTS (1) - here we have a pattern-game which has been slimmed down to 5 lives for an advanced Deca event, and still we had a gamer manage to play the game out to 2.5 million points. However, just because a single player may excel at a title does not imply that the TGTS selected are "too lenient". Far from it. TGTS (2) - "Time Pilot" at TGTS, unlike "Timber", awards extra lives, and is in fact the only marathonable title slimmed down to TGTS which does. It is undeniable that a tactic exists which promotes both longevity and score. However, as with "Timber", the fact that a few great players can still excel at such settings does not necessarily mean that they are flawed or too lenient. The fact is, if I set this to 5 lives at difficulty 8 years back I would have been met with a "You've gotta be kidding !!" response as fast as you can imagine. TGTS (3) - two of these two titles, "Star Wars" and "Tapper", when played at TGTS, can still last a very long time. Maybe not 12 hours, but thus far at least 5-6 each. There are no patterns here, and only a great player can last for a lengthy period of time. Rob Barrett proved that even at TGTS, a score of (unofficially) 994K is possible on "Tutankham" (I so wish that was verified !!), and this title, of the three in this section, allows the smallest number of lives. TGTS (4) - Robotron, Stargate, Defender. Of these three titles, in terms of longevity, it is probably "Robotron" followed by "Defender" and "Stargate" in terms of game duration. Each title is easily marathonable by many players, but once reduced to TGTS, the scores plummet. Honestly, no one has seen some of the best "Defender" players from yesteryear try TGTS thus far...I clearly remember two top notch players in my school who, if given the chance in their prime, could crush the existing mark. These three titles are the hardest to play at TGTS. No patterns, and a lot of random bad luck, make for a tough bit of game play regardless of your skillset. And now the analysis. ********************** Well, we have a few titles where "TGTS", as the purpose of the concept goes, is well served with a 5-life policy, whereas others might be ill-served as up-front point grabbing tactics will lead to a higher early-wave score but not truly test a person's longevity skill, as Tommi puts it. Additionally, there are some titles where even 5 lives are too much in the hands of an expert. But, is it fair to make rules based on what a handful, or even just one, gamer can accomplish ? I'm sure that Walter chose "5" for a reason...enough longevity to hopefully show your stuff, while not enough to go about your business with an attitude of unfettered impunity. Thus caution, efficiency and skill blend together to result in a short-lived but (hopefully) point plentiful performance. I do agree...some titles at 5-lives might well indeed be too little to show your stuff. However, for the sake of consistency, 5 is not such a bad number after all. Think about it. The number could just as easily been 3, or if Walter really wanted to be vicious, just ONE (1) single life. Some titles have major sticking points where a single life can easily be lost due to game behavior. Take "Indiana Jones" for example. I never could get past 275K on my 1st life no matter how hard I tried. And some games have a "level/stage boss" which is the make-or-break moment in a TGTS attempt. Tommi suggested 20 men, or extras every 50K, at "Stargate", to allow a great player a better chance to flourish. Well, then, why not 10 men instead of 5 on a number of titles ? Apply this logic to "Timber" and you will regret it !! Make it 20 and you're in for the long haul. I submit that 5 is a fair number...just enough to give a great player a chance to show their stuff in early stages, and for those skilled enough, a chance to last through a later stage. Now, the last part of my reply...duration. DURATION - this one is a toughie. Is a 12 hour game with 10 million better than a 10 hour game with 12 million ? The title doesn't really matter...the question is intentionally arbitrary. Is a 10 hour game at a title with no break potential better than a 10 hour game at a title with break potential ? Probably, you say. Well then, is it better than a 20 hour game with break potential...or a 40 hour game ? You have to be subjective here. Duration proves ability to remain awake, I agree, but also weigh this against the title involved and how easy or difficult it is to marathon. OK, I've preached enough. Time for some rest. Robert ---------------------------------------- permafrostrick Keeper of the Rules Joined: 11 Sep 2003 Posts: 2196 Location: Baltimore, MD Posted: Sun Dec 04, 2005 10:04 am Post subject: Re: Twin Galaxies Tournament Settings vs. Marathon Settings -------------------------------------------------------------------------------- Robert Griffin wrote: I believe that the best test of a person's skill comes at playing a finite game on rigid settings, as opposed to how long someone can stay awake and playing a game that is, essentially, second nature. I totally agree here. Quote: I believe that MS are redundant, and really should only be undertaken in order to elicit publicity, raise funds for charity, or attain a noteworthy plateau of points Agree again... Quote: Someone playing a game for 24, 48 or 72 hours is a significant feat. I am taking nothing away from that as it is an accomplishment in and of itself. BUT, what is most impressive: the final score of the game, or the fact that someone played it for 50 hours? I agree again...however, there are some games where it is a combination. i.e. Nibbler!!! Nibbler IMHO is "easy" to marathon(play 10+ hours) BUT to play this for 48+ hours?!?!? WOW!!! Face it...playing a game like Nibbler or Robotron or OMG Star Wars for 50 hours is far more worthy than playing Q*Bert for 50 hours. ..so just playing 50 hours on it's own has merit...but which game you did it on potentially awards even more merit. I don't intend this next comment to demean any marathon records, but there are marathon scores for lots of old console games. Face it...many are very easily marathonable where it is strictly a matter of planning and staying awake and alert enough to play the game for 50+ hours. It doesn't in any way make them the best player of the game having the highest score in these cases. They might be the best player, but a marathon score doesn't necessarily show their entire skill for the game. I agree the only way to separate skill is to have a finite game. The game should last at least 1 "loop". If the game play changes quite a bit on later loops, then we should allow #men so the best players get into those later loops....but then not where they play for hours on end. Your comments on Nibbler are good.... I long have wanted to add a Nibbler(TGTS) track that is 5 men or 10 men only.... MS and TGTS played at "Easy" difficulty since that is what 99% of all the scores are played at anyway(despite the setting actually being HARD). I think though with 5 men only someone will play to wave 99. I have had games where I have played 50 waves on ONE man!! Of course, that isn't from the start of the game though, but getting through 2.5 cycles of wave 80-99. Maybe I can get back in shape on this game(haven't played it in a couple years now..or much of anything really. )and try and set an inaugural score for a 5 man only game. If I get in shape and can only reach wave 50-60 on 5 men, then perhaps 10 men should be considered. I do think the TGTS should allow play to wave 99...although technically I guess to wave 80 is enough as there is no increase in difficulty beyond that. I think any game that has at least 3-5+ players with 10+ hour performances should have a TGTS track that has limited #men, or limited time(if the game was marathoned on only a few men). What makes a marathon? Well, that likely would have to be judged based on the game. Some games a 10 hour game would be absolutely amazing...whereas others like Q*Bert, 10 hours means little at marathon settings. ---------------------------------------- Tommi Posted: Sun Dec 04, 2005 12:30 pm Post subject: -------------------------------------------------------------------------------- Robert M, thank you for the answer. Robert Mruczek (RMRUCZEK) wrote: I do agree...some titles at 5-lives might well indeed be too little to show your stuff. So you do agree with me. However you contradict your statement later. I think it's just that you/TG don't want to change settings because they've been there for some time. I guess they're carved in stone then...which doesn't mean they're optimal though. Making them optimal would probably acquire help from the very best players of the titles...meaning: Can you marathon Joust, Stargate at 50k settings or marathon Robotron at diff=10 etc. Changing settings to greater amount of men/ships would be very easy and effective solution. It would be annoying to count something like 20 men though. I don't really care about number-esthetics I agree with you about Galaga 5 men setting. Fact that Krogman might still play a long game doesn't make settings bad for others. As well with Star WarsTGTS/Tron etc. I kind of understand the unwillingness for 100wave Star Wars track, I just thought that would be one way to prove your Jedi skills without having to make the game so long. _________________ Terveisin TJT, MARP regulation coordinator 2005 ---------------------------------------- pacmanfevr76 Location: St. Louis, MO, USA Posted: Sun Dec 04, 2005 4:53 pm Post subject: -------------------------------------------------------------------------------- I think I probably put the phrase about there being a genre of marathonable games that should have no TGTS in the wrong place. It was supposed to be a precursor to my later paragraph about pinball. I don't think there should be a TGTS for pinball: let the player go for as long as he can since no one is going to be going for extended periods of time. I think my meaning of "marathonable" has missed misunderstood. I say if there is a repetitive game that has not yet been shown to have an end, then it is marathonable...period. Until it is shown not to be the case, then the game can be played forever. Just because no one has done so doesn't change that fact. Here's an interesting example. How would you define this one: NES Rush'n Attack? (I am going to assume that the scoreboard on this game freezes at 10 million since there is no proof otherwise.) If a player takes a very cautious route and succeeds in playing through the game, he might take 30 minutes to score 250,000. If he continued to play and died after fifteen hours, he would have about 7,500,000. He marathoned the game. I then turn around and freeze the scoreboard at 10,000,000 after a mere ten hours. I did not marathon the game, but achieved the highest score. Would this game, (assuming that 10 million is the maximum score that the scoreboard recognizes,) be defined as marathonable or not? _________________ Douglas Loyd 6 world records, so far (47 more on tape to be submitted, so far) 3,333,360 OR BUST!! THE QUEST: 3,296,110 (12/23/04) THROUGH THE 8TH KEY: 362,400 (10/13/05) ---------------------------------------- Robert Mruczek (RMRUCZEK) Posted: Sun Dec 04, 2005 5:37 pm Post subject: 5 Lives -------------------------------------------------------------------------------- Hi Tommi: Walter Day, and possibly Steve Harris with him, conceived the 5-man standard for what would come to be known as TGTS. Without speaking directly to Walter, something I hope to touch base on later this week, I cannot pre-suppose why he came up with five (5) lives/ships as opposed to maybe a round number like 10. If you think about it, the majority of games get harder as the performance continues, so in theory, a 5-man/ship game really is showing your skillset while playing the easier levels. Expanding to ten might mean a much wider gap in scores between the average players and the elite players. Take a game like "Food Fight" for example, at the extreme end of the stick. Once you reach the 50th stage or so, those scores really start to jump in leaps and bounds when the speed and point values increase. However, on some titles, five extra lives will very well become a marathon. Take "Q*Bert". At 2.2 million there is no question that top players can run to level 9 on their first life, so a score of 400-500K per life is not difficult to envision. However, that second life is ALSO averaged to be 400-500K, meaning that the first life could, in theory, last that much longer. When you have a marathonable title in which on 5 lives someone can reach the pinnacle of the game speed/challenge, increasing to 10 seems like icing on the cake. However, when you have a title like "Robotron" or "Joust" where the top difficulty is not reached for some time, and especially in games like "Tempest", one that has yet to be officially set to 5 lives (I think), then 5 almost seems to be too little in comparison. Thus, I can only surmise that Walter (and maybe Steve) wanted consistency in that decision oh so many years ago. I'm not questioning whether it was a good, bad or neutral decision...I'm only pointing out that I suspect a desire to achieve consistency was reached, and the number that they happened to agree on was 5. On a whimsical not, I can almost envision the conversation as follows, to digress for just a bit. Walter Day - "Steve, why can't we make it 4 lives, since you technically get an extra when you play a normal game anyway ?" Steve Harris - "No, we need something to differentiate from the already-contested records. How about 6 ? We'll give them two (2) extra lives, then ?" WD - "No, I want 5 to be the number, and the number of TGTS shall be 5." SH - "You're sure ?" WD - "Yes. The number of the count shall be 5. 6 cannot be the number, and neither can be 4. And 3 is right out." SH - " Okay, TGTS will be 5" WD - "Nee !!" Okay, that was much too silly. Back to seriousness. Now, if "TGTS" were adjusted on a per-game basis to allow for the possibility of reaching the upper-echelon of an individual game's speed and difficulty, then I agree with Tommi that some titles need to either be expanded to 10, or should have the extra incremented to some staggering sum to allow for the possibility of a marathon but only in the hands of a pro. Cases in point as follows... Defender - can be set from 1-99 ships and bonus from 1K-999K for ships based on my experimentation with "Defender (red label)" moments ago. Considering that the average wave is a minimum of maybe 12K, why not make the extra ship 25K instead of 10K ? Since this applies to smart bombs as well, this would make for a challenge, I think. Star Wars - as it has already been proven that a superior player can take SW to the 4 hour mark at TGTS, I won't mess with success. However, were I to be asked for a recommendation, I would suggest that limiting the total number of available shields to just two (2), meaning 3 with the "no shield" status. Watch how fast a marathon can grind to a halt after two back-to-back tough waves, and getting caught in the stage 10/11 towers can be devastating. Robotron - we have already shown that top players can effectively play at a 50K per bonus setting, yet pumping it up to 50K at maximum difficulty is way too hard. TGTS is 5/5 lives. difficulty with the standard no bonus, and scores cannot pass 1M. Marathons at 25K per life are all-too possible. How about either 3 lives/difficulty 10/25K or 3 lives/difficulty 5/50K ? Just a thought. Missile Command - even with a stick trackball a top player can still reach 810K at marathon settings. Amusingly, increasing the value for a bonus city to 20K actually helps the stronger player as it lessens the chance of roll-over, and they no longer have to adopt a dumping strategy prior to every 810K mark. Bill Carlton will know what I am talking about here. Q*Bert - it works at TGTS, so why change it ? Extra lives won't prevent a top player from reaching 9, and neither will reducing the game to a single life. Some TGTS settings are best left alone as they do the trick. Galaga - Steve Krogman had lasted on ships 1/2 (dual fire) to approx 4.5 million, which dwarfs the existing TGTS world record by far, and he still had three ships to go. I think that in this case, 5 ships is more than enough. Granted, this is a unique situation, a game in which if you lose ships 3/4 simultaneously you cannot possibly do as well with a solo ship 5, but that's the nature of the game. Timber and Tapper - considering that Martin achieved 2.5M on 5 lives and voluntarily quit, and Greg Erway rolled the levels recently at Funspot on his game, and I'd say both players had reached and defeated the game's top difficulty level without the need to increase to 10 lives. Again, some TGTS settings work well. Super Cobra - a very interesting selection. TGTS matches that of "Scramble"... 5 ships to start. However, unlike "Scramble", SC awards an extra ship after each complete level. Thus, a great player can have a total of six (6) ships in reserve after end of level 1 (adding in the free at 10K). The problem with SC is not that 5 ships are not enough to get to the maximum difficulty...that is attained in stage 3-1 which both Donald and I have passed. The problem is the fuel. Unlike "Scramble" (Stern) which forces you to almost have to bomb every tank, SC puts you into the unenviable position of having to lose, pretty much guaranteed, 1 ship in level 2 booty, and 2 ships in level 3 (maze and booty). Getting just 1 back leads to a <2>/+1 yield per level, which inevitably brings a game to a conclusion if you start a new level with less than 2 ships in storage inclusive of the free ship won by picking up the booty. I like 5 ships...it's sufficient to survive into level 3, and good fortune permitting into level 4. Truth be told the game has potential to be brought to well over the current record...I recently hit 170K or so on my 2nd ship, dying in the city stage 4 times in a row after that. I doubt anyone to date has done as well by their 2nd ship, yet for all of my extras in storage, I finished the maze on my last ship and ran out of fuel in the booty stage, unavoidably. So here, TGTS at 5 ships works fine. Millipede - I have heard of one player in NYC reaching 770-780K or so on their 1st shooter. Impressive, to say the least, but then again, the last 200K of a level are the hardest. A good game can quickly go downhill in the space of seconds. When TGTS was recently established with Donald Hayes' assistance, we agreed to max the game out...all three difficulty settings on "Hard", 5 lives, no extras. I do not regret this one at all...the settings were inspirational. Even arcade legend Ben Gold was truly motivated when he heard of these new settings, and wishes he had the chance to play on them back in the day. Time Pilot - while I also do not regret pumping up the difficulty factor to 8, and the extra lives to 20K/60K, several players can take this one well over 200K, and two players, to date, over 1M. Still, strategy to do so aside, I like these settings very much. The TG Rules Committee could never quite agree on any viable restriction that would be consistent and fair with those of other titles, whether it was a time limit per stage, or a 60-second time limit once the "boss ship" arrived, or a limit of 10 or 12 parachutes per stage, or a combination of the lot. Some titles, like it or not, are marathonable no matter what you try. Champion Baseball - here is an interesting dilemma. ONE (1) player in history has found the perfect way to play the game. According to Walter who watched him play, he found a way to perpetuate the innings by doing the same tactics over and over again. This is allowable as he effectively beat the game. So what if the game allows for a back-to-back strategy which (hypothetically) might involve hitting a single to left field, a single to right, a bloop to left, and then a grand slam based on the computer handling the pitching, maybe the key 3rd pitch, with bases loaded ? We cannot increase a setting based on one solitary player getting 1M points, even if it means that everyone else scores on the average in the 5-20K range. Here, TGTS should not ever be created. Why bother...regular settings seem to be sufficiently challenging for the masses !! The Ultimate Scenario - Imagine if classic "Pacman" did NOT have a kill-screen at 255. Technically, a top player (several, in fact) could well run a single life to the 3M mark and then some. What would TGTS do then ? Changing a difficulty to harder might make the ghosts turn blue a bit less and over the course of 255 boards, if this worked the same as in "Ms Pacman", cost a player maybe 24K or so. Small change in the greater scope of things. Would TG, under this scenario, have set a 1-life-limit ? After all, a player maxes the difficulty relatively quickly all things considered. One mistake in a pattern would mean that the better player will recover and then start anew. But is this truly a reasonable way to ascertain skill ? Think about it. A player who reached a kill with 3.1M points obviously knows the 9th key pattern. Suppose that player runs to stage 2,000 while a player who can get a perfect thru 254 only plays to stage 1,500 before making a mistake. Who is the better player then ? A difference of 500 stages is a lot, so how about the player reaches stage 1,975 which is about 250K less than reaching stage 2,000 more or less. Now who is the better player ? Okay, so what if TG assigned a max score until they stop turning blue ? Sure, that separates the better players, but then all they can do beyond that is meaningless, so a max score by a threshold stage might not suffice under the circumstances. That leaves a time limit. Say, a one hour game. So NOW we have a race to find the perfect patterns that will minimize grouping time and minimize the 9th key completion pattern time, all in the same game. I'm sure that Tim Balderramos' run is close to a perfect first 20 stages, and then after that his 9th key pattern might be 1-2 seconds off Chris Ayra's best, but over an hour, we're talking maybe 45 stages at most post-20th board, so a difference of a minute or so compared to a top-speed pattern. Note: Chris Ayra - Berzerk - Fast Bullets World Record Holder Link
Berzerk Link Variation: Fast Bullets Platform: Arcade Rules:
Rank % Score Points Player Date Verified 1 100.00 % 325,270 Chris Ayra 05/29/2005 Video 2 32.18 % 104,680 Ron K Bailey 06/30/1984 Referee 3 24.65 % 80,180 Ron Corcoran 05/13/2001 Referee 4 23.63 % 76,850 Joel D west 08/26/1982 Referee 5 15.37 % 50,010 Ernest Harden 08/23/1982 Referee
So, would a one hour time limit prove anything other than fastest execution of a pattern ? I don't think so. This shows that some game situations, this one of course being hypothetical, are not only difficult to ascertain TGTS rules for, they are not even worth it. Some titles, like it or not, have to be allowed to be played to conclusion. The points being... -> TGTS works well on some titles -> TGTS does not allow players to reach the height of difficulty on others -> TGTS is too difficulty to determine for some titles -> TGTS should not even be established on some titles For sake of consistency only, the 5 ship/life rule remains for now, but for TG to keep relevant, we must always step back and re-evaluate certain past decisions. Therefore, Walter is key for this. At the very least players deserve to know the logic behind why TGTS was created, in Walter's own words, as he was the founder and creator of the setting designation itself. Looking forward to your continued thoughts on the matter. Thanks. Robert =================================================================================== Continued: Marathon Scores Link Twin Galaxies Tournament Settings vs. Marathon Settings Author Message Weehawk Posted: Sun Dec 04, 2005 6:34 pm Post subject: -------------------------------------------------------------------------------- Robert Mruczek (RMRUCZEK) wrote: I cannot pre-suppose why he came up with five (5) lives/ships as opposed to maybe a round number like 10. There are quite a few games where 5 is the maximum number of lives which can be started with. I think it's reasonable to believe that for this reason it just became sort of a benchmark number. I can comment on little else in this discussion without offending people, and don't feel like trying to decipher the incoherent attacks it would bring, so I'll just let the rest of it pass... _________________ John Cunningham (JTC) Golden Era Game of the Week -------------------------------------------------------------------------------- Weehawk Posted: Sun Dec 04, 2005 7:01 pm Post subject: -------------------------------------------------------------------------------- Almost forgot...regarding Robotron: Robert Mruczek (RMRUCZEK) wrote: TGTS is 5/5 lives.difficulty with the standard no bonus, and scores cannot pass 1M. What do you mean, "scores cannot pass 1M"? _________________ John Cunningham (JTC) Golden Era Game of the Week -------------------------------------------------------------------------------- The_Pro Location: Quebec, Canada Posted: Sun Dec 04, 2005 8:58 pm -------------------------------------------------------------------------------- I have a feeling they will soon, considering Abdner's recent 935K. _________________ Martin Bedard -------------------------------------------------------------------------------- TRB Location: PR - Brazil Posted: Sun Dec 04, 2005 10:39 pm Post subject: Re: 5 Lives -------------------------------------------------------------------------------- Robert Mruczek (RMRUCZEK) wrote: Time Pilot - while I also do not regret pumping up the difficulty factor to 8, and the extra lives to 20K/60K, several players can take this one well over 200K, and two players, to date, over 1M. Still, strategy to do so aside, I like these settings very much. The TG Rules Committee could never quite agree on any viable restriction that would be consistent and fair with those of other titles, whether it was a time limit per stage, or a 60-second time limit once the "boss ship" arrived, or a limit of 10 or 12 parachutes per stage, or a combination of the lot. Some titles, like it or not, are marathonable no matter what you try. I think the settings John Cunningham used in the GEGOTW Time Pilot (10,000 frames per stage) is a very good way... and change the game to "non-marathonable" setting with success. _________________ Valter Andre Treib "TRB" Metroid Team, from Brazil -------------------------------------------------------------------------------- Weehawk Posted: Sun Dec 04, 2005 11:48 pm Post subject: Re: 5 Lives -------------------------------------------------------------------------------- TRB wrote: Robert Mruczek (RMRUCZEK) wrote: Time Pilot - while I also do not regret pumping up the difficulty factor to 8, and the extra lives to 20K/60K, several players can take this one well over 200K, and two players, to date, over 1M. Still, strategy to do so aside, I like these settings very much. The TG Rules Committee could never quite agree on any viable restriction that would be consistent and fair with those of other titles, whether it was a time limit per stage, or a 60-second time limit once the "boss ship" arrived, or a limit of 10 or 12 parachutes per stage, or a combination of the lot. Some titles, like it or not, are marathonable no matter what you try. I think the settings John Cunningham used in the GEGOTW Time Pilot (10,000 frames per stage) is a very good way... and change the game to "non-marathonable" setting with success. Actually, though we didn't witness it then, there are some who believe the game to be marathonable on factory settings, even without leeching. George Strain proved that the game is infinitely leechable even on the hardest settings. Perhaps no-leeching with harder settings is the only way to prevent marathoning it. _________________ John Cunningham (JTC) Golden Era Game of the Week -------------------------------------------------------------------------------- Robert Mruczek (RMRUCZEK) Posted: Mon Dec 05, 2005 6:32 am Post subject: Two Clarifications -------------------------------------------------------------------------------- Hello everyone: FIRST - TGTS is 5/5 lives.difficulty with the standard no bonus, and scores cannot pass 1M. What do you mean, "scores cannot pass 1M"? RTM REPLY - I meant this as a statement of fact, to date, that no one, even at these settings, has reached the million mark. Not that it can't be done, mind you, but no one has thus far. SECOND - George Strain proved that the game is infinitely leechable even on the hardest settings. Perhaps no-leeching with harder settings is the only way to prevent marathoning it. RTM Reply - this is where TG referees had a devil of a time. Took us over a year to come to terms with the title. We tried (discussed) limiting chutes to 12 per stage (50K in chutes, 3K for boss ship, x-points in-between, at 60K per extra, seemed about right). However, that was an arbitrary assessment and we would be imposing a new dynamic to the title by limiting points on a per-stage basis as far as high yield objects. The fact remains, a gamer could still hunt x-number of ships to make up for it...less in stages 2, 7, etc, even) We tried a time limit per mother ship sequence (60 seconds to a kill), but that meant web did not address the leeching beforehand. We tried an overall timeframe. However this forces a new dynamic to the game in stage 2 which prohibits a cagey player from selecting high-profile targets (the 1,500 point bomber) as opposed to just planes. That we felt was unfair and inconsistent with all other general TG principles...it would be like telling a "Star Wars" player NOT to use the force in the game, or a "Junior Pacman" player to rush finishing a stage and potentially miss out on some fruits. A seemingly even 10,000 frames per screen is just that...arbitrary, and not unlike a 5-man TGTS setting. Why not 8,000 or 12,000 for that matter ? You in effect, by assigning this time limit, change the dynamics of the game to that of a time-based title where anything goes within the time limit. Players adopt a different strategy in doing so....rush to kill 50-53 or however many ships you need to as quickly as possible in order to be one less than what summons the boss ship, and then hunt chutes until satisfied. That's imposing a new set of guidelines and tactics on a player...not unlike telling a "Q*Bert" player to finish a stage in 100 moves or less, or telling a "Timber" player that their game is over if they ever finish a stage with less than 1 second remaining. I feel that we as referees cannot impose a new strategy on a player by means of a new set of rules. TGTS was meant to prevent ultra-marathons, first and foremost. When TGTS for "Time Pilot" was finally decided upon, we truly felt that it was not impossible, but that it was extremely difficult. And we still do. TGTS should not be so hard that only one player can master those settings and that the outcome must be less than a one hour game for sake of argument. So what if George, Kelly and a few others can last to 500K and more. If it was so easy to do, more players would be doing it. I cannot just throw out all the scores accumulated thus far. I will have basically the same problem with a 5-ship only category. As for a TG-imposed time limit per stage, creating such a restriction here is not congruous with our decision on Atari 2600 "Infiltrate", a title with a unique survival strategy that to date only Todd Rogers and Ron Corcoran have mastered, one which MUST require that a player "hunts" in order to build up sufficient lives to get from point (A) to point (B) due to the nature of the game. Forcing this rule on "Time Pilot" would, or rather should, mean that TG must investigate this title as well. After all, it is marathonable and also goes hand in hand with leeching, but here it is for survivability as a necessity versus points and extra ships. When TG makes such decisions we consider all precedent decisions to see if we can still be consistent. Granted many decisions are on a case-by-case basis, but here, we have a different situation. Keep in mind...no one generally objects to "Asteroids" (arcade). For years I have argued repeatedly that most TG scores are, in effect, a game called "Command Ship", in which the goal is to see how many command ships you can destroy, while avoiding the pesky rocks that get in your way. I have long since felt that this was leeching, but the powers that be feel otherwise. Same for some golden era gamers. Same goes for "Berzerk" and the "box pattern". There are those who would argue that this is pattern execution and not intended by the programmers. I would disagree, yet in a nutshell, it is a longevity tactic allowed by TG in a limited life game. The "Asteroids" tactic is also TG approved, by the majority as it stands, with the explanation that it is a difficult tactic to engage and control. The same applies to whoever attempts to hunt baiters in "Defender" or allows a speed-up in "Elevator Action" to squeeze out extra points. We disallow the "Ghost and Goblin" cave trick as it garners a player more points per attempt than the extra life threshold thus guarantees perpetuity. Yet with "Time Pilot", it is a harder tactic to utilize, and not every player can do it. Same for G&G, but at least when the G&G tactic is engaged, an extra life is a guarantee. You have no such guarantee with TP or with Asteroids for that matter. So, I feel we should for now leave TGTS as it stands for TP, unless the gaming community is ready for a third category. Actually, strike that...a second category. I am not 100% sure that TG should even bother to track the default marathon settings. A 15M score playing at difficulty 3 and 10K/50K doesn't prove much to me, not considering that I personally hit 2M on my first ship nearly 20 years ago, and I doubt that I am the only player to have done that considering the relative ease. I will discuss George's thoughts, and the open options, with my fellow referees. If you truly want a record that is meaningful on this title, I very much recommend going for stages. When TG first announced the TGTS for this title, someone wrote to me and said that on a whim they played a practice game and found no problem reaching a stage beyond 15 (I forget the exact number), so I know that even more players are out there, waiting in the wings. Robert -------------------------------------------------------------------------------- Robert Griffin Location: Kirkland, WA Posted: Mon Dec 05, 2005 5:07 pm Post subject: -------------------------------------------------------------------------------- I agree with what Tommi says: Tommi wrote: …Marathon settings are a test how long you can stay awake but do [not] measure skill at how the game was intended to be played (and beating the game). TGTS with too short duration of the game doesn't measure skill at later levels and therefore not at how game was meant to be played. Some TGTS tournament rules should be changed, for some games still have lively competition and fan base. …and I certainly agree with what Robert says: Robert Mruczek (RMRUCZEK) wrote: -> TGTS works well on some titles -> TGTS does not allow players to reach the height of difficulty on others -> TGTS is too difficulty to determine for some titles -> TGTS should not even be established on some titles I also know that the TGTS were adopted to prevent excessive marathoning. But, there was no way Walter and the TG Gang (sounds like a Disney flick starring Ken Berry) could accurately gauge what setting would be best for every game, so I'm guessing a type of "blanket" policy was adopted for most games under the TGTS. Many games are fine as they are, but there are many games that definitely need some adjustments in the settings department. Well, this is my idea…for what it's worth, and I hope it is seriously considered: For a game where the settings are contested/disputed/argued (et. al), why doesn't TG poll some of the top 10 or 15 gamers on that title, or gamers who are at least familiar with the game play? A simple poll can be taken amongst the top players with a few different settings listed, including the TGTS. A short reason could be given as to 'why they picked the setting they did' to get their thoughts down. The majority wins. We'll take Robotron as an example, because I know the settings are frequently in dispute. Keeping in mind that the TGTS is designed to cut down on playing time while still trying to preserve the integrity of the game play, and thus cull the top scores from star gamers, it would go something like this (and these are just examples): Setting options for ROBOTRON (romset = robotron): 1. 5 men to start / No extras / Difficulty = 5 (TGTS) 2. 10 men to start / No extras / Difficulty = 5 3. 10 men to start / No extras / Difficulty = 7 4. 5 men to start / Extra man = 50k / Difficulty = 10 As a longtime Robotron player, and being as I am in the top 15 on the TG site, (Arcade & M.A.M.E.) I am obviously familiar with the title, therefore I would be asked to vote on these settings. My vote would be for option #2 (10 men to start / No extras / Difficulty = 5). My reasons are: 1. The game will still be very limited in time 2. Having 10 men will equalize the "lucky man" syndrome where a player gets an abnormally high boost in score due to an extremely rare "lucky man". 3. It makes it a bit more fun for the player as he/she can play longer than 5 minutes or so. 4. I also believe that even with this new setting, there will probably still only be 10 or so individuals who will score over 1 million. 5. Because I play mostly on M.A.M.E., having to restart the game so often and go through the whole setup screen can be…frustrating. Being able to play a longer game will significantly lessen that frustration. 6. I tend to shy away from maximum difficulty settings, as these can be a bit aggravating as well. TG could also poll Abdner, Riesenberger, Donald, E. Ahlers, S. Cram, Dwayne, Matt Hall, Tommi T, etc., to get their votes and brief opinions. Another example would be Joust: Setting options for JOUST (romset = joust): 1. 5 men to start / No extras / Difficulty = 5 (TGTS) 2. 10 men to start / No extras / Difficulty = 5 3. 10 men to start / No extras / Difficulty = 9 4. 5 men to start / Extra man = 99k / Difficulty = 5 5. 5 men to start / Extra man = 99k / Difficulty = 9 As a longtime Joust player, and being as I am in the top 5 on the TG site (M.A.M.E.), I am obviously familiar with the title, therefore I would be asked to vote on these settings. My vote would be for option #2 (10 men to start / No extras / Difficulty = 5). My reasons are: 1. There are certain "make-or-break" waves or stages in games. In Joust, the first such wave is #33 (the same goes for wave 10, or any Brain Wave really, on Robotron). You are either lucky (and I mean LUCKY) enough to nail all the pterodactyls right off the bat, or your game is, essentially, toast. Even Longridge feels this way. 10 men will 'help' a player reach the upper, meaty Shadow Lord waves. 2. I also believe that even with this new setting, there will probably still only be less than 10 or so individuals who will score over 1 million. 3. I tend to shy away from maximum difficulty settings, as these can be a bit aggravating as well. TG could also poll Longridge (he's probably hanging out with Elvis & Jimmy Hoffa), Donald, Gary Lee, John Rhodes, Pat Laffaye, etc., to get their votes and brief opinions. Why the top players instead of an open poll? Well, I don't think anybody would want someone else, who has little to no knowledge in regards to specific title I/They play regularly, to make an arbitrary decision on how it should be played just because a poll is listed they can vote on. That's how some Presidents are elected… I think Stargate is fun, but I certainly don't have the knowledge or skill set to make an accurate vote on the settings it should be played on, so why would any top Stargate players want my opinion? There could be, about, 5 games or so a week that would be up for adjustment. The results posted the next week on the TG site. It could be a long process, or a short one depending on what settings are contested. BUT, it should be a finite process. If the TG site truly is a site for the people, let's give them a little say in how some of the games should best be played. Thanks for listening ------------------------------------------------------------------------------- stonic Posted: Mon Dec 05, 2005 5:18 pm Post subject: ------------------------------------------------------------------------------- Greg S. Erway (awesome) wrote: back in 2001, I attended the Funspot tournament with the intent on setting a new Tapper record. When I arrived I talked with Walter Day and Gary Vincent about the prospect of the game. I was asked how long I thought it would take. My response was 16 hours. Well that was more hours than Funspot was open on any given day during that tournament. I was told that should a record score be close then Funspot would stay open and wait for the record. But there were never any real assurances up front when I started the game that come closing time I would be allowed to complete my task. Given the close relationship between Twin Galaxies and Funspot, I highly doubt they would have forced you or anyone else off the machine if you were close to achieving a world record. Quote: There were other advantages to the creation of the TGTS category. First, there are few arcades that have these games. The majority of future attempts would likely take place at tournaments. When people use up their hard earned money and time to attend a tournament only to find some marathon player hogging their favorite machine for the entire tournament, they are likely to be somewhat annoyed. If everyone is playing TGTS then, while some may still be fairly long games, the game will likely open up for others to play too. If someone is serious about marathoning, they probably already have access to a machine close to them. Plus, unless they have rare/obscure title in mind, you can buy your own machine for a few hundred dollars. Quote: TGTS also created a situation where relative skill was better compared. Take someone that plays a 15 hour marathon vs. another player with a 16 hour marathon you still might be tempted to compare scoring rate per hour or number of men left at the end of the game. With TGTS (and more specifically with Tapper 5-men) you get a definitive result. True, but not in every case, as some have pointed out. If a player can marathon a game at TS settings, then so be it (call it the "TGMS+TS category" ). But if you want to take into account scoring rates (i.e. fastest time, such as the perfect Pac-Man tracks) then they should be tracked under a separate category. Leave the TGTS settings as they are. As far as skill comparisons between MS and TS, I don't think you can compare the 2. A player who mastered a game at the MS level might not be able to compete with the TS expert, and vice-versa. Yes, marathoning relies heavily on a person's physical endurance capabilities, but what does that say about a player's skill if he can still effectively marathon a game after 40+ hours? Quote: While I see TGMS (marathon play) as an interesting achievement, I feel it should be reserved for special situations if there are TGTS already established. The unification of categories like I did, for charity events, for special Iron Man type tournaments, etc. But in general play should be geared toward TGTS and as a result the most publicity should be directed away from the marathon scores and toward the TGTS scores whenever possible. Other than the few reasons I have listed, I think marathon categories should be closed and locked in favor of their TGTS counterparts. Outlawing marathons or changing the TGTS rules should not be done. At some point TG needs to "freeze" their rules, otherwise fair comparisons between old scores and new won't be possible. This is already a problem with old marathon scores, as I'm sure scores set 20+ years ago had very little rules (if any) applied to them. Robert Mruczek (RMRUCZEK) wrote: Keep in mind...no one generally objects to "Asteroids" (arcade). For years I have argued repeatedly that most TG scores are, in effect, a game called "Command Ship", in which the goal is to see how many command ships you can destroy, while avoiding the pesky rocks that get in your way. I have long since felt that this was leeching, but the powers that be feel otherwise. Same for some golden era gamers. Robert As you said, if it were outlawed, it might be difficult to define when a player crosses over that line. One player might take longer to clear a screen (on average) than another, and thus more saucers would appear for that player. If I was going to create a TGTS setting for Asteroids (and I'm surprised there isn't one already), I'd still allow leeching, but impose the standard 5-ship limit. _________________ Digital Press - home of the classic gaming Easter eggs! -------------------------------------------------------------------------------- Gregory S. Erway awesome TG Technical Advisor Location: Rochester, NY Posted: Mon Dec 05, 2005 6:44 pm Post subject: -------------------------------------------------------------------------------- First, I think you should check out the situation at Funspot before you say that. Gary works real hard that whole week (well before we get there) and he's there almost the whole time they are open. He spends a bunch of money for the help. There is a lot of cost to keep the power on (especially for one guy). He needs and wants his sleep. While he is committed to "getting the scores" there are limits and you just can't make assumptions in that area. I didn't get the firm word that they would stay open for me until I was 9 hours into my 16 hour marathon and I was able to give them some fairly accurate estimates as to when I would be done. Funspot does sell "extra hours" packages for birthday parties. You can look on their website for details and exact pricing. Last I knew it was in the thousands of dollars for an hour or two (or course it included TONS of tokens). They are not going to give away the milk for free. A bunch of us usually stick around after closing (the machines are usually turned off near on time) and BS for a while. We usually are gently pushed out 1/2 hour or sometimes a rare hour after closing at which point we go to a local pizza place to talk some more. Even if you got Funspot to leave a bank of games on for you to continue playing, your taking a chance that yours could get turned off accidentally while other rows are being switched off. The fact is, you really can't count on playing late. And it's presumptuous to think otherwise. When given a wonderful gift of staying late for me to meet the record score, I wasn't about to try to take advantage of the situation. I was there for one purpose and that was to simply show I could play Tapper marathon to the same level as those from the 80's. My intent was only to show that and say, "There. Now let's forget about marathon and play TGTS to see who's the best from now on." Unfortunately, no matter what you do there will always be those that look at the top marathon score and think it's better than a lower TGTS score. Most of the top players know otherwise but the general public won't always be as quick to understand that unless more effort is made publicizing the TGTS scores vs. the marathon scores. And unless the marathon categories are "locked" and only opened for good reasons, there are always going to be those that play "leap frog" back and forth instead of focusing on the categories that matter. While many serious marathoners do have access to a machine (I actually have 2 Tapper machines in my basement) many don't. And even I don't even play mine. I have played exactly two games (that I quit after a million points) since 2000. I play only at Funspot. Each year I play one or two single player games to get warmed up before making a 5 man run. That's it. I don't practice AT ALL. Kelly Tharp beat my Tapper marathon score this weekend and I'm pretty sure I heard he doesn't have access to a Tapper machine. And before you ask, NO I will not play a marathon game at home. I play at tournaments. That is where it belongs in my mind. If I have a game in my collection that they don't have at the arcades I frequent then I will play there sometimes and record it. But a marathon? No Way! That is meant to be done in public. And now with the "drug test" rule it pretty much has to be done there if you want to get a valid sample. I was not suggesting that marathon categories should be thrown away. I said "locked" that means the same as "froze". New scores could be added when the situation was right (charity event, Iron Man, etc.) but in general we should concentrate on TGTS. I've seen a lot of discussion on TGTS 5-man maybe not being right. I can understand those arguments. In the case of Tapper, I think TG got it right. I was in on the discussion that lead to the category. With 5 men, I played for 5 hours and 45 minutes. I rolled the level indicator over 255. I played to a score over 3.1 million. Just my first man lasted 3.5 hours to a score of 1,947,000. I could understand the desire at this point to change the category to "1-man" given how long I've played one man out. And I'm not against that. But you just can't keep creating new categories and flooding the scoreboard. I think 5-man was probably the right decision at the time and I think we should probably stick with it. Yes really long games could still happen. If you multiplied my first man out times 5 you'll see that I was on pace to not only eclipse my own marathon score but also the one recently set by Kelly (assuming I could have duplicated the same feat for all 5 men...very unlikely however). I do think that asking the "top scores" input might be a good move in the future. Also I said "you might be tempted to compare time vs. score" but that doesn't mean I believe in that. I was only saying many people do feel that is important. Take my 9.1 million score in 16 hours vs. Kelly's 9.4 score in 18 - 18.5 hours. Does that mean that while he played to a higher score I'm still the better player cause I scored more per hour? No! _________________ Gregory S. Erway Arcade: #1 Tapper TGTS 3,162,125 05Jun05 #2 Tapper TGMS 9,100,175 31May03 #1 Rootbeer Tapper TGMS 1,959,200 28Jul86 #1 Wild Western 826,900 07Jun04 #2 Pepper II 505,980 13Jun04 #3 M.A.C.H. 3 - Bomber 353,200 22Mar86 -------------------------------------------------------------------------------- Old Twin Galaxies Posts from (2004) regarding Frenzy the Coin-Operated video game. (Robert Mruczek) RMRUCZEK Link TG Board of Directors Location: Brooklyn, NY Posted: Wed Feb 18, 2004 9:12 am Post subject: Crazy Balloon & Frenzy - Modest Improvements !! -------------------------------------------------------------------------------- Crazy Balloon & Frenzy - Modest Improvements !! Hello all: Sometimes gaming at 5:00am is well worth it. I managed a modest increase to 89,760 on "Crazy Balloon" and upped my "Frenzy" marginally to approx 23K. The 89K should have been higher, but I stupidly lost lives, and I mean STUPIDLY, in stages 17 and 18. Talk about embarrassing !! That's what I get for trying to earn an extra 500 points. Ah, well. As for "Frenzy", not sure how much higher I can go, but starting to get back into my old skillset. Hopefully I'll pass the 30K mark, but I'll even take 25K !! Robert _________________ Robert T Mruczek Twin Galaxies -------------------------------------------------------------------------------- Frenzy Ref going to San Diego and Frenzy tip Link Robotcity Location: So. Calif. Posted: Mon Feb 09, 2004 3:43 pm Post subject: Frenzy Ref going to San Diego and Frenzy tip -------------------------------------------------------------------------------- Hi everybody, I am going to San Diego for a few days be back Thur or Fri. Getting about 1 inp every day or so, shouldn't be much of a backlog. Ok here's my tip on Frenzy. Later I will make a complete walk through on this game. The most inportant thing to do is leave the maze at the right exits. The best ones are 1 Exit right at the lower right part of maze. 2 Exit up at the upper right part of maze. 3 Exit up at the upper left part of maze. Example: If you exit right at the lower right part of maze you will end up at the lower left part of maze. Then you have robots at the top and right to shoot. If you exit at the middle of maze you will have robots on all three sides top right and bottom. The worst part to exit is going down then starting at the top of maze. Theirs robots everywhere. To better scores Phil Younger. -------------------------------------------------------------------------------- permafrostrick Keeper of the Rules Location: Baltimore, MD Posted: Mon Feb 09, 2004 9:31 pm -------------------------------------------------------------------------------- yep Phil...that follows what I have always tried to do when playing the game. ...try exiting from the side as well instead of top/bottom as mentioned. ...although I found exiting the top isn't nearly as bad as exiting on the bottom. When you exit on the top you start at the bottom where you have a shot angle advantage at the start over the enemies cuz you start lower. If you exit the bottom, so start the next at the top...it can be very difficult as you will be slightly higher than enemies potentially left/right of you so they will get off a shot you might not be able to dodge. In that case your only chances are to get lucky and get it to go through your neck or shot at it yourself to neutralize the shot. The best exit was mentioned is the bottom-right corner but on the right edge... shooting it out when necessary to exit there. I always try and exit there unless there is the wall there. ==================================================================================== Twin Galaxies in the News Link Greg Sakundiak to Compete at Houston, TX Competition A Tribal Gathering of the Greatest Video Game Superstars of the 1980s", to be held in Humble, TX, the weekend of December 2-4, 2005 12/3/2005 Competitive video gamer spurns high-tech for classics The Star Phoenix, Saskatoon, SK, Canada Competitive video gamer spurns high-tech for classics Saskatoon man seeks world title at U.S. video game event Though some of this article is reproduced below, go to the Star Phoenix to read the entire story by Daniel Jungwirth Saskatoon, Saskatechewan, Canada -- December 3, 2005 -- Saskatchewan has a world record holder in its midst who will compete this weekend to gain another title. But Greg Sakundiak, a 37-year-old resident of Asquith, won't be taking part in any traditional sporting event. He'll be battling in classic video arcade games at the Legends of the Golden Age convention near Houston, Texas. "I've always played video games since I was a kid," Sakundiak said in a phone interview from Texas. "I never ever stopped playing video games." As a 12-year-old, Sakundiak would continually play classics such as Pac-Man and Space Invaders with a friend. As their talent grew, curiosity spurred the friends to search for a means to compare their high scores to others. They found Twin Galaxies, an arcade chain that developed a scoreboard in 1982 to track world records. Walter Day, founder of the arcade chain, said Twin Galaxies has hosted events around the world, including Italy, Japan, England and Sweden. "We have done hundreds of events like this where we eyeballed, monitored and calibrated high scores from hundreds of people from hundreds of places," he said. Day said he has documented records from 17,000 games played in more than 45 countries. Record performances needed to be witnessed by a referee or submitted via videotape. Sakundiak is one of four referees in Canada. Sakundiak holds three world records in the classic games Dragon's Lair, Tag Team Wrestling and Twin Cobra, although he held as many as 10 before retiring in 1987. But he couldn't stay away from gaming, returning last year after a stint as an electrician and competitive arm wrestler, where he became a three-time Canadian champion. "My goal down here is to get at least one world record. I'm coming down to get the world record in Space Ace." And the key to his success is not so different from the development of other skills -- practice. "As long as you work hard at it and dedicate time and energy to it, you'll succeed at it," Sakundiak said. "One of the best ways to learn is to watch someone who is actually better than you play." Despite collecting gaming systems, Sakundiak doesn't play modern video games. He's wary of the content. "(Classic arcade games) took skill and took talent to play," he said. "It's not like the video games that are out now where you're killing people and shooting people." Day echoed this sentiment. "The games are very profound back in that early era because they don't have the incredible graphics that are available to mask," Day said. "Graphics of the modern era seem to be the highlighted feature more than the hard nuts and bolts of the strategic game play." As an adult, people remain skeptical of Sakundiak's interest in video games and ask him if he has a job. And he does. Sakundiak is a game operator and vender, placing video games, pool tables and juke boxes in bars and other facilities. "Life takes you down different roads," he said. "I'm around video games all day long, so I get paid to play video games." djungwirth@sp.canwest.com © The StarPhoenix (Saskatoon) 2005 Note: Greg Sakundiak has held many arcade titles during the last 20 years and was a member of the U.S. National Video Game Team in the early 1980s. He retired from gaming to pursue a career in professional arm wrestling and in 2003-4 was ranked 4th in the world in arm wrestling. ==================================================================================== Can world-renowned Gaston gamer reclaim arcade accolades? August 29, 2010 8:28 AM by Corey Friedman Joel West hadn’t jostled a joystick for 15 years. But to recapture a world record, the pinball wizard and arcade ace is roaring out of retirement. Once ranked among the nation’s top video gamers, the Gaston County resident hopes to spend four straight days shooting virtual villains to claim high-score and longevity crowns. He’ll be playing Frenzy, an arcade game introduced in 1982 — and one for which West previously held the highest-ever score. (October 31, 1982) “It’s like riding a bicycle,” he said. “Once you’ve done it for a while and you have the ability, you can go back and do it. It’s a confidence thing.” The current longevity record for Frenzy is 85 hours of continuous play. West plans to surpass that mark in a 101-hour sleep-starved marathon. His first grab for gaming gold came Aug. 6 at the opening of the Video Game Hall of Fame in Ottumwa, Iowa. After four and a half hours of jabbing buttons and blasting blue robots, the arcade console froze, putting a premature end to his world-record attempt. “The gaming community there rallied around me immediately,” West said. “Even the guy who’s the current world record-holder was trying to help me out.” West said he’ll announce a date for his next attempt in September. The video game grandmaster stopped playing in 1991, but has decided to make at least a temporary return to the competitive circuit. “The reasons I’m getting back into it now are for my grandson to see what I’m doing, to raise money for charity, to recapture a couple records and to prove that old guys can still play video games,” he said. Surprising success West grew up in Cleveland County and graduated from Shelby’s Crest High School. Several years later, he moved to Gastonia and currently lives outside the city in rural Gaston County. He stumbled into his pastime at the advent of its popularity in 1981. West walked into an arcade seeking change for $1 and soon decided to try his hand on the blinking, beeping machines. “I saw two men playing Berzerk, and it interested me, so I stuck around,” he said. “I accidentally found out that I could play video games. I excelled exponentially.” About two months after he started playing, West saw a poster urging hotshot gamers to submit verified high scores to Twin Galaxies International Scoreboard, the official worldwide scorekeeper that supplies high scores to the “Guinness Book of World Records.” To his surprise, he learned that he held scoring records on three arcade games. The thrill of being internationally competitive was enough to keep West glued to the games for years to come. “When I was in high school, I was a runner, and I always wanted to go to the Olympics, but I didn’t have the training,” he said. “Maybe I didn’t have the ability. When I went into video gaming, I just did it as a hobby and when I sent my scores in and found out I was already a champion, competitiveness and pride took over.” West held more than 40 video game world records, including the highest verified scores for Berzerk, Battlezone, Frenzy, Rally-X, Pole Position and Pole Position 2. He’s been overtaken during his decade and a half of dormancy, but still ranks in the top five for many classic games. The one record he still holds is for the high score in Rocky pinball — the game inspired by Sylvester Stallone’s iconic underdog boxer Rocky Balboa. “That movie has inspired me to keep on and go on,” said West, who noted that he’s an avid fan of the six-film series. Reunion and return West said he retired from gaming after the paperwork for his record-shattering score on Pole Position 2 was lost in the mail and went unrecorded. He worked for a Catawba County firm that closed its doors in 2008, leaving him jobless. West is currently studying business administration, paralegal technology and accounting at Gaston College. In 2005, a group of filmmakers tracked West down and interviewed him for “Chasing Ghosts: Beyond the Arcade.” The documentary featured West and many of his contemporaries from the golden age of gaming, including Twin Galaxies founder Walter Day. The group staged a reunion of 16 top gamers profiled in a 1981 Life magazine photograph. Both the original snapshot and the one that followed 24 years later showed the men posing behind arcade game consoles lined up along the main drag of Ottumwa, Iowa, the home of Twin Galaxies that bills itself the video game capital of the world. After “Chasing Ghosts” premiered at the 2007 Sundance Film Festival, West started corresponding with his arcade pals and his interest in video games returned. He sticks to the classics and eschews modern epics that glamorize gore. “I don’t like the games of today that harbor violence,” said West. “All they are are interactive movies, and while they may not influence everyone to do violence, if it has that effect on one person, then it does a disservice to society.” West is working with Twin Galaxies to find a charity that will benefit from his world record attempt. He also wants to help promote Ottumwa, Iowa, which is working to build a brick-and-mortar home for the International Video Game Hall of Fame. “There’s no profit from it for me,” he said. “It’s just fun, it’s enjoyable. I don’t make any money off this, but I would very much like to help charities raise money.” West is already fasting intermittently and going long stretches without sleep to raise the stamina for his 101-hour Frenzy marathon. He’s scheduled to be inducted into the Hall of Fame next year, but he’s quick to correct anyone who suggests he might be the best gamer out there. “There is no world’s greatest gamer, no matter what anybody says,” he explains. “There are too many different specialties.” You can reach Corey Friedman at 704-669-3331. Joel West Video Interview in Ottumwa Iowa link I am attempting to set the Frenzy world record. It is a title I had in 1982,” West said. “I am also trying to set the longevity record, the longest continuous play on one credit on a video game. The record right now depends on who you ask. The console version is 85 hours and the arcade game is 57 hours. What I would like to do is completely beat both of those so I can have the longest game of any play at all.” Joel West link Site originally reported with Gaston Gazette of North Carolina link www.gastongazette.com Joel West attempting Frenzy Marathon Over at 4 1/2 hours total at Bridge View Center IVGHOF - International Video Game Hall of Fame, Big Bang Aug. 2010 Joel West, Paul Dean and Phil Younger (Berzerk and Frenzy Champions) - Big Bang Aug. 2010 life Magazine Re-entactment Gathering at Main Street, Ottumwa, Iowa ==================================================================================== August 7, 2010 Wall Street Journal dot com City Resorts to Pac-Man for a Reboot by Danny Yadron In a Bid to Attract Visitors, Economically Troubled Ottumwa, Iowa, Has Restyled Itself Video-Game Capital of the World .Article Slideshow Comments more in Tech By DANNY YADRON OTTUMWA, Iowa—In hard times, cities often look for an edge to generate buzz and draw new businesses. Ottumwa—a fading manufacturing town far from the high-tech glitz of Silicon Valley—wants to be the Cooperstown of video games. After declaring itself home to the International Video Game Hall of Fame last year, Ottumwa this weekend is inducting its first class of honorees during a four-day festival at the local convention center. Big Bang 2010 features legendary Donkey Kong players, a Pac-Man birthday party and bands with names like ComputeHER. A proper museum, akin to baseball's site in upstate New York, will follow in the next five years, organizers said. Hall of Fame in the Heartland View Slideshow Stephen Mally for The Wall Street Journal Todd Rogers of Brooksville, Fla., the first paid, professional viodegame player, played Pac-Man at the International Video Game Hall of Fame's Big Bang 2010 Convention in Ottumwa, Iowa. ..But the city of 25,000 has had its hopes dashed before, and isn't sure where the money will come from for its planned multimillion-dollar complex. "We want to be the most complete archive of video-game history," said Dan Canny, vice-president of the Hall of Fame's board. "Maybe we had no business stepping up and doing this, but we're doing it." Mr. Canny, 36 years old, said the Hall could lift his hometown out of a 30-year funk and help it tap into the $58 billion global gaming industry. Unemployment here was 9.2% in June, compared with 6.6% in the rest of Iowa. The two largest employers are a meat-processing plant and a John Deere factory. Organizers have raised about $75,000 for the project but spent much of it on this weekend's festivities. They've collected only a handful of vintage arcade consoles even though they plan to acquire every game title and gaming system ever made. Ottumwa can't claim to be the birthplace of Atari (San Jose, Calif.), the Xbox (Redmond, Wash.) or Nintendo Co. (Kyoto, Japan), but it is was here that a local invented the idea of keeping track of video-game scores in 1982. Walter Day's Twin Galaxies arcade was just a storefront on Main Street that housed 22 games. When Mr. Day called manufacturers to verify what he thought might be a record score for Defender, a 2-D simulation of an alien attack, they said they didn't keep track. So Mr. Day left his phone number and asked that they refer future callers to him. Within a year, Twin Galaxies was keeping the gaming world's official scoreboard on a piece of plexiglass. "No one said you can't be the score keeper," said Mr. Day, who donned a referee's jersey Thursday as he walked among gamers at the convention. "Everyone believed it and went along with it." The arcade soon closed, and Twin Galaxies is now a full-time record-keeping company. Mr. Day, since retired, maintains symbolic arbitration powers in these circles. The team of judges at his old company watch hours of video gamers a week, via video or in person, to verify their record scores. Ottumwa on Saturday will honor 29 gamers, developers and the Pac-Man game. Most are from the arcade era—the "Golden Age," as one inductee called it. More recent icons, such as Grand Theft Auto or PlayStation, could follow, but only after the Hall takes care of the classics, said Todd Rogers, considered to be the world's first professional gamer, at the festival. As fans trickled in Thursday, the under-30 set mostly flocked to titles such as Guitar Hero or Electronic Arts Inc.'s FIFA soccer series. The main hall was filled with televisions, old in-home gaming systems and a few hundred attendees. Organizers expected crowds to swell into the thousands later in the weekend. .Jonathan Lippman, 25, drove from St. Louis with a friend and a hot-rodded computer for a round-the-clock LAN party, in which gamers play each other over a network. He said he planned to sleep sparingly this weekend in a tent in a nearby park. Organizers were giving out cans of Monster Energy Drink. "The old arcade stuff? I don't know," Mr. Lippman said. "We've graduated from that." Ottumwa's dreams of attracting visitors have fallen flat before. In the late 1980s, it tried to make hay of its status as the fictional hometown of Cpl. "Radar" O'Reilly from television's M*A*S*H. But no cast members showed for a reunion weekend. Patrons at the Canteen Lunch in the Alley said they're not sure if the Hall of Fame will cure Ottumwa's doldrums, but said it couldn't hurt. "We're getting a kick out of this," said Chris Mefford, 40, an Ottumwa native who had returned for his wife's 20th high-school reunion. "It was just a regular arcade." On Friday, the city temporarily renamed Central Park "Pac-Man Park" and unveiled a flag proclaiming Ottumwa the "Video Game Capital of the World." Joel West, 48 years old, of Gastonia, N.C., set the mark for highest score in Frenzy ever on Oct. 31, 1982, a record duly recorded in Ottumwa but later broken. He came to Big Bang this weekend to try to reclaim the title, along with the record for the longest time playing a video game. (Mr. West was aiming for 85 hours.) He fasted for 15 days to limit bathroom breaks and, he said, boost his stamina. "I want my grandson to see I did something," he said. At around 6 p.m. Thursday, Mr. West's scratched and dented arcade machine froze, 12 hours into his attempt at glory. Replacement parts were unavailable. He plans to start eating again when the weekend is over. "I want my wife to see me," he said. "I've lost a lot of weight." Write to Danny Yadron at danny.yadron@wsj.com City Resorts to Pac-Man for a Reboot by Danny Yadron - Full story link Joel West Youtube interview with TG Josh Houslander Persistant Productions at IVGHOF link Youtube Video: We Talk Games 19 - Pt 2 of 4 - Ben Gold, Joel West - Frenzy Champ at IVGHOF link 8/05/2010 Paul Dean Youtube interview with TG Josh Houslander Persistant Productions at IVGHOF Josh Houslander chats it up with Spy Hunter and Frenzy world record ... the Big Bang 2010 International Video Game Hall of Fame event in Ottumwa, Iowa link Paul Dean, Riverside man inducted into gamer hall of fame link ==================================================================================== Berzerk Berzerk TG Player Interviews link 8/29/2007 Phil Younger is Goin' Berzerk CA Native Breaks 25 Year Old World Record by Blaine Locklair Phil Younger is Goin' Berzerk CA Native Breaks 25 Year Old World Record San Jose, CA - When a 25-year-old arcade world record falls, the video game world takes notice. Such is the case with the 1980 arcade game Berzerk. On August 12, 2007 Phil Younger of Whittier, CA went to the 2007 California Extreme and decimated the long-standing world record on Berzerk. Phil's 304,570 point score nearly doubled the previous world record of 178,500 set in August of 1982. Phil was even fortunate enough to be able to have Walter Day himself as his witness! Phil is also the M.A.M.E. world record holder on the sequel to Berzerk, Frenzy. Phil, who serves as the Twin Galaxies Contest Calendar Editor for Arcade, Pinball and M.A.M.E. Events stops and reflects on his gaming experiences with Twin Galaxies. TG: Hi Phil, and thanks for taking the time to interview with Twin Galaxies. Tell us a bit about yourself. PY: I work as a part time Gardener and have lived in Whittier most of my life. TG: When did you first start playing arcade games? PY: There was an Arcade in Chula Vista called the Silver Cue. I started playing in the 1980's. They had the slow bullet ver. of Berzerk. Cinematronics, which was nearby, brought three games over to Silver Cue to test them. TG: How did you first become involved with Twin Galaxies? PY: I stopped playing video games in 1987 as the classics were almost gone and all they started making were the kung-fu and driving type games. In 2001, I found out about M.A.M.E., and then later Twin Galaxies and MARP. TG: Tell us about some of the tournaments and competitions you've played in and what the results were. PY: I played in the Silco West tournament and got to the second round. I played in Ron's Got M.A.M.E,? Challenge and got 49,000 points on my first man on Berzerk M.A.M.E. TG: What was it like being at California Extreme 2007? PY: It was a lot of fun being able to see a lot of other players play over 400 arcade games, including a few very rare ones. TG: Who do you think was the best game player of the classic gaming era? PY: I think Billy Mitchell is. He is the first person to do a perfect Pac-Man and has lots of #1's on other games. TG: Tell us about your favorite memories from the Golden Age of Video Game Arcades. PY: I remember playing some rare prototypes at the Silver Cue from Cinematronics including 2 versions of War of the Worlds. At SDSU there was an arcade nearby which also had some prototypes. One of which was a Pacmania with different graphics than today’s game. TG: Do you own any arcade or pinball games? If so, which ones? PY: No, but I do have an Atari ST that is working. TG: What kind of things do you do when you're not playing arcade games? PY: I go to baseball games and listen to 80's music (favorite band is the B-52's). TG: Are there any other games you think you could challenge for a world record on? PY: I think I could try for one on Xybots. TG: What do you see in the future for arcade games and arcade gamers? PY: I see classics arcade games becoming more popular. At the CA over 200 arcade games were sold at auction and there seemed to be more people than last year. TG: Phil, thanks so much for taking the time to interview with Twin Galaxies and for sharing your gaming experiences with us. PY: Thanks! Glad to help out. ===================================================================================== Berzerk on Wikipedia - Phil Younger - New World Champion Berzerk high score competition link The world record high score for the Arcade version of Berzerk (fast bullets setting) is 350,340 by Steve Wagner of the USA.[7] While playing at the "E for All" event in the Los Angeles Convention Center on October 4, 2008, Phil Younger, of Whittier, USA, scored 401,130 points on the slow bullet version of Berzerk, beating the long-standing world record of 178,500 points logged by Ron Bailey of Shelby, USA, on August 30, 1982. With Twin Galaxies founder Walter Day in attendance as the official referee, Younger's gameplay employed the controversial "box pattern," which was described in Chasing Ghosts: Beyond the Arcade, a documentary film screened at the 2007 Sundance Film Festival. The film featured Berzerk rivals, Ron Bailey, Chris Ayra and Joel West who argued the relative merits of using the box pattern. Bailey and West were among a select group of video game superstars who posed for a famous LIFE Magazine group photo at Twin Galaxies in Ottumwa, Iowa on November 7, 1982. This group photograph was the subject of Chasing Ghosts, which followed the lives of these gamers and, in part, focused on Bailey and West as they discussed their plans to win back the Berzerk crown from Chris Ayra. ===================================================================================== Berzerk Youtube: Berzerk - 'The Ballad of Joel West & Ron Bailey.' Edited clips from 'Chasing Ghosts.' Featuring Joel West, Ron Bailey and Stern's classic Arcade Machine BERZERK!! If you like the Arcade Era seek out this film. link =====================================================================================
Thank you for visiting my site! =============================================================================== Paul Dean, Iron Man, 41+ hours, Frenzy, December 4, 2005 "Reunion of the Superstars" =============================================================================== Paul Dean, Spy Hunter Champion, 11 1/2+ hours, Spy Hunter, June 28, 1985 "3rd Annual Masters Tournament" =============================================================================== Paul Dean, Asteroids State Champion, 14+ hours, 1981 Asteroids "Silco West California State Championships" ===============================================================================
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Paul Dean Go to the Berzerk story and review Link Callan Hendricks, Totally Amused, Dec. 2-4, 2005 Humble Texas classic arcade proprietor keeping classic gaming alive. Thank you for enjoying the Texas Video Game Classic competition and Reunion of the Superstars! Golden Age of Video Games December 2-4, 2005
GAME OVER See the accompanied article for the Humble, Texas 2/2/05 competition in the below link: The Legends of the Golden Age Video Competition - 12-2-05
Stern - Manufacturer - List of Coin-Operated Games

1980
Astro InvaderStern/Midway
1980
Berzerk 
1980
Cliff HangerStern/Taito
1980
End, The Stern/Konami
1981
Armored Car 
1981
JunglerStern/Konami
1981
Moonwar 
1981
ScrambleStern/Konami
1981
Strategy X Stern/Konami
1981
Super Cobra Stern/Konami
1981
TurtlesKonami/Stern
1982
AmidarStern/Konami
1982
AnteaterStern/Tago
1982
Bagman 
1982
Bagman 
1982
CalipsoStern/Tago
1982
Dark PlanetStern
1982
DinosaursEastern Microelectronic
1982
Frenzy 
1982
Lost Tomb 
1982
PooyanKonami/Stern
1982
Rescue 
1982
Super StarEastern Microelectronic
1982
Tazz-ManiaStern
1982
TutankhamStern/Konami
1983
Goal to GoalStern/Laser
1983
Great Guns 
1983
HoccerEastern Micro Electronics
1983
Mazer Blazer 
1983
Minefield Stern 
1983
Star Jacker Stern/Sega 
1983
Super Draw Poker 
1984
Atomic CastleStern/Laser
1984
Gold Medal: Bruce JennerStern/Laser
1984
Speed Coin Stern 
1984
Super BagmanStern/Valadon Automation




Thank you!

Paul Dean