Tuesday, March 8, 2016

Metroid II - Return of the Sidescrolling Action/Adventure Exploration Game


Original Game Boy Palette
Metroid II was released during a relative drought of quality first party titles from Nintendo for the Game Boy.  Nintendo had released all the launch games for the system in July of 1989, Alleyway, Super Mario Land, Tennis and Tetris, but after that its releases had dropped substantially while its third party licensees like Konami and Capcom picked up the slack.  While Nintendo released other games like Golf, Solar Striker, Qix, Radar Mission and F-1 Race during 1990 and 1991, it was not until Metroid II was released in November of 1991 that one was really reassured that Nintendo was going to give its handheld system its best.  More classics, like Super Mario Land 2, Wario Land, Legend of Zelda: Link's Awakening and Donkey Kong would follow about once a year thereafter.

Original Game Boy Palette
Metroid II helped cement the fact that certain premium games would have battery backed RAM.  Almost every classic game Nintendo developed for its cartridge systems thereafter would also have the extra battery backed RAM. The extra RAM allows for a more forgiving saving system than passwords.  The original Metroid, whether played on cartridge or disk, did not save your current health and did not save your location except at an elevator (Famicom Disk System Metroid always restarts you at Brinstar.)  There are save points liberally scattered throughout Metroid II's SR388.

Original Game Boy Palette
Graphically, the smaller screen resolution (160x144 vs. 256x240) and limited number of colors available (4 vs. 52), when compared to the NES, required certain compromises.  The graphics artists could scale down Samus compared to her NES sprites, or keep the NES scale and show a smaller screen area.  Nintendo had scaled down the graphics for Super Mario Land, but the result looked rather simplistic and lacked detail.

Original Game Boy Palette
The designers made the right choice in keeping the scale the same.  With a larger scale, they could show more detailed backgrounds and enemies.  This is important in a large game that is limited to a four color monochrome palette.  As a result, while most parts of SR388 look natural, other parts look like they were designed by intelligent beings.  Samus' armor is much more detailed, especially after she acquires the Varia suit.  Also, her left/right facing sprites are not totally mirror images of each other, now her arm cannon is always on her right arm.

Super  Game Boy Default Palette
The enemies too take on a greater variety.  Most look like the planet's indigenous life, but some enemies look and act like constructs or robots gone haywire.  The same enigmatic power statutes appear in both Metroid and Metroid II, but their connection to each other, the Metroids and the Space Pirates is not detailed until later games in the series.

Super  Game Boy Default Palette
The sound and music in Metroid II is often underrated.  The music starts out fairly jaunty and adventurous, not unlike the Brinstar music of the original.  When dealing with the Chozo-inspired structures, the music is rather clinical not unlike the music for the Chozo rooms in the original game.  Metroid encounter music sounds appropriately frantic.

Super  Game Boy Default Palette
After that, the games sharply diverge.  Metroid has a distinct musical theme for each area.  Metroid II does not.  In many areas, you will only hear something akin to ambient noise.  The noise tends to become more ominous as you descend deeper into the planet.  Finally, toward the end of the game, you get new music, but it evokes an undercurrent of dread and foreboding.  The final areas are almost completely devoid of non-Metroid lifeforms.

Super  Game Boy Default Palette
Gameplay wise, the smaller screen gives a more claustrophobic feel to the game compared to the vast, empty spaces of Metroid.  Control has improved in many ways. Samus can now duck and shoot and shoot downwards from the air.  These additions eliminate much of the frustration of the original Metroid.  There are no longer cheap hits when you pass through doorways.  The new items are the space jump, spider ball and jump ball.  All prove very useful.

Game Boy Color Built-in Custom Palette
The space jump allows you to keep jumping after you jump in a somersault.  Controlling the space jump is pretty easy once you get the hang of it. If you wait until you start to dip from the maximum height of your somersault, you will nail the next jump every time.  It is much easier to space jump against a straight wall.  You can also do something like a space jump if you touch an enemy in mid air and press jump.

Game Boy Color Built-in Custom Palette
The spider ball is a bit tricky to maneuver.  If you let go of the directional you are pressing, you may have to press more than one directional to get going in the right direction again.  Although it allows you to climb on any wall, you will get knocked off if you hit an enemy, spikes or are too close to a bomb blast.

Game Boy Color Built-in Custom Palette
There are two new weapons in addition to the ice and wave beam, the spazer and plasma beams.  Each beam cannot be used with another beam, but the beams are easy to find (the wave beam is not easy to find in Metroid).  Each have their strengths and weaknesses, and when you need the ice beam at the end, you can find another one in the final area without having to backtrack.

Game Boy Color Built-in Custom Palette
Enemies are very similar to Metroid, with the exception of the Metroids themselves.  The Metroids act like a string of mini-bosses.  Six forms of the Metroid are present in the game.  The Alpha Metroids have no attack and are easy to kill.  The Gamma Metroids are annoying, have a lightning bolt barrier and always seem to be found in inconvenient places.  Zeta and Omega Metroids are hard to hit, breathe fireballs and take lots of missiles to kill.  You have to remember how to kill the non-mutated Metroids from the first game.  The Queen Metroid takes up most of the screen, attacks with her jaws and fireballs and has a long neck.  Killing her takes a lot of missiles, but there is another way to do it.  Ironically, non-mutated Metroids are more dangerous than Alpha Metroids.  In a nice touch, the game will often warn you if there is a Metroid nearby with a Metroid shell husk.  You also can see Metroids molt into their final forms.

One criticism that can be leveled at the original Metroid is "where are the Space Pirates?"  The Space Pirates, other than their bosses Kraid and Ridley, are not introduced until Super Metroid.  Many of the enemies in Metroid, although they appear natural, are aggressive toward you.  Most of the enemies in Metroid II seem more indifferent to your presence, especially the robotic enemies.  There is no need to explain away the lack of Space Pirates on SR388.  Between the spartan graphics, minimalist music and naturalistic enemy designs and behavior, this game gives a rare sense, for the era, of being totally alone as you explore the caverns and ruins of SR388.

Metroid II allows you to have 5 energy tanks and 250 missiles (compared to the 5 and 255 of Metroid).  You start with 30 missiles and the ball and the long beam, so you are not totally unpowered when you start the game.  While most enemies give energy balls, some only give missiles.  If you know which enemies give missiles, you can replenish your supply more quickly.  Also, there are rechargeable energy and missile spots throughout the planet.  Missiles dropped from enemies in Metroid II give you 5 missiles instead of 2 as in the original Metroid.  This means you will waste less time replenishing your missile supply.

One criticism of Metroid II is that it sacrifices the non-linear gameplay of the original.  The game is controlled by earthquakes that affect the lava present throughout the planet.  Each time you clear a certain number of Metroids, the lava level will change.  The Metroid counter is useful to tell you how many Metroids you need to kill in each area and how far you have progressed in the game.  There are four main areas where you can acquire items, missile and energy tanks.  When you open a new area, all the previous areas remain open to you.  So you are given as much exploration as the original Metroid, just not all at once.  Moreover, even in the original Metroid many areas are sealed off unless you find the appropriate items or defeat the mini-Bosses first.  Even so, you can do everything you need to do in each area without having to backtrack to an earlier area.

The Metroid series is notable for being more popular in the US than in Japan, even though most games in the series were made by Japanese teams.  Metroid II was released two months earlier in the US than in Japan, which was almost unheard of at the time.  The game contains no substantial English text, making it unnecessary to make any changes to localize it.  The ROM is the same for every region the game was released in.  Future Metroid games would always be released first in the US with the exception of Super Metroid.  Super Metroid was released in Japan only a month earlier than the US, which was practically a simultaneous release in those days.  Both cartridges contain the same ROM, and English speakers have the unusual option of choosing to have Japanese text for the menus and subtitles for the opening.

Although Nintendo may have been working on a colorized version of Metroid II for the Game Boy Color, it was never released.  The Game Boy Color has a custom palette built into the unit for Metroid II, and it looks pretty nice.  The blue backgrounds look distinct against the red and yellow of the sprites.  At times, some sprites use green instead of red.  The Game Boy Color supports up to 10 colors for certain Game Boy games, including Metroid II.  Nintendo's choice of default palette for the Super Game Boy is not bad, but is a bit cartoony and needs a bit of tweaking to look best in my opinion.  Some of the alternate palette options given in the Super Game Boy Player's Guide are decent.  Even turning the green to black makes a big difference.  The Super Game Boy only supports 4 colors for non-Super Game Boy enhanced Game Boy games.

Super Metroid picks up where Metroid II left off, and Metroid Fusion has something of a "virtual" return to SR388.  Metroid games were AWOL after Super Metroid's release in 1994.  Eight years would pass before another Metroid game would grace either a home or portable Nintendo console.  The success of Metroid II meant that future quality games in the series would be made for the portable consoles.

Monday, February 8, 2016

Reasons to Keep a VHS Player - Films Not available on DVD/Blu-ray

Prior to the introduction of affordable home video playback devices, there exactly two ways which an average person could view a film.  He could watch it in a theater or see it on television.  Once it was out of theaters or off the air, all he would likely keep were his memories of the film.  Some people had 8 or even 16mm projectors, but film prints (or highlight reels) were not something you found in an average store.

All this began to change in the mid-to-late 70s with the introduction of Betamax and VHS, the first affordable videotape playback devices released to consumers.  VHS prevailed in the format war and by the mid 1980s they were fast becoming ubiquitous in homes.  For well over a decade, VHS was the only way most people saw films outside of the theater.  TV broadcasts could be recorded onto tape and played back again and again.  The high end Laserdisc format failed to catch on, but eventually DVD would arrive to displace VHS rather quickly as the home video market successor.

When VHS became widespread, there was huge pressure to release films and TV shows onto the new format.  In the early days rights issues were often winked at and public domain companies flew under the radar in the days before the Internet.  However, as more people found ways to make money in the home video market, rights holders became more aware of their rights and less willing to sell them for cheap or let bootleggers run riot.  A more punitive statutory copyright scheme and laws extending copyright automatically and restoring copyright to foreign works have helped in some ways to limit the material that can be released on DVDs officially.

Even though most films on VHS were released in a croppped, pan and scan format (for films intended to be shown in widescreen theatrically), sometimes they remain the only official or quasi-official way to watch a film, barring TV viewings.  Here are categories of some films or versions of films which have never seen a DVD release and give support to keep a VHS player.

Toho Godzilla and Science Fiction Films

In the VHS era, when a Godzilla or Japanese sci-fi film was released, it would always use the English dubbed version which would more or less have been shown in theaters, with Pan and Scan being applied to widescreen films.  Some films were later released on VHS or DVD having been restored to conform more to Toho's International or Preferred Version.  Often this entailed eliminating the U.S. theatrical dubbing, which was done generally by professional actors trying to sound Asian, with dubbing done by English speakers in Tokyo or Hong Kong, who were either not professionals or did not try to affect an Asian accent.

Some of these films, like Godzilla vs. the Sea Monster and especially Godzilla vs. Megalon were treated like they were in the public domain, especially the latter.  Now that Toho has restored whatever copyright may have lapsed with these films, you will not see any more releases of these films except through authorized licensees or bootleggers.  Sea Monster has both a US Dub and an International Dub, but Megalon only has an International Dub.  After Godzilla vs. Hedorah, US distributors rarely redubbed Toho films, especially when most post-Return of Godzilla films were only released to the home video market.

Outside a version that preserves original dubbing, there are other little extra bits and pieces that tend to be found on VHS releases, such as company logos, title cards and end credits.  Many US theatrical release versions were edited from the Japanese version, sometimes stock music was substituted for the Japanese soundtrack.

For these films, I will be using the following format.  On line one there is the film's title on the VHS box, followed by the official title in parentheses if different.  The second line will give the distributor and approximate release year.  The third and following lines will identify the unique features of the release.

Godzilla Raids Again
Video Treasures 1989
Uses "Gigantis the Fire Monster" Title Card, matching the dubbing which calls Godzilla "Gigantis" among other things.  DVD releases use a video generated Godzilla Raids Again Title Card, but the original dubbing remains intact.

Half Human
Rhino Home Video 1990
US Version by DCA which added John Carradine and other American actors to the film.  The remaining Japanese footage is narrated over, not dubbed.  The Japanese version is unofficially banned in Japan due to ethnic stereotyping of native characters in the film to which Ainu people took offense.

The Mysterians
Star Classics 1989
RKO Dubbed version.  The Media Blasters DVD contains the Japanese version and uses a 21st century dub.

Varan the Unbelievable (Varan)
VCI Home Video 1990, 1994
US Version by Crown International which added Myron Healey and other American actors to the film and narration over the remaining Japanese footage.  The Media Blasters DVD contains the Japanese version and no English dubbing.

The Human Vapor (The Human Vapour)
Prism Entertainment 1986
US Theatrical Release Version by Brenco Pictures

The Last War
Video Gems 1985
US TV Release Version by Brenco TV

Gorath
Prism Entertainment 1986
US Theatrical Release Version by Brenco Pictures

Attack of the Mushroom People (Matango)
Something Weird Video 1996
US TV Release Version by AIP TV.  The Media Blasters DVD contains the same International Version dubbing as the AIP TV version, AIP did not produce its own dubs for films released directly to TV.

Godzilla vs. the Sea Monster (Ebirah, Horror of the Deep)
Video Treasures 1989, GoodTimes Home Video 1992, 1997, 1998
US TV Release Version by Walter Reade

Son of Godzilla
Video Treasures 1987, Anchor Bay 1997
US TV Release Version by Walter Reade

Yog Monster from Space (Space Amoeba)
Trans-Atlantis Video 1987
US Theatrical Version by AIP

Godzilla vs. the Smog Monster (Godzilla vs. Hedorah)
Orion Pictures 1989, Simitar Entertainment 1990
US Theatrical Version by AIP

Lake of Dracula
Paramount/Gateway 1994
International Version by Toho International

Godzilla on Monster Island (Godzilla vs. Gigan)
Family Tyme Video 1989
US Theatrical Release by Cinema Shares

Godzilla vs. Megalon
GoodTimes Home Video 1985, 1986, Video Treasures 1986, Viking Entertainment 1988, United American Video Corp 1991, Burbank Video 1993, Alpha Video 1993, UAV Entertainment 1994 (has Cinema Shares logo, which is often omitted), GoodTimes Home Video 1996, Anchor Bay 1996, 1997, UAV Entertainment 1998 (almost certainly more)
US Theatrical Release by Cinema Shares.  The Media Blasters DVD and Blu-ray use the original uncensored Japanese version with Japanese title credits, the English title credits can be seen as an extra on those few DVDs which had extras included on them by mistake.

Godzilla vs. the Cosmic Monster (Godzilla vs. Mechagodzilla)
GoodTimes Home Video 1993, UAV Entertainment 1994
US Theatrical Release by Cinema Shares

Last Days of Planet Earth (Prophecies of Nostradamus)
Paramount/Gateway 1994
International Version by Toho International.  The Japanese version is unofficially banned in Japan because some of the portrayals of mutants were deemed offensive to Hiroshima and Nagasaki survivors.

Evil of Dracula
Paramount/Gateway 1994
International Version by Toho International

EPSY
Paramount/Gateway 1994
International Version by Toho International

Godzilla 1985 ( The Return of Godzilla)
New World Video 1985, StarMaker Entertainment 1992, Anchor Bay 1997
US Theatrical Release by New World Pictures, which added Raymond Burr and other American actors to the film.

Of course, you can probably find everything from these cassettes online, but that would not be legal and the picture and audio quality may be pretty poor.  Of course, depending on how many times a VHS tape was watched and the equipment used, it may be nearly unwatchable as well.  If you want a visual representation of the VHS box art for these cassettes, you can find most of them here : http://www.tohokingdom.com/articles/art_boxart.htm

Sandy Frank Gamera Films non-MST3K :

These films were released under the "Just for Kids" Celebrity's Feature Creatures label.  They are not the same as the US Theatrical or original TV versions.  Sandy Frank took the Japanese versions, removed the opening credits and closing titles and inserted generic new titles over an image of water.  For Gamera, Sandy Frank had the film redubbed.  The US Theatrical version, "Gammera the Invincible" introduced American actors including Brian Donlevy, edits the film and uses different dubbing,  but there were apparently Hong Kong International Version dubs in place for the later films.  Gamera vs. Zigra was never released to theaters or TV by AIP unlike the other Gamera films of the 1966-71 period.  The five films are :

Gamera
Gamera vs. Baragon
Gamera vs. Gaos
Gamera vs. Guiron
Gamera vs. Zigra

Sandy Frank released Gamera and Gamera vs. Guiron as double-bill on Laserdisc.  The same thing occurred with Gamera vs. Gaos and Gamera vs. Zigra.  I doubt the enhanced quality of the Laserdisc makes these films any more watchable.    See the LaserDisc Database for details.

Mystery Science Theater 3000 :

MST3K has had a colorful release history over the years.  In the VHS era, Rhino Home Video would release individual episodes.  This was not unreasonable because each episode was feature length, usually between 95-100 minutes.  One of the earliest episodes released on VHS was The Amazing Colossal Man. This was the only episode that neither Rhino nor Shout Factory has released on disc.  Of course, MST3K used to say at the end of every episode "keep circulating the tapes" during its first few seasons, which encouraged viewers to trade off the air tape recordings with their fellow fans.  It is very easy to find MST3K episodes that have been removed from circulation if you know where to look.

Doctor Who :

Omnibus Format (a.k.a. the Movie Versions)

In the 1980s, BBC Video began releasing Doctor Who stories on VHS (and to a much lesser extent on Beta and Laserdisc).  In the United States, these stories were released through CBS/Fox Home Video (earlier known as Playtime).  Most of these stories saw later episodic releases on VHS in the UK but only a few in the US or Australia received unedited re-releases.

The Seeds of Death (never released unedited on tape in the U.K.)
Spearhead from Space
Day of the Daleks
The Time Warrior (never released unedited on tape in the U.K.)
Death to the Daleks
The Ark in Space
Revenge of the Cybermen
Terror of the Zygons (later released in episodic format on VHS as a special edition)
The Brain of Morbius (severely edited, later released in episodic format on VHS as a special edition)
The Deadly Assassin (only released in the U.K. unedited)
The Robots of Death
The Talons of Weng-Chiang (never released unedited on tape in the U.K.)

Many First Doctor VHS releases had the next episode title or the cliffhanger ending removed from the last episode.  In The Daleks, Episode 7 ends just before the explosion that knocks the ship's crew to the floor.  In The Web Planet, the edit required computer generated titles to be used instead of the scrolling titles of the original even though that episode did not have a cliffhanger ending.

While all the Third Doctor episodes were broadcast with the usual Derbyshire-theme in the U.K., some had the theme replaced by a version composed on a Delaware synthesizer.  Some of these episodes were broadcast in Australia with this arrangement.  This theme can be heard on certain VHS releases like Carnival of Monsters and Frontier in Space.  On the DVDs you may be able to find it as an extra, but it will not be attached to the credits.

Also, some of the Third Doctor stories were presented in B&W on VHS because colorization techniques had not sufficiently advanced to allow for color.  Color fades in and out for Episodes 2-7 of The Ambassadors of Death and there is only a five minute segment of color in The Mind of Evil presented as an extra on the tape.

In terms of extras found on VHS which were not ported over to DVD, the only one of any prominence is the "Making of Doctor Who" documentary attached to the release of Silver Nemesis.  In the U.K., the release of Shada was originally accompanied by a fascimile of its script, but this was not ported over to the U.S.  Similarly, the VHS release of The Crusade/The Space Museum came with postcards and a TARDIS keychain in the U.K. (the U.S. did not get the keychain).  The Space Museum was released separately, but The Crusade was not.

The final category are the tapes in the Doctor Who VHS range which were never released on DVD.  "Years" tapes, which for Hartnell, Troughton, Daleks and Cybermen, were not released on DVD.  The episodes contained on them were released on DVD, but not the linking material from the actors.  Nor were either Baker Years tapes released.  The Curse of the Fatal Death was not released on DVD, but it is available online officially.
  

Tuesday, February 2, 2016

The NES Garage Cart - The Father of NES Homebrew Cartridges



In June of 2005, Memblers (Joey Parsell), the webmaster of NesDev.com, offered for sale a cartridge he called the NES Garage Cart.  The NES Garage Cart is significant because it is the first known homebrew NES cartridge ever published.  Approximately 24 were hand-made and individually numbered.  The last Nintendo Entertainment System cartridge that had been officially released was the unlicensed game Sunday Funday in 1995.  In 1998 there was a cache of 1,500 Cheetamen II cartridges found and sold, but no new cartridges thereafter was made available for sale in any kind of quantity, however modest, until Memblers came along.


The NES Garage Cart is a multi-cart containing three games.  The first two, Munchie Attack and Hot Seat Harry, are games from Memblers himself.  The third game is Solar Wars from Chris Covell.  Solar Wars probably has the distinction of being the first homebrew game ever released for the NES.  None of these games were officially released in standalone cartridge form.  The games individually are free to distribute and can be found here : http://www.nesworld.com/index.php in the "Homebrew" section.  They all play well in a NES PowerPak or EverDrive N8.

There are NTSC and PAL versions of the Garage Cart, more of the former exist.  He printed up some rough labels and hand numbered the carts and sold them to NesDev forum members like me who were willing to pay.  No box and no manual were included, it would be years before you could expect such amenities with homebrew cartridges.


Hot Seat Harry is a simple button mashing game that only takes up 1KB of ROM space.  You have to get the dot in the center to touch the CPU player before he gets the got to your player.














Munchie Attack is a simple eat food, avoid non-food game that only uses the D-Pad and takes up 4KB of ROM space.

Both games were made for mini-game competitions held in 2002 and 2003, respectively.  They would easily fit inside the smallest 16KB/8KB NES NROM board, but will require replacing CHR-ROM with CHR-RAM.  Munchie Attack uses horizontal mirroring, Hot Seat Harry uses vertical mirroring.














Solar Wars is a tank aiming game in the vein of Scorched Earth where you set the velocity and angle of your tank's shots.  You have to deal with terrain, gravity (each planet has different gravity) and the position of the other tank, which can be moved on a player's turn.  Solar Wars was originally developed in 1999, but was burnt to EPROMs and tested with a real NES.  Many NES  projects in the early days used inaccurate emulators like Nesticle and would fail on real hardware and later emulators which were more accurate.  Solar Wars is much larger than Munchie Attack and Hot Seat Harry combined.  It uses a 32KB PRG-ROM and a 32KB CHR-ROM and requires a CNROM bankswitching board set to vertical mirroring.














All these games were made long before custom development boards were available.  Homebrew games were tested and made in the early days by cannibalizing cheaper NES boards and cartridge shells.  While they still are to some extent, there are now development boards available in sufficient quantities and from a few vendors (Memblers being one of them).  While they may not rival Nintendo's MMC5 or Konami's VRC VII, they can do a lot more than just simple PRG/CHR bankswitching these days.  They even use replacement CIC lockout chips.

NES Garage Cart Rear - Look Familiar?
While Chris Covell put up instructions on his site for Solar Wars to make your own cartridge copy, he never sold it in cartridge format himself.  Memblers decided to release a series of homebrew cartridges with the label of "Garage Cart".  He has not yet released a successor to the original Garage Cart, but he is still working on it.  For the Garage Cart, he used the most common NES game in existence for his board, Super Mario Bros./Duck Hunt.  This game often comes with the Mask ROMs contained within bonded epoxy blobs, but some cartridges use a board with DIP-style packaged Mask ROMs.  The board with real chips is the NES-MHROM board, which supports PRG and CHR bankswitching.  Mirroring is hardwired to vertical mirroring on this PCB, which was only used for SMB/DH.

Garage Cart PCB Front
SMB/DK uses 64KB of PRG-ROM and 16KB of CHR-ROM.  The board itself can accept up to a 32KB CHR-ROM without modification.  The Garage Cart uses a 64KB One Time Programmable EPROM (no quartz UV erasure window) for the PRG-ROM.  However, what makes the cartridge unique, functionally, is that it does not use CHR-ROM, in its place it has 32KB of CHR-RAM (a.k.a. V-RAM).  Only a few cartridges use bankswitched CHR-RAM, such as Videomation.

In order to implement the RAM, a wire has to connect the RAM chip's write enable pin to the CHR-RAM enable pin on the cartridge connector.  It is a very simple modification and no other rewiring is required because the pinouts for the ROM chips Nintendo used and the S-RAM and EPROM chips Memblers used are identical save for the one exception noted above  The game could be dumped with a CopyNES using Mapper 66 parameters and does run in an emulator properly supporting the iNES 2.0 standard.  The ROM is not publicly available but it can be emulated if your emulator or your flash cart supports the proper iNES 2.0 parameters.

Garage Cart PCB Back

When I received my cart, I only had my Famicom A/V and a 72-to-60 pin converter.  It worked just fine except that the title screen in Solar Wars would show some jumpiness.  I sent it back to Memblers who opined that it could have been due to Solar Wars using color palette entry $0D, the "blacker than black" entry.  $0D is so close to a TV's blanking signal that some TVs may show visual anomalies or glitches if it is used.  I have a CRT that will show anomalies when that color finds its way into games.  Memblers patched my copy to use the regular $0F instead of $0D for black, but the problem still persisted when I received the cartridge back.  I solved the problem by using a Game Genie and then later a front-loading NES (it does occur seldomly on the latter).  According to Memblers, no one else complained of the issue, so I would have been the only person to receive a hardware revision of the NTSC version.

When you turn the power on your NES with the cartridge inserted, you are treated to a menu selection screen and given a choice for each game.  Specially-composed music plays in the background and there is animation and a pattern being drawn on the screen until you select the game.  The menu has three pieces of music, the game starts with the piece that will play if you reset the console after selecting Solar Wars.  The other two games will allow you to hear another piece of music if you reset after playing each one.














I bought Garage Cart #5 for approximately $42.00 plus shipping in 2004.  However, other than the menu, there was nothing unique about the software.  The games were all freely available and playable.  I noticed that the Garage Cart had steadily climbed in value over the years.  When the value had increased from $100-200 to $700-800, I knew the day would come when I would have to part with mine.

I decided on using NintendoAge instead of eBay to auction off my cartridge.  I did not want to pay eBay's final value fee on top of the PayPal transaction fee.  Moreover, I believed that any collector who would be interested in the Garage Cart would be on the NintendoAge forum.   I let the auction go for seven days.  I would not use any of that cheap nonsense about extending the auction by 2 minutes past the end time each time another bid came in.  QuiBids this is not!  The final bid came in at $1,870.00 on at 9:22PM on January 29, 2016, eight minutes before the auction end.  The winner paid the next day and made no complaint about the shipping or insurance cost.  I made sure to offer the buyer the opportunity to purchase insurance, the risk of loss would squarely be on the buyer if he did not.  I even offered to deliver the cartridge to the buyer personally, since we both lived in the same state, but he demurred.

As part of my auction I made high resolution, 600dpi scans of the cartridge label, as shown above.  I also made a video showing the cartridge's condition and it working in my front loader NES.  When you have to point a camera at a CRT TV screen, I suggest decreasing the brightness and contrast quite a bit.  I also found that I obtained a better picture by eliminating all ambient light sources in the room, hence I shot it at night.  I shot it using the camera's "60fps" capabilities, but the resulting frame rate of the video is 59.49227fps while the NES's frame rate is 60.098815fps.  So there will be some retrace bar shown as a black line going up the screen, which can be seen when I am playing Solar Wars.  However, it won't be nearly as bad as those thick, slow moving bars you get at the standard "30fps".  Here is a video showing the Garage Cart's menu :



Having parted with this unique piece of history, I am glad that a collector will be able to enjoy it.  Even though the game would be easy enough to recreate, there will never be a replacement for those 24 cartridges sold during the summer of 2005.  Today NES Homebrew is quite the business with many new cartridge games being released each year, but here is where it started and I had the privilege of being there for its birth.

Saturday, January 23, 2016

Copyright Conumdrums - How Long will the original Godzilla be Protected by Copyright?

The film Godzilla (Gojira) was first released to theaters in Japan on November 3, 1954.  An authorized Americanized version with dubbed dialogue, reediting and the addition of Western actors, entitled Godzilla, King of the Monsters!, premiered in United States theaters on April 26, 1956.  In this article, I will illustrate how to determine the copyright protection term for a foreign film and some of the difficulties that can arise with determining the length of the copyright term.

Copyright Protection for Godzilla, King of the Monsters!

You may recall from my Manos article that works published or registered after 1964 have an effective copyright date of 95 years from the date of publication or registration.  This is primarily due to the automatic renewal provision of the copyright law. Works published from 1923-1963 require manual renewal registration to enjoy the same period of protection.  In other words, the author or copyright holder must renew the copyright with the Copyright Office within 28 years of their first registration in order to receive the benefit of the renewal term of 67 years.

Godzilla, King of the Monsters registered its copyright protection on April 27, 1956 according to the Catalog of Copyright Entries, Volume 10, 1956 at page 13.  It was copyrighted by Jewell Enterprises, Inc. and is given the number LP6465 (LP = Published motion picture photoplays). The current Public Catalog from the Copyright Office gives a renewal notice for Godzilla, King of the Monsters, RE0000254883, dated December 31, 1984. While this is not within 28 calendar years of the original registration,  the original protection term extends to the end of the 28th year from the initial year in which the protection first accrued.  The renewal for Godzilla, King of the Monsters had to have occurred some time in 1984, which it did.  Therefore, the copyright in Godzilla, King of the Monsters will expire in 2051 absent any further change to the copyright term by Congress. 

When you search for copyright registrations, post 1978 works are freely searchable through the Copyright Office's online search function.  However, for works before 1978, you will have to search through the volumes of the Catalog of Copyright Entries.  Each year usually has 12-14 volumes covering all kinds of works.  Each volume can be accessed through the Internet Archive or downloaded as a PDF.  The listings for motion picture works may be split into two volumes, one covering the first half of the year and the second covering the second half of the year. 

Copyright Protection for Godzilla in the United States

The copyright status of Godzilla, King of the Monsters! is the easy part.  The protection afforded to the original Godzilla is not so easy to trace.  First, Godzilla cannot owe its protection to Godzilla, King of the Monsters because the Japanese film is not a derivative work of the American film.  The reverse is true.  Second, the subtitled versions of Godzilla released in 2004 (Rialto) and 2012 (Criterion) are derivative works of the Japanese-language original film and have their own lengthy terms (95 years) of copyright protection attached to them. 

Interestingly, Godzilla is described as renewed in Registration Number RE0000145774 as of December 14, 1982.  The original registration number given is PA0000157725 with a date of November 3, 1954, which is the film's original release date in Japan.  However, if you look at PA0000157725, it also has a date of December 14, 1982 and notes that an English subtitled version was deposited in lieu of the original by special permission.  As I mentioned above, a subtitled version of Godzilla was hitting the art house circuit during this time.  You will see a similar entry for Seven Samurai, originally released in 1954 and renewed in 1982. Godzilla Raids Again has a similar history, with renewal in 1983 (RE0000179539RE0000188890) relating back to an original publication date of 1955 (PA0000172648).  The Gigantis the Fire Monster version also has a true 1960 registration, LP16500, and a 1987 renewal, RE0000350420.

The PA prefix stands for performing arts and is a collection of many different types of works which previously had their own prefix like LP and DU.  The PA prefix did not exist in 1954 or any year near it. Godzilla was not registered in the Copyright office, nor were other Japanese films from Toho studios during this time.  Typically Japanese films were registered when they were in the hands of a U.S. distributor and were either dubbed or subtitled.

So, how did Toho and other foreign film companies protect its films from being pirated abroad from the 1950s onward?  They relied upon international treaties similar to the Berne Convention.  The U.S. did not become a signatory to Berne until 1988, prior to that other treaties encompassed copyright protection between the two companies.  The US and Japan have had copyright relations since 1909 and there is an unbroken copyright protection continuity (with exceptions not material here) between the two countries despite World War II.  Essentially, a work that followed certain basic copyright formalities in its own country received reciprocal protection from the United States.  The most important requirement was a copyright notice on the work when it was first published.  Registration could occur during any time during the initial period of protection.  The film was renewed in 1982 and that seems to have secured its long-term protection in the U.S.  As a work for hire, it will enter the public domain in 2049.

Copyright Protection for Godzilla in Japan

How long is the copyright term for Godzilla in Japan?  The answer is not quite as simple as you might expect.  Japan currently has three periods of protection.  First is life of the author(s) plus 70 years, second is 70 years of publication  of works from a corporation or legal person and third is 70 years from date of publication of cinematographic works created or published on or after 1970.  

You may say that Godzilla was published by Toho Co. Ltd., a corporation, so Godzilla will be in the public domain in its native Japan as of 2025.  But not so fast there, thanks to the Kurosawa Rule the term is 38 years from the "author's" death.  The Kurosawa Rule comes from a 2007 Tokyo District Court case, upheld by the Intellectual Property High Court.  The lawsuit was initiated by Toho and Kadokawa Pictures Inc. (successor to Daiei Film Co. Ltd.) against a public-domain DVD seller who was selling the films of Akira Kurosawa released between 1943-1951.  The case is described here : http://akirakurosawa.info/2008/08/01/intellectual-property-high-court-rules-kurosawa-still-under-copyright/
http://variety.com/2007/digital/features/tokyo-court-clarifies-copyright-law-1117972062/

The court declined to apply the current copyright scheme retroactively, which would have put the Kurosawa films at issue (and a few more by the time the case was decided) in the public domain.  Instead, it held that, as to movies published before 1971 when the current copyright scheme was more-or-less put into place, the copyright term which applied was the law at that time, life of the author plus 38 years.  In this case, the Court determined that Akira Kurosawa was the primary creator of these films and therefore the author of these films for purposes of the copyright law.  That he made these films as work for hire, passing his copyright to the film companies who engaged him, was not relevant. Akira Kurosawa died in 1998, so his pre-1971 films would not enter the public domain in Japan until 2036.  Fortunately the Court did not hold that the author was Toho or Daiei, otherwise the works may never enter the public domain because a corporate author can live a very long time.  I would note that an earlier Tokyo District Court ruling held that Paramount's pre 1953-films to be in the public domain in Japan, but the authorship issue did not appear to be raised in that case : http://www.contactmusic.com/paramount-pictures/news/japanese-court-rules-pre-1953-movies-in-public-domain_1002318

So, for Godzilla and every other Godzilla film until Godzilla vs. Hedorah (1971), who is the author?  Godzilla films were usually more collaborative works than Kurosawa's films.  The collaborative team for Godzilla included several people, principally Director and Ishiro Honda, Producer Tomoyuki Tanaka (who came up with the original idea), Special Effects Director Eiji Tsuburaya and Music Composer Akira Ifukube.  Most of these men would comprise the team for the later entries in the Godzilla franchise until 1975.  If the Kurosawa Rule is strictly confined to the director, then it would be Honda's death in 1993 that would start the clock on the 38 years for Godzilla and its first eight sequels.  If on the other hand, Japanese law on co-authorship is more like that of the United Kingdom's when it comes to film (last to die of Principal Director, Screenwriter, Dialogue Writer or Film Composer), then it would be measured from Ifukube's death in 2006.  Assuming that the statement “the copyright over films is protected for 38 years from the year after the death of the director” as translated on the akirakurosawa.info site applies to all pre-1970 films, then 2031 will see a lot of Godzilla enter the public domain in its native country.  

No More Public Domain Copies of Godzilla Films

In the U.S., there used to be many, many copies of films believed to be in the public domain released by bargain basement companies on VHS and, to a lesser extent, on DVD.  Godzilla vs. Megalon is one of those films, four US VHS covers from four different companies of the film can be found here : http://www.tohokingdom.com/articles/art_boxart_1970-1980.htm  The public domain outfits would find films without a copyright notice on them and run with them to the end of a tape spool.  When Cinema Shares released Godzilla vs. Megalon to theaters back in 1976, they apparently omitted this requirement.  This means that the English Dubbed version is in the Public Domain in the United States.

However, the situation does not end there because the English Dubbed version is a derivative work of the Japanese language original.  The Japanese language original from 1973 had a copyright notice on its film prints, so it is protected by both the US and Japanese law.  Copyright protection in a protected original work extends to a derivative work.  The "translation" of Godzilla vs. Megalon from Japanese to English is certainly a derivative work.  By contrast, parodies and other fair uses are not subject to the original copyright holder's control.  Toho did not really attempt to enforce its rights until the DVD era for reasons unknown but likely because it would have simply have been too expensive to sue for too little gain. 

Sometime in the DVD era, Toho decided to drop the hammer on the public domain companies.  In one famous instance,  Rhino Entertainment originally released the MST3K Godzilla vs. Megalon episode in the Volume 10 boxset, but quickly recalled it and replaced the film with The Giant Gila Monster.  You will not likely be seeing MST3K versions of Godzilla vs. Megalon or Godzilla vs. the Sea Monster released in the future by Shout Factory (which has rights to MST3K).  Of course video recordings of these episodes are not hard to find.  Interestingly, the Showa Gamera films (1966-1971) are still being hawked by Alpha Video, a public domain company, but it no longer advertises Godzilla vs. Megalon for sale.

The Copyright Notice on Japanese Films

In the United States, a copyright notice had to be applied to a work when first published, otherwise it forever lost copyright protection.  Forgetfulness often lead to the defeat of the important proprietary rights secured by Copyright.  However, not all countries required a copyright notice or other formal requirements like registration or deposit of the work.  These countries followed the Berne Convention, which essentially allowed copyright to attach to a work automatically when it was published.  In order to establish some universally applicable scheme of copyright reciprocity between countries, the United States and other nations entered into the Universal Copyright Convention of 1952, the UCC Geneva.  

The UCC Geneva allows a work published in a country who is a party to the Convention the copyright protection afforded to domestic works in other countries.  All that is required to meet the formalities requirement of the Convention is to affix a copyright notice to the work when first published.  There is no need to deposit the work in a central depository or engage in other formalities.  The Convention was in force in the United States as of September 16, 1955 and in Japan as of April 28, 1956.  

In the U.S. releases of the films Seven Samurai (Criterion Blu-ray), Godzilla (Classic Media DVD) and Godzilla Raids Again (Classic Media DVD), there is no contemporary copyright notice on these films.  However, films like Rodan, The Mysterians, King Kong vs. Godzilla and later films all have a copyright notice and © at the end of the film.  The notice gives the title of the film, identifies Toho Co. Ltd. as the copyright holder and gives the year in which the movie was published.  The first set of films were first published in 1954 and 1955 while the films from Rodan forward were published in 1956 and later.  Even though Japanese domestic law did not require a copyright notice, by placing the notice on their films Toho assured that they would be protected in other companies.  Given the increasing market for Japanese fantasy and prestige films, this was a no-brainer decision to protect the value of these films.  

Prior to UCC Geneva, copyright respect between the U.S. and Japan was established by the Convention of 1905, followed by the Treaty of Peace of 1951 and the Exchange of Notes of 1953.  A reading of the respective clauses relating to U.S. protection for Japanese works requires that a copyright notice and deposit would be required : 

1905, Article I - "The subjects or citizens of each of the two High Contracting Parties shall enjoy in the dominions of the other, the protection of copyright for their works of literature and art as well as photographs, against illegal reproduction, on the same basis on which protection is granted to the subject or citizens of the other..."  34 Stat. 2890

1951, Article 14(2)(V) - "The Allied Powers agree to deal with Japanese trademarks and literary and artistic property rights on a basis as favorable to Japan as circumstances ruling in each country will permit."  3 UST 3169

1953, - "That since April 28, 1952, the conditions specified in sections 9 (b) and 1 (e) of title 17 of the United States Code have existed and have been fulfilled with respect to the nationals of Japan,  [*6]  and that nationals of Japan have since that date been entitled and will continue to be entitled for a period of 4 years from the first coming into force of the Treaty of Peace [April 28, 1952], to all the benefits of the said title 17 except those conferred by the provisions embodied in the second paragraph of section 9 (b) thereof regarding the extension of time for fulfilling copyright conditions and formalities.

Provided, that the enjoyment by any work of the rights and benefits conferred by the said title 17 shall be conditioned upon compliance with the requirements and formalities prescribed with respect to such works by the copyright laws of the United States;"  5 UST 118, TIAS 2906.

Before you come to the obvious conclusion, namely that Seven Samurai and the first two Godzilla films never enjoyed copyright protection because they did not comply with U.S. formalities, one must deal with the issue of publication.  Section 9 of the 1909 Copyright Act indicates :

"That any person entitled thereto by this Act may secure copyright for his work by publication thereof with the notice of copyright required by this Act; and such notice shall be affixed to each copy thereof published or offered for sale in the United States by authority of the copyright proprietor, except in the case of books seeking ad interim protection under section twenty-one of this Act. "

Judicial decisions construing the statutory text of Section 9 indicated that this language was ambiguous as to  whether publication in a foreign country without a notice placed a work in the public domain in the United States.  For an excellent discussion of the authorities on this subject, see Chapter 9, "Copyright Protection for Works of Foreign Origin" in "The Internationalization of Law and Legal Education" (2008).  The decision in Heim v. Universal Pictures Co., 154 F. 2d 480 (2nd Cir. 1946) held that notice was not required when the publication first occurred in a foreign country, and after that decision, the Copyright Office began accepting submissions where that was the case.  But Heim was only binding on the cases arising out of the United States Court of Appeals for the Second Circuit (New York, Connecticut and Vermont).  In addition, until the authorized publication of the work in the United States, these films may have enjoyed the common law protection afforded to unpublished works. 

After UCC Geneva, copyright notice on first publication anywhere in the world was effectively required until the U.S. adopted Berne.  Therefore, while Toho may have been safe in relying on the ambiguities of the pre-UCC Geneva law for its earlier titles, in 1956 it adopted to the new requirement by placing a Copyright Notice on all its films.  

The Restored Copyright

The third film in the Godzilla series, King Kong vs. Godzilla, was released on August 11, 1962 in Japan and in a re-edited form, with Western actors and Western music, on June 26, 1963.  This film is unique in the Godzilla series because the rights to the film never reverted back to Toho.  RKO held the rights to the King Kong character at the time and Universal released the film to theaters and later to DVD and Blu-ray.  Toho continued to release the Japanese language film in Japan and other Asian markets in theatrical re-releases and on Home Video.

Universal registered its copyright in King Kong vs. Godzilla in 1963 and renewed it in 1991, so its version is fully protected.  Unlike Godzilla and its sequel and other films like Seven Samurai, Toho was not able to market its version in the U.S.  Although the Japanese version did have a proper copyright notice, Toho let 1990 go by without renewing the copyright to its King Kong vs. Godzilla.  Technically, its version entered the public domain in the U.S. in 1991. 

It would not stay in the public domain, however.  In 1994, the United States enacted the Uruguay Round Agreements Act (URAA), which came into force in 1996.  One of the provisions of this act allowed films which had fallen into the public domain because the formalities had not been followed (like copyright notice or renewal) if the film was not in the public domain in the country of origin.  This automatically restored Toho's copyright in King Kong vs. Godzilla, in addition to hundreds of other foreign films, as of January 1, 1996.  Toho registered the restored the copyright in its version of King Kong vs. Godzilla in 2002, PA0001151212.  This would protect its version of the film from bootleggers and pirates for the next 55 years. It also made the discussion regarding Seven Samurai and the first two Godzilla films in the previous section academic except as to enforcement.

The URAA, including its arguably retroactive application in restoring works of foreign authors previously deemed to be within the U.S. public domain, was upheld in the Supreme Court's decision in Golan v. Holder, 565 U.S. __ (2012).  The court noted important restrictions on the URAA's restoration powers.  First, any work whose U.S. copyright term, as renewed, which had fully expired would not be restored. Works from 1922 and earlier that would still have some copyright protection in their country of origin were still in the U.S. public domain.  Second, no recovery for infringement could be had for conduct occurring before the effective date of the URAA or for the first year following its enactment.  Third, the copyright holder had to file a notice of intent to enforce with the Copyright Office before they could bring enforcement lawsuits against parties who had previously relied upon the public domain status of the work.  However, the Court recognized that it was within Congress' authority to define the scope of the public domain and that there was precedent dating back to the first Copyright Act of 1790 that established protection for works previously freely usable by the public.  It noted that Congress' efforts in the URAA were to bring the United States; copyright requirements into line with the international community, which generally eschewed formalities when establishing copyright protection as outlined in the Berne Convention.

The concept of the restored copyright seems to be one that has escaped even some lawsuits to which it may apply.  A case in point was the recent October 2015 lawsuit against Netflix for streaming a subtitled version of Vittorio De Sica's 1948 classic film Bicycle Thieves (a.k.a. The Bicycle Thief).  The copyright holder for the film, Corinth Films, acknowledged that the original Italian version of the film was in the public domain in its complaint filed in the United States District Court for the Southern District of New York 

Corinth had previously been involved in litigation on the issue of the copyright status of Bicycle Thieves and in that 1985 case, Int’l Film Exch., Ltd. v. Corinth Films, Inc., 621 F. Supp. 631 (S.D.N.Y. 1985) also out of the same court, the Court held that the film was in the public domain because the owners had failed to renew the copyright to the film.  It also recognized that renewal certificates from the Copyright Office, one of which existed from 1976, were not the end of the issue.  The renewal certificate for The Bicycle Thief was invalid because it was not issued on behalf of the author or an assignee but a licensee.  Thus there was no valid copyright renewal.  The Court did note, however, that dubbed or subtitled versions of the film may still be able to claim copyright protection as derivative works.

Having been involved in the earlier case, Netflix could argue that collateral estoppel prohibited Corinth from re-litigating the film's public domain status.  But this is 2015, not 1995, so Corinth should have argued that the original Italian language version is no longer within the public domain thanks to URAA.  Italy, the film's country of origin, gives a copyright term of life of the author plus 70 years and De Sica died in 1974.  His film is protected by Italian copyright law until 2044, making it eligible for URAA restoration.  Control over the ur-work would give it total control over the film even if Netflix or its licensor decided to pay someone a few thousand to translate the film and provide new subtitles.  However Corinth did not and the parties settled the case this month.  Corinth a missed an opportunity to assert its restored rights under URAA.

Thursday, January 21, 2016

Tandy Color Computer Mice - A Viable Alternative for Tandy 1000s without a Serial Port?

When Tandy designed its 1000, it helped reduce R&D costs by taking certain portions of the design from other of its computers.  The 1000's keyboard is more-or-less identical to the Tandy 2000's keyboard.  The Tandy 1000's joystick interface and connector was previously used in the Tandy Color Computer.  While neither the Tandy 2000 nor the Color Computer are IBM PC-compatible computers, these interfaces were sufficiently similar to the PC keyboard and joystick interface to work with most PC software.




The first several Tandy 1000 models, the 1000, 1000A, 1000HD, 1000SX, 1000EX and 1000HX did not come with a built-in serial adapter.  PS/2 ports would come much later to the Tandys.  The 1000SX had five expansion slots, so adding a serial adapter is easy for that machine.  The 1000/A/HD can also accept a standard serial adapter, but they only have three slots and need at least one of them for memory expansion.  The final expansion board had room for a PLUS card to add as a daughterboard, and Tandy sold a serial adapter PLUS card.  This PLUS card the only way you were supposed to add a serial adapter to the Tandy 1000EX or 1000HX.  The EX and HX are the most difficult machines to upgrade because they use the odd PLUS form-factor and BERG-style connectors instead of edge connectors.

Tandy Deluxe Joystick (early model)
The Tandy TRS-80 Deluxe Joystick, Tandy Part No. 26-3012 was marketed for both the Tandy 1000 and Tandy Color Computer lines. It used a black and off-white color scheme with a red and a black button.  The black button does not work in the Color Computer 1 or 2.  It is self centering, but there are a pair of latches on the bottom that you can use to allow for free-form movement of each axis.  It has a pair of trimmer controls to assist in obtaining a proper center for the joystick.

Tandy Joystick (also come with black handles)
Tandy also marketed a pair of cheaper, one-button joysticks, Tandy Part No. 26-3008, that are non-self centering for the Color Computer, but you can still use them for the 1000 line.  Of course, considering how cheap they are, you would have to be truly desperate to put up with them.   These joysticks have a black base, silver or black handle and red button and were sold as a pair.  They do not have any type of trimmers, making them even worse for trying to center a joystick.  Nonetheless, they do technically work in a Tandy 1000.

Tandy Color Mouse - Very Apple Lisa like
Tandy also marketed a pair of mice for both computers.  The Tandy TRS-80 Color Mouse, Tandy Part No. 26-3025, had one button and used a black/red scheme, just like the cheap joystick pair.  The Deluxe Mouse, Tandy Part No. 26-3125 came later but had two buttons and used an off-white color.  Both use the joystick connector, and unlike the joysticks both mice were advertised for the 1000 line.  You could also get Touch Pad that plugged into the joystick port.

Tandy Deluxe Mouse - A bit more like Microsoft's Green-Eyed Mouse
Internally, the Tandy Mice does not use rotary optical encoders like every other ball mouse ever made. Instead the ball moves a pair of potentiometers, just like the Tandy and IBM PC joysticks!  There is no microcontroller inside to encode anything as there would be with a serial or PS/2 mouse.  The Tandy mice are read and function just like a joystick, the only difference being the way you manipulate the potentiometers.  They have no trimmers and are difficult to calibrate because it is not obvious where the mouse "ends".

 I'll spare you from the corny puns I could make about steel balls,
The Deluxe Mouse contains a steel ball and a pair of soft rollers which end in gears which turn the potentiometers.  You can move the ball to a point where the potentiometers will not go further.  Unlike Serial, PS/2 or bus mice, the joystick interface cannot generate an IRQ.  This means that the mouse cannot tell software that it has moved, instead the software must poll the joystick port at regular intervals.  Here are a few photographs of the Deluxe Mouse's internals :





Many DOS games support a mouse cursor, and a couple will work reasonably well on a 4.77MHz or 7.16MHz Tandy system.  The early LucasArts SCUMM games starting with Maniac Mansion and the MacVenture ports like Shadowgate have a cursor which can be controlled with a joystick or a mouse. Wasteland and Dragon Wars also support a cursor, but those games (ported from the Apple II) can be played best by mastering the keyboard commands.

There are a pair of joystick-to-mouse drivers in the wild.  One is JOY.SYS and is loaded in CONFIG.SYS.  This works well with the Tandy Mice.  The other is JMOUSE.COM and can be loaded with AUTOEXEC.BAT.  This works well with regular joysticks but not with the Tandy mice because it requires calibration. The Tandy Deluxe Joystick can work as an ersatz mouse using these programs, but expect some jitter in the cursor and imprecision.  You can download both from here : http://www.oldskool.org/guides/tvdog/utilities.html

Tandy also released the Digi-Mouse, a bus-style mouse that does not work in a serial or PS/2 port.  Its expansion card comes in standard pin connector and PLUS-style form factors.  Both adapters have a real time clock chip on them but are hard to find.  Obviously, both the mouse and clock chip require special drivers, which can also be found at Tvdog's site.  The driver has a Microsoft copyright as viewed in a hex editor.  The Digi-Mouse connector uses a 9-pin connector and can support three buttons and two pairs of quadrature signals, just like a Microsoft Inport mouse.  I would not be surprised if Microsoft's Inport mice could also work with the driver and expansion card, although the signals may require rewiring.  The card uses IRQ3.

Eventually Tandy would release its own serial mice and PS/2 mice.  The Tandy 1000 TX is the first Tandy 1000 to come with a built-in serial adapter, and the later 1000s always had one.  The TL/3, RL, RLX and RSX also support PS/2 mice, but you will have to manually set the IRQ in the mouse driver (except for the RSX) because these systems lack IRQs 8-15 and the PS/2 mouse IRQ is assigned to 2.  They assign the IRQ to 3.

Additionally, Personal Deskmate, which came with the Tandy 1000 EX, comes with the JOY.SYS driver. In fact, with Personal Deskmate, the cursor will be corrupted with any mouse driver except the JOY.SYS driver or the Digi-Mouse driver (see below).  Personal Deskmate 2 and later GUI versions are not picky about the mouse driver loaded.  Unfortunately, the JOY.SYS driver does not like the PCT 286 Express Accelerator Card and will refuse to allow the PCT software to run if the JOY.SYS driver is installed.

The Tandy Deluxe Mouse still shows a jittery cursor with the JOY.SYS driver and many programs.  Low resolution graphics and text modes will not show as much jitter as medium and high resolution graphics modes. Moveover, some games like the high resolution version of Maniac Mansion, do not like the driver and will show some erratic cursor movement.  If you are going to experience jitter, then you may as well use a joystick instead of a mouse.  Ultimately, if you have a joystick with the free-form switches, I cannot recommend using these mice on a Tandy 1000.