RETROACTIONRETROACTION ISSUEISSUE FOURFOUR SUMMER 2010 ARMALYTE PSYTRONIK ’S REMAKE LEADS THE WAY AS WE BLAST OFF WITH OUR FINAL GAMES REVIEWS. PLUS KENZ FROM PSYTRONIK JOINS US FOR A CHAT

KILLER APP: STRIDER WHY CAPCOM’S MEGA DRIVE PORT ZAKU OF THE ARCADE HIT IS HAILED WE REVIEW THE NEW ATARI LYNX GAME. PLUS SUPER AS AA KILLERKILLER APPAPP ONON THETHE FIGHTER TEAM’S BRANDON COBB AND ZAKU’S DESIGNER, 16-BIT CONSOLE OSMAN CELIMLI, TALK ABOUT THE GAME’S DEVELOPMENT All good things...

here’s no disguising the fact that it’s been a long time since issue three... a huge amount of time has passed, actually. The sad news is that this is the Tlast issue of Retroaction—certainly, we need to take a break, at the least. Times have hit the staff badly and the remaining skeleton crew have limped across the finishing line. It’s been a long struggle I can tell you, and one, which has taken its toll on all involved. What happened? Well, the main problem can be traced back to the magazine’s roots, back to 2008 when I had a plan to produce a quarterly retrogaming magazine, full of great articles and content. Not only that, but the magazine would be produced in PDF with a degree of interactivity never seen before: hyperlinks, anchor links, bookmarks and more. This unique interactivity was complemented by high production values. Alas, the high standard we set for the content and design could not be maintained and timescales began slipping. The decision to end Retroaction hasn’t been a knee jerk reaction either as we’ve been dwelling over the future of the magazine for over eight months. Indeed, issue four was on the brink of not being published at all, but there is so much good stuff in here that it would be a shame—a crime, in fact—for it not to see the light of day. In this issue we have three great interviews: Kenz from Psytronik was only too happy to discuss his software publishing company, Out-of-Print Archive talked about their classic videogaming magazine preservation project and Super Fighter Team discussed their new Lynx game, Zaku, as well as their publishing company. We also have reviews of the finest independant retro games around: the PC remake of Armalyte and the new Atari Lynx game, Zaku. Elsewhere, Strider is given the Killer App treatment, Raid on Bungeling Bay is Retro Respected, ZX Spin gets Emulator Profiled and more. While it may be the end of Retroaction magazine, it isn’t quite the end of Retroaction. The website continues to keep readers up to date on all the latest news in the world of retrogaming, from new game releases, ezines, podcasts, magazines, remakes, commercial remakes and much more. That’s not where the website ends though as we plan to use the website as a home to Retroaction Extra, a place where we can post our articles: ‘Retro Respects’, ‘Raiders of the Lost Arcades’, ‘Emulator Profile’, ‘How to Cause A Complete Controversy’ and more. We’re completely open to contributing authors, too, so, if you would like to contribute a homebrew review, article or feature then just let us know. A few regular users use the forum to post news about new homebrew games, which I have been eternally grateful for (thanks guys), but feel free to sign up for the main website to post your news on the front page as well. The magazine’s future may be uncertain at this time, but together we can develop the website into a retro hub for news, reviews, articles, interviews and more. This isn’t the end. This is just the beginning of the next chapter. RETROACTION

EDITOR, DESIGNER Neil Reive

DEPUTY EDITOR Gnome COMPUTER WARRIOR 34PART FOUR CONTRIBUTORS CaptainD Duffman 8KILLER APP: STRIDER Alan Leffingwell Gabriel McGrath EMULATOREMULATOR PROFILE:PROFILE: 2424ZXZX SPINSPIN

“We've had to endure much, you and I, but soon there will be order again. A new age. Aquinas spoke of the mythical city on the hill, soon that city will be a reality and we will be crowned its kings. Or better than kings... gods!”

RETRORETRO RESPECT:RESPECT: retroactionmagazine.com 3737FEUDFEUD twitter.com/retroaction KENZKENZ (PSYTRONIK)(PSYTRONIK) INTERVIEWINTERVIEW Retroaction © The Retroaction team, 2010. All 1313 SUPER FIGHTER copyrights have been acknowledged and games TEAM INTERVIEW are covered solely for educational and criticism 28 purposes. No part of this publication may be reproduced in any form without our explicit written permission. You are free, and encouraged, to link to the original file for download from our website. You may also use pages for preview purposes. We have taken great care to ensure that what we have published is accurate, but cannot be liable for any mistakes or misprints. Retroaction is an independent publication and websites mentioned are not affiliated to or controlled by RETRO RESPECT: us. We are not responsible for the content of RAID ON these sites or any changes made to them. OUT-OF-PRINT 20BUNGELING BAY 39ARCHIVE INTERVIEW RETRO SCENE News from the world of retrogaming Nreive interviewed in hardback release and promptly sold out. The PDF comes in at 33MB and Commodore Free can be found at the World of Retroaction’s very own Editor/ Spectrum website. Enjoy. Due to popular demand among Designer, Neil Reive, was some of the forums around interviewed for issue 35 of the net, and to help revive interest Commodore Free. The interview in the Amiga retro gaming scene, was pretty indepth and includes Underground Arcade decided to such topics as Retroaction (of host an Amiga Game-Making course), what is retro?, emulation competition. All the games were issue details and more. The issue also has the The MSXDev’09 gaming uploaded to the competition server and download usual Commodore content, news development competition came to a and are ready to download in LHA link. and features. Available to close and the winners were or ADF format, complete with read Not only did download in PDF, HTML, SEQ, Text announced. Dr. Pill from Infinite me files or instructions. Remember Out-of-Print Archive receive and .DSK (C64 disk image). Go was the big winner, coming away that these games are unfinished. permission to work on all Hugh check it out. with first place after gaining an Entries for this first (of many, we Gollner’s back catalogue of 83.3% score. Dr. Pill also achieved hope) Amiga Game-making videogaming magazines but they www.commodorefree.com/ the following category awards: Competition included X-Mas got an exclusive interview with the “Game with Best Graphics” (shared Disaster, Cornelius Saves man himself. with Retaliot), “Best Music” and Christmas, Santa Montana, Dwarves Support magazine “Most Original Game”. Menace from in the Iceland, X-Mas Syman, X-Mas preservation projects, not eBay TNI finished as runners up and Glass Ball Factory, Sam and Max. scammers. achieved the “Game with Better Big news at Out-of-Print Archive, Have you noticed that magazine scan Gameplay” award. British Bob from as the first official release of DVD sellers seem to be breeding on RELEVO Videogames came fourth videogming magazine back eBay? We have and are really getting and picked up the “Most Polished catalogue is announced with the sick of it all. These magazines remain Game” award. As mentioned, second issue of Mega Drive copyrighted to the original publisher, Retaliot from Video Hazard shared Advanced Gaming, a fantastic whether they are still around or not, the “Game with Best Graphics” with underrated magazine of its time. and they are definitely not “public Dr. Pill. A full rundown of the Check out the MAG2 page over at domain” as one seller has laughably winners along with in-depth scores OoPA for the content highlights, stated. The real kick here is that these and game downloads can be found scans are not even the work of these on the MSXDev website. sellers and the majority of them were Andrew Rollings has kindly done by Mort at his own website at released a free PDF version of his Zzap Zzuperstore and can also be book The ZX Spectrum Book – found hosted around various magazine 1982 to 199x. The book, which preservation websites for free. So with covers over two hundred of the the only cost being the blank DVDs, finest ZX Spectrum games, was these sellers are making between previously published at £5.00 and even up to £30.00 profit www.hiivebooks.com/ with a limited on each auction.

RETROACTION ISSUE FOUR SUMMER 2010 4 RETROSCENE Well, we think enough is enough gaming consoles. Check out the and it’s time to hit back. Remember, Raze page at OoPA. these people have no permission to Not only have Out-of-Print sell these scans and don’t even have Archive received full permission to permission from the person who work on all past scanned them. We’ve already reported Publication magazines, but they hundreds of auctions from many also managed to get an interview different sellers, however, we all know with Roger Kean, the Publisher/ that this is just the start. eBay may Managing Director at Newsfield. ignore this as a one off and just warn And an excellent interview it is as the seller, so this is where you come well, if I may say so myself. in. If you were a huge fan of these It’s ten years since Deus Ex was magazines then you owe it to yourself released in North America (the to report these copyrighted infringing reported that The New Dimension game celebrates its 10th most famous and successful auctions, again and again. Together, were hosting a Sideways SEUCK anniversary in Europe later this magazine publishing companies. we can all make a difference. (Shoot-’em-up Construction kit) year) and the innovative first Future Publishing will always have To make reporting the auctions that game making competition for the person shooter, which fused a place in my heart, mainly due to little bit easier I have included their platform. The together elements of action, my first ever computing magazine user ids, links to their auctions and games were produced and entered adventure, RPG and more remains a being Amstrad Action and one of example reporting descriptions. by various SEUCK specialists. The classic game as ever. It is certainly my all time favourite magazines, Report Item -> Counterfeit and judges made their comments and one of my all time favourite games MEGA, both being published by breaches copyright -> Bootleg and the results have now been and the last great game I ever Future. Some time ago, I managed counterfeit media -> Media on announced. Taking first place is played, and with its ten year old to track down many of the early Recordable formats (CD-R, DVD-R, Pour Le Merite (For Merit) from status, officially turns retro, in the Future Publishing staff (including VHS tape, etc.) Bamse. Taking the runner up spot is eyes of Retroaction. If you love founder Chris Anderson and former And in the brief description section The Rocket Man developed by Sea Deus Ex as much as I do—as well Editor/Publisher/Group Publisher write something along the lines of: Software. In third place (second as millions across the globe—then Steve Carey) and got some great “Copyright infringement of runner up) was Syphwyrm from check out Rock Paper Shotgun’s history of the company, some of magazines without the publishers author Anthony Burns. Fourth place extensive coverage of the game. which you can read in the article. authorization” was taken by Barney, developed by To celebrate Future Weblink: Retro Future – Celebrating To make it a bit easier you can report WEC/Cosine. In fifth place was Tau Publishing’s 25th anniversary, 25 Years of Future Publishing in a batch of ten at a time by using the Zeta from Alf Yngve. For the full Out-of-Print Archive traced the Another plug for a fabulous auction ref numbers. rundown of the results, entries and birth and rise of one of the world’s article presented by our very own At the beginning of the year we downloads, visit the New Dimension editor: ‘Back in Time’. ‘Back in SEUCK compo page. Time’ is a monthly feature where Out-of-Print Archive announced we look back at the classic video another exclusive “official” gaming magazines twenty years ago magazine scan release. This this month. 1990 was a very special release of Raze issue 1 from time in retrogaming, what with the October 1990 was scanned by none 16-bit computers takingover the 8- other than Mort and edited by the bit computers and the emergence of OoPA team with full permission the 16-bit consoles. ‘Back In Time’ from the publisher. Raze was a looks at all the magazine short lived multi-format title from happenings at the time, including a Newsfield Publications (publishers handful of online material to read, of Zzap!64 and Crash) and covered selected from the various the 16-bit computers and emerging magazines.

RETROACTION ISSUE FOUR SUMMER 2010 5 RETROSCENE Games release list Cobra Mission (C64). It’s been a while since our last issue, so Weblink: noname.c64.org here’s a selection of some of the games Sgt. Helmet Zero (DS) released in the past eight months... First time coder, IceVAN, has developed a DS version of The Mojon Twins’ Realms of Quest III (VIC-20) Spectrum game Sgt. Helmet Zero. Now Weblink: www.psytronik.com you can carry out daring rescue The Wild Bunch (C64) missions on the… move with your DS. gamesplaygames.co.uk/thewildbunch/ The game looks fab, so why not Manic Miner in the Lost Levels download it—it is free as well, with only (DS). Well, this is a fascinating a quick registration required. development. Stuart Campbell Weblink: nds.scenebeta.com (fantastic journalist and fellow Scot) Lala Prologue (Spectrum) wrote an article on the lost levels of avoiding the mummies. The game card, Weblink: www.mojontwins.com/ released on tape courtesy of Psytronik. Manic Miner in issue 63, map, cover art and download can be Orion Prime (Amstrad CPC) Full details of the game can be found at featuring never before seen screens found at the Retroworks’ website pages. Weblink: op.cpcscene.com the Dead on Time page at Psytronik. from various versions, Weblink: retroworks.es/index_en.php Invasion of the Zombie Monsters Adventures In Time (Plus/4) and this is picked up on by some Bezerk remake (Spectrum, MSX). Weblink: plus4world.powweb.com ingenious developers who decided to Download link: ippa.se/berzerk.exe Originally presented at the RetroMadrid Superfly DX (Atari Jaguar). port all these “lost levels”, and more, All Present and Correct fair by Relevo Videogames was a new Weblink: dbug.kicks-ass.net onto the DS. What’s more is that you (Spectrum) game for MSX and ZX Spectrum called “The original Knight Lore is can download the Manic Miner in the Weblink: www.bobs-stuff.co.uk Invasion of the Zombie Monsters. This considered by many as a true classic Lost Levels’ DS ROM for free. Sgt. Helmet Zero is a no frills B-Movie style title is a great looking game…” the game was updated with a Weblink: headsoft.com.au rescue mission: move in, kill anything arcade shooter that is available to version for the MSX2 (released last year Miner 2049er Again (Windows) that looks at you the wrong way and purchase in physical form from and was reviewed in issue 3 of Weblink: acoders.com find the prisoners. The game also takes Matranet and also available to in Retroaction), we now have an updated COBEX (Cruising on Broadway advantage of the Spectrum 128k’s download emulator format. remake for the PC. Extra) modified ULA. Full details, instructions Weblink: www.relevovideogames.com/ Weblink: retrospec.sgn.net/game/kl Weblink: www.tcksoft.co.uk and download can be found at The Uwol – Quest For Money (Mega Color Lines (Amstrad CPC) Subacautic (ZX Spectrum 128). Mojon Twins’ website… Drive). Weblink: shiru.untergrund.net Weblink: tj.gpa.free.fr Weblink: www.mojontwins.com Weblink: www.mojontwins.com Kyd Cadet (Spectrum) Donkey Kong remake (PC) Retroworks have released King’s A team of crack coders—Fano, BBC- Download link Weblink: retroremakes.com/forum/ Valley on the ZX Spectrum. A Iron and MacDeath—have re-released Dead on Time, a fantastic looking Robotz DX remake (PC) conversion of the 1985 Konami title, the Rick Dangerous on the Amstrad Amstrad CPC shoot-’em-up from the Robotz DX is an updated PC remake/re- game has the player controlling a CPC128+, making use of the extra makers of Star Sabre, has now been imagining of an Atari ST game called delightful little character called Vick in memory that the PLUS hardware offers. Robotz. Developed by James at RGCD, his search for the Mystery Jewels while More details and a DSK download can Robotz DX keeps the gameplay firmly in be found at the Rick Dangerous 128+ classic territory, what with Alien Breed/ pages at the CPC Wiki. Gauntlet style dungeons gameplay weblink: cpcwiki.eu/index.php/ action. The game is freely available to Miles Mad Mission (Spectrum) download, but a boxed copy can be Download basic pack obtained from the website for a small Download extended pack fee. Uwol, Quest For Money Weblink: rgcd.co.uk/robotzdx/ (Spectrum). Weblink: Sir Ababol (ZX Spectrum) www.mojontwins.com Weblink: www.mojontwins.com Box Reloaded (Spectrum) Space Invaders remake (PC) Weblink: elbeyker.blogspot.com Weblink: news.retroremakes.com

RETROACTION ISSUE FOUR SUMMER 2010 6

KILLERKILLER APP:APP:

Words & screenshots by Duffman

DETAILS

Developer: Capcom Publisher: Released: 1989 Platform: Sega Mega Drive n 1990 I was perfectly happy Genre: Beat-’em-up with my little beige Commodore I64 and its multitude of 8-bit games, but one trip into to a local computer game shop changed that. This computer game shop (home computers being the dominant UK gaming platform at the time) had a certain sleek black console called a Mega Drive on display. Import video gaming was just emerging as a big thing in the UK, and this Japanese import machine was playing a copy of a fantastic looking game called

RETROACTION ISSUE FOUR SUMMER 2010 8 KILLER APP STRIDER Strider. This was unlike anything I ...and the soundtrack kicks in. That’s the moment had seen or heard before, although I had read some of the rave reviews that I knew I was playing the game was receiving in the something truly amazing. gaming magazines. So having just come into some money, I was able to dedicated games machine capable of gantries to flip himself up onto purchase a “modified” official UK achieving arcade quality graphics, higher platforms and even climb up Mega Drive (which could play import sound and gameplay. My gaming walls. games) and a copy of a Japanese world would never be the same By slashing open item containers, import Strider. again. extras can be found in the form of After stumbling home with said So after reading up on the game, robots, points and extra lives. There modified Mega Drive and Japanese the plot was revealed: Grand Master are three robots in the game: The import copy of Strider, I quickly set Meio has invaded Earth with the help Dipodal Saucer, The Terapodal Robo- everything up, inserted the game of his robotic army of warriors, Panther and The Hawk Robot. The cartridge, patiently waited a few leaving mayhem and destruction in Dipodal Saucer fires a laser every more seconds (for the SEGA logo to his path. The world is on the brink time you swing your Falchion. When appear) and pressed start. As the of collapse. Faraway, a band of you move, the saucer moves with game begins, an evil sadistic laugh is warriors, known as Striders, send you, taking out any enemy in its heard from a character as he ascends one of their best men, Hiryu, to face path. Obtaining a saucer turns one the screen, clutching the Earth, the armies of Meio in an attempt to Hiryu’s life gauge blocks from green before disappearing at the top. The rid the evil from Earth. to red. If that red block is lost, by game’s hero then glides onto the top Hiryu starts the game with three getting hit, the saucer disappears. of what appears to be the Kremlin. lives, but this can be changed to four The Terapodal Robo-Panther can be Sirens start blaring away, KGB-type or five if you wish. A gauge shows obtained when two of the blocks soldiers, wielding knife-edge assault three blocks and every time Hiryu is Hiryu’s life gauge are red. When the rifles, close in on your character, and hit, a block disappears. If all the Panther appears, the red blocks turn the soundtrack kicks in. That’s the blocks in the guage disappear, a life yellow. The Panther leaps and moment that I knew I was playing is lost. Points are gained by slicing bounds around the screen, before something truly amazing. While the and dicing enemies with your sword turning into two saucers. The Hawk C64 was a great machine with good (called a Falchion). Strider Hiryu can Robot flies around at the top of the hardware capabilities and excellent run, jump, flip, slide, swing on screen, destroying any enemies, games, the Mega Drive was a ledges, hang onto scaffolding and before disappearing. Item containers

Catching a lift with Urobolos Hiryu is a true expert in One of the more agile opponents gymnastics and can perform some encountered in the game, fine moves complete with jetpack

RETROACTION ISSUE FOUR SUMMER 2010 9 KILLER APP STRIDER may also provide other useful power ups like life gauge increases, limited invincibility and an increase in the size of the Falchion. The game itself is staged like an epic film, quickly moving from one set piece to the other, from one location to another, all carried out to appropriate rousing incidental soundtracks. Along the way, Hiryu will fight the enemy in Russia, Siberia and the Amazon, and face memorable guardians. Hiryu doesn’t just fight against the typical and the backdrops are simply rather than the European PAL speed end-of-level baddies—he has to also wonderful, with some gorgeous of 50hz, and provides a much faster face off against bosses in the parallax scrolling. The small paced game. One other minor beginning and mide-points of each amount of sprite glitch—an difference with the Japanese version level. The first real guardian occasional flicker of the main Hiryu is that Hiryu gives out a “puh” grunt encountered is Urobolos, who character—is the only negative when he swings his Falchion. Yes, appears when a group of Russian throughout, and even that doesn’t the cut-scenes are near impossible delegates leap from their chairs to detract from the overall quality of to follow—unless you’re fluent in form the frightful caterpillar type the game. The game is very Japanese—but the rest of the game robot creature. The locations addictive, with fast paced action is in English. Moving on to play the and set pieces also scenes—the unforgettable “running PAL version is quite a chore as it play an important down the hill” sequence will get the moves noticeably slower than the part in providing that heart pumping—rounded off with NTSC version. The saving grace for great cinematic sleek, professional level design. the PAL version is that the player has atmosphere to Strider, There are some sensational sound three chances to continue where from the Russian effects and a menacing main they die off, which the Japanese wastelands, to Siberia soundtrack throughout which, NTSC version doesn’t offer. In and the antigravity blended together seamlessly, produce retrospect, the North American NTSC section of the Ballog an incredibly atmospheric experience. version is the best of both worlds, character’s airship. With soundtrack titles such as what with having the 60hz speed of When Strider first came “Raid!”, “Siberian Tunnel”, “Big Run”, the Japanese version, along with the out, it was regarded as “Gravity Unusual” and “Roaring” the English language cut-scenes. the “killer app” for the programmers have produced tunes The early nineties truly were the Mega Drive, providing with a distinctive FM synthesised golden days of gaming, what with some awesome graphics, sound that sound great played on the emergence of the consoles and a film quality soundtrack their own (yes, I’ve listened to them their arcade quality games. If you’re and superb gameplay. on many occasions through the after some 16-bit nostalgia or just All the fantastic graphical options menu). want to play a game which is a effects from the arcade, Naturally, the Japanese NTSC classic in every way, then hunt out such as the black out in version of the game runs at 60hz, an NTSC copy of Strider. the power station on The game is very addictive, with fast level two, are present. The Hiryu sprite is big, paced action scenes rounded off with sleek, detailed and moves well, professional level design.

RETROACTION ISSUE FOUR SUMMER 2010 10 REVIEW ARMALYTE Words & screenshots by Neil Reive

ll right, I need to get this Video Games’ Julian Rignall. Need out of the way right now. I say more? AI’ve never played the But just what is this Armalyte original Armalyte. Now that’s off all about? Well, on paper, it looks my chest I can carry on. I haven’t like any other standard left to right shouted loud about shoot-‘em-ups scrolling space shoot-‘em-up. Due in the past, despite doing nothing to an alien invasion, you, and a but playing the likes of possible second player, take a Salamander and Nemesis in the spaceship through a long narrow arcades during the 1980s. That’s level full of enemy ships, mini- going back a bit and they may bosses and a final end-of-level have been two player affairs, but I guardian, all in an attempt to still have a fondness for a good old reclaim your outposts. Complete classic shoot-‘em-up. the level and it’s onto the next If you were lucky enough to one. have owned a Commodore 64 then Normally, having moved on to you may have came across a RPG and strategy games over the rather spiffing shoot-‘em-up from years, I would stay clear of shoot- Thalamus Ltd. That shmup was ‘em-ups, but for some reason I Armalyte and was heralded as one volunteered to take this game on of the best games of its type on and, I must say, I fell in love with the C64 and with praise from the the genre all over again. The game likes of Zzap!64’s Gordon absolutely oozes quality from Houghton, Commodore User’s every pore. Steve Jarratt and Computer and If you’re a fan of the original

For some reason I volunteered to take this game on and, I must say, I fell in love with the genre all over again

RETROACTION ISSUE FOUR SUMMER 2010 11 REVIEW ARMALYTE an absolutely fantastic game wrapped up in an unbelievable packaged box of delights and have mixed feelings about this rubbish (I’m out of practice with remake then fear not, as the shoot-‘em-ups—well, that’s my programming team have excuse) I can’t confirm or deny developed the game so that it is this. configurable to your every desire. Special mention must go out to Don’t want the new soundtrack the SAS programming team. playing throughout? Just switch it Stuart Collier (programmer) has off. Don’t like the new techno done excellent work with the upgrade announcements? Turn it gameplay: things flow smoothly off. Want the game full screen or throughout and there are no bugs windowed? No problem. Virtually to speak of. Trevor ‘Smila’ Storey everything in Armalyte is (graphics and design) has worked configurable. his magic on the visuals. The Some people may complete the game looks amazing with some game or get bored of playing the truly silky aesthetic work as Smila game as it is, so how about a has retrofitted and updated every fantastic achievements and visual in the game. Smila also to the publishers, the game comes bonuses scheme? If you check out produced the fine looking cover art in a stylish DVD case, along with Armalyte’s options you will come to accompany the game. To round the full C64 Competition Edition of DETAILS across the Achievements screen. off things perfectly, Chris Armalyte (in emulator compatible Here you will find targets like ‘Infamous’ Bailey has produced .D64 format), a brand new one Developer: SAS Designs Complete Level 1, 2, 3, etc. some fantastic sound effects and hour special “One Man & His Mic – Destroy 1000x enemy ships, 10x tunes for the remake. Psytronik Software Special” Publisher: Psytronik bosses, etc. Apparently, there is a Being published by Psytronik podcast, a brand new PC “remix-e- Platform: PC surprise if all the targets are you can expect the usual load” demo, an Armalyte Jukebox Weblink: www.psytronik.net achieved, but seeing as I’m pretty professional packaging. According music demo, special artwork “making of..” presentation, Genre: Shoot-’em-up Psytronik Software promo videos and more. RATINGS Really, this is an absolutely fantastic game wrapped up in an unbelievable packaged box of Graphics: 90% delights. If you’re either a fan of the original, a shoot-‘em-up fan or Sound: 87% just a retro gamer at heart, then you should really check it out. You Gameplay: 92% won’t regret it. Overall: 92%

RETROACTION ISSUE FOUR SUMMER 2010 12 An interview with Jason ‘Kenz’ Mackenzie We’ve always been very supportive of the homebrew retro scene, and after playing the likes of Armalyte, Sub Hunter and Knight ‘n’ Grail, we decided to find out more about Psytronik, the publisher of these fine games INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE “Binary Zone quickly grew to become the leading UK supplier of C64 PD software and I ended up with over 4000 members from around 20 different countries.” involvement with it? you tell us more about this K: Cosine is a still-active demo crew publication? that produces demos and games for K: At that time most of the “off the various retro-computers to this very shelf” C64 magazines had either died day. You can find out more about the or were in serious decline so I decided Cosine members and releases on their to release a “replacement” magazine website (www.cosine.org.uk) ... I was with the help of various friends and invited to join Cosine back in the 90’s contacts. I was very lucky to have by Jason ‘TMR’ Kelk and did a few bits some great writers on board including and bobs for demos (a few graphics Jason “TMR” Kelk who was the editor and lots of scroll-text waffle if memory of the magazine for the first six issues serves). Before being in Cosine I was before handing me the reins for issue in a group called Computer World seven onwards—although he remained (named after the Kraftwerk track) with on board as Executive Editor for all the some of my chums from school and remaining issues (he now writes the Retroaction: Can you please K: Well, back in 1988/1989 I used to then I joined the UK demo group Homebrew pages for Retro Gamer introduce yourself and tell us how buy PD software from ‘Wicked PD’ Xentrix. After that Binary Zone took magazine don’t ya know). Other you got into retrogaming? which was a PD library run by up all my time and then years later I Commodore Zone writers included Kenz: Greetings Programs! My name Compunet duo Ian and Mic. I loved joined Cosine on a largely inactive Andy Roberts (one-time member of is Jason ‘Kenz’ Mackenzie and I’ve receiving their demo disks through the basis. Apex Computer Productions and been into retro gaming before gaming post and I even typeset some of their regular Commodore Format writer), even became retro! It all started for PD catalogues for them using the Mac R: During the mid/late nineties, Andrew Fisher (Commodore Force / me many aeons ago with a Sinclair at the place I used to work. Anyway, you produced a fantastic looking Retro Gamer writer), Warren ZX81, I then moved onto a Speccy, Ian & Mic eventually decided to close zine called Commodore Zone. Can Pilkington (Zzap! 64 Tips contributor), Amstrad CPC, Commodore 64, Amiga Wicked PD in order to concentrate on 500 and Amiga 1200—I then decided writing games. By this time I had the Commodore 64 was the best of amassed quite a few contacts who I the bunch and have supported that swapped demos with and had built up system ever since. There are a few quite a big collection of demos and PD other computers lurking around here games myself. I decided to set up my as well (Commodore Plus/4, Acorn own PD library to carry on where Electron—and I even recently Wicked PD left off and so Binary Zone discovered the delights of the VIC- PD was born. I slapped an advert in 20). Commodore User and it all went a bit bonkers! Binary Zone quickly grew to R: Before we discuss Psytronik, become the leading UK supplier of I’d like to go into the various retro C64 PD software and I ended up with goings on that you’ve been over 4000 members from around 20 involved with over the years. different countries. Binary Zone is something many people will have heard over the R: You have also been involved years. Can you tell us a little bit with Cosine. For the benefit of about Binary Zone and how it our readers, can you give a little came to be? more detail on the group and your

RETROACTION ISSUE FOUR SUMMER 2010 14 INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE

working on a programme called BITS? What happened there? K: [laughs] That was a mad few years of my life! Basically, I was a huge fan of the show as it was about computer games and was presented by three lovely young ladies (Aleks Krotoski, Emily Newton-Dunn and Emily Booth). I produced a website devoted to the show called “The Bits Grab Fest” and I kind of got adopted by the show after a while. I was featured on the show a Alf Yngve (SEUCK legend), Jon Wells Although the magazine is no longer and what inspired you to come up few times getting up to various retro- (C64 coding hero responsible for many produced you can buy scanned with the idea? Will One Man and computing shenanigans and I became CZone covermount treats) and not versions of all the issues on the his mic ever return? their unofficial “retro researcher”. I forgetting Ferris, the CZone mascot! Commodore Zone 10th Anniversary K: Shucks! You’re too kind [smiles]. helped out the team by supplying The magazine was released in A5 CD-ROM which is available in the BZ OMAHM came about after the demise them with emulator software that they booklet form which made it easier to Retro Store (www.binaryzone.org/ of the popular Slay Radio show “The used for various features on the show. post than a bulky A4 mag. To keep retrostore/). Z-Show” (pronounced the Zee-Show) One of my proudest to moments was costs down the pages of each issue And talking of Commodore Zone, which I used to co-host with my good to be featured in the end credits of the were in black & white so the mag one thing I’m planning to do at some chum Boz. The show ended when Boz very last show...! I was also lucky could easily be photocopied in bulk. point in the future is to re-publish all moved to Sweden and as I had enough to be invited to the Bits series Each issue was presented with a the issues in the form of two books. neither the time or equipment to do a 5 launch party which is where I met coloured-card cover that was hand- Commodore Zone Volume 1 will regular online radio show I decided to Emily Booth for the first time. I asked laminated using that clear covering contain issues 1-8 and Volume 2 will release a series of irregular podcasts Emily if she wanted an official website film (I still have nightmares about contain issues 9-16. Each issue will instead. As I love retro computer covering all those mags in that darned be completely re-typeset as some of music I came up with the idea of stuff). The mag lasted for 16 issues in the early issues looked a wee bit releasing a series of one-hour shows total and the final issue contained a ropey due to the very limited facilities dedicated to either a specific massive 76 pages and sported a we had access to at the time. I computer system or retro musician. professionally printed full-colour cover haven’t actually announced this The shows proved to be rather popular featuring the TV presenting-babe anywhere so this is a little bit of as I seemed to get the right balance Emily Booth from ‘Bits’! A highlight of exclusive info for your mag. It’s going of music, waffle between tracks, trivia each issue was the celebrity to take me a loooong time to redo all and humour. There are currently 10 interviews. Over the 16 issues, we the issues of the mag so don’t hold shows available which can all be interviewed many 8-bit heroes your breath—but it WILL happen at downloaded from including Ben Dalglish, Rob Hubbard, some point as it’s something I really www.binaryzone.org/podcast/... Will Simon (Mega Apocalypse) Nicol, want to do. OMAHM ever return? Oh yes! Series Manfred (Turrican) Trenz, Martin 2 is currently being planned but at the Galway, Dave ‘Ubik’ Korn and Tim R: One Man and his mic is an moment I don’t actually have a ‘Miserable Bugger’ Follin amongst absolutely fantastic retro podcast. working microphone as the one I used others. Can you tell our readers about this for the first 10 shows is busted. I’m planning to buy myself a nice new mic “As I love retro computer music I came up with the idea of in the New Year so look out for “One Man & His NEW Mic” in 2010! releasing a series of one-hour shows dedicated to either a specific computer system or retro musician.” R: What’s this I hear about you The BITS girls

RETROACTION ISSUE FOUR SUMMER 2010 15 INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE “Psytronik Software started in 1993 when Jon Wells was looking for someone to publish his game Sceptre of Baghdad.”

K: There are now 16 games available tapes duplicated in bulk. I still have on the Psytronik label. These are to stick on all the tape labels and Sceptre of Baghdad, Archetype (+ assemble the tape inlays though— COPS III), Sub Hunter, Psykozone, although these were professionally Shoot ‘Em Up Destruction Set, Escape printed which saved a lot of time (and From Arth, Mayhem in Monsterland, printer ink!) and allowed me to Creatures, Creatures 2, Armalyte, Joe produce the unique double-sided (featuring enhanced SEUCK games by Gunn (Gold Edition), Knight ‘n’ Grail, “reversible” Wild Bunch tape inlays. Alf Yngve). I then released The Shoot The Last Amazon Trilogy and ‘Em Up Destruction Set which was a Wanted:The Wild Bunch. These are R: There has been some fantastic compilation of four games, again by all Commodore 64 titles and there are cover artwork produced for Alf Yngve. The sales of the 1993 / two VIC-20 titles also available— Psytronik games. Who does the 1994 releases weren’t very impressive Carling the Spider and Realms of work on these and how is it done? and then we spent about three years as I think the poor quality of the Quest. Releases for other systems K: The artwork for the original dossing around in Soho doing photo- packaging let them down. At the time are also planned, including Star Sabre Psytronik releases (Sceptre of shoots and whatnot for her website, I only had access to very limited 128K and Dead On Time (Amstrad Baghdad, Archetype, The Shoot ‘Em the now sadly defunct “Bouff.tv”. It equipment and no budget whatsoever CPC) and Armalyte (PC CD-ROM). Up Destruction Set and Psykozone) was a tough job but somebody had to and so had to present the games with was produced by Alf Yngve who is a do it (grins). Don’t worry Bouff-fans, photocopied inlays that were literally R: How are the game tapes and brilliant comic artist. These were Emily will be bouncing back onto the put together using scissors and a disks manufactured, by yourself coloured for the 2008 versions by Jon soon on her new official glue-stick. Now flash-forward 15 or a specialist company? Wells (although I did the colouring for website (www.emilybooth.net) which years to 2008 and Jon Wells contacted K: All the tapes and disks are SEUDS using PhotoShop). The I’m currently busy working on. me via email and asked if I would be manually duplicated by hand by little artwork for Sub Hunter was rendered interested in helping him to release old me (an immensely time- in 3D by Jason Kelk and I added the R: Tell us about Psytronik his C64 conversion of the Speccy consuming process!) and all the Software and why you decided to budget title The Wild Bunch. As I’d games are packaged using high- launch an indie software really enjoyed working with Jon in the quality glossy packaging. The tape publishing house. past I jumped at the chance and version of The Wild Bunch was K: Psytronik Software started in 1993 designed the tape inlay for Jon in professionally mastered, as there when Jon Wells was looking for PhotoShop. As I now had a tape inlay were a lot of pre-orders for the game someone to publish his game Sceptre template I decided to re-design the so it saved a lot of time to have all the of Baghdad. The game was meant to tape inlay for Sceptre of Baghdad in full have been published by Atlantis colour to see how the Psytronik tape Software but they had sunk without a SHOULD have looked. Various people trace (ho-ho. See what I did there). saw (and loved!) the new Sceptre inlay The 8-bit commercial software scene and urged me to re-release all the was dying out at this time so I came Psytronik games with new packaging— up with the idea of launching a new and so I did. Psytronik Software was software label to release commercial officially reborn in 2008. games for people like Jon. Sceptre of Baghdad was the first Psytronik R: How many games are available release and this was followed by the and on what machines are they Archetype and COPS III twin-pack for?

RETROACTION ISSUE FOUR SUMMER 2010 16 INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE “I dropped [John & Steve Rowlands (Apex Productions)] a line to see if they would be interested in doing a 15th anniversary [Mayhem in Monsterland] release—they were.” logo and water effect etc. The picture Wild Bunch disk was produced by me for Escape From Arth was rendered in (the tape inlay is directly based on the 3D by Mat ‘Preferred Image’ Recardo original Firebird version) and the based on a design by Alf Yngve (and artwork for Realms of Quest was an idea from me to make them “look produced by Bry Henry who also like the guys from Halo”). I produced produced all the illustrations featured the Mayhem in Monsterland artwork in the 36 page Realms of Quest using the original release as a guide manual. The actual tape inlays, disk and a picture of Mayhem given to me inlays, disk sleeves and labels are all many years ago by Steve Rowlands. produced in PhotoShop by me and Trevor ‘Smila’ Storey produced the feature elements of the cover artwork stunning artwork for the Psytronik re- along with game screenshots, game releases of Creatures, Creatures 2 and info and review blurb, etc. Armalyte—and it must be said I reckon his artwork for Creatures and R: Explain the various editions glossy instruction sheet. The range in the future. If you own the IP Creatures 2 are even BETTER than the that the games come in (Digital, Premium Disk Editions are my of an existing title then I’d also be original Oli Frey artwork (*shock!*). Budget and Premium Disk) and favourites! The is interested in re-releasing it on the Trev also produced the artwork for Joe what gamers can expect from presented in a proper 5.25" plastic Psytronik label. The procedure for Gunn and Carling the Spider. The each of these packages? disk box (similar to the ones used by submitting a game is extremely gorgeous cover-art for Knight ‘n’ Grail K: The Digital Download versions of and System 3 et al simple, just email your game to was painted by Håkon Repstad who the Psytronik titles are designed for back in the day). Each Premium [email protected] and I’ll be in had always dreamed about having his people who either do not have the release features a full colour disk inlay touch. artwork used on a commercial C64 original hardware to play the games inside the clear plastic box and the game [smiles]. The artwork for The on or for people who disk is presented in a glossy disk R: There have been special re- want to transfer the sleeve (the same as the budget releases of Mayhem in games onto the version) complete with the label and Monsterland, Armalyte, Creatures original hardware instructions. It took me MONTHS to and Creatures 2. Tell us some themselves. These find the 5.25" disk cases but it was more about these intriguing re- can be played on certainly worth it, as the Premium releases and can we expect to see emulators and you Editions look stunning. further similar releases? are supplied with K: I was extremely fortunate to be both the tape and R: Can anyone who develops a able to re-release Mayhem in disk version of the game send it in to you? What is Monsterland, Creatures, Creatures 2 game (as .tap and the procedure for submitting and Armalyte on the Psytronik label. I .d64 files games? actually helped out John & Steve respectively). The K: If anyone out there has produced a Rowlands (Apex Productions) with the budget disk new title for the Commodore 64, VIC- production of a promo-video for versions feature 20, Commodore Plus/4, ZX Spectrum Mayhem back in 1993 and so I the game on a or Amstrad CPC then I would be dropped them a line to see if they floppy 5.25" disk happy to consider it for publication on would be interested in doing a 15th presented in a the Psytronik label. I’m also anniversary release—they were. So a glossy full colour interested in PC titles—either new or deal was struck and the Mayhem disk-sleeve with a retro related—as I would like to re-release came about in a relatively colour label and a develop the Psytronik PC software short space of time. The IP for the

RETROACTION ISSUE FOUR SUMMER 2010 17 INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE C64 Creatures games and Armalyte is mix-e-load music demo and a “making I’m delighted to be able to present this PC version of actually owned by my good friend of the artwork” demo. What’s great Andy Roberts and he gave me about the PC version is Trev & Stu Armalyte as the first Psytronik PC CD-ROM release and permission to re-release them on the worked closely with the original Psytronik label. I was amazingly lucky creators of the game to make sure the hopefully people will be happy with the result... to be able to re-release games like gameplay was absolutely perfect (Rob due to the SID chip as I’m a massive K: No problem at all, it was fun! I Mayhem in Monsterland and Levy actually submitted about seven fan of SID music. Funnily enough, I would like to end by sending a Creatures, and I guess it’s all thanks pages of notes during the production always thought the Spectrum was a massive thanks to everyone who has to me being in the retro scene for so of the PC version). I’m delighted to “prettier” machine and I recently helped and supported all my mad long and for picking up such great be able to present this PC version of re-sprayed my old yellowing C64 and retro schemes over the years—Binary friends and contacts along the way. Armalyte as the first Psytronik PC CD- gave it a ZX Spectrum style Zone Interactive, One Man & His Mic, Stay tuned to www.psytronik.com as ROM release and hopefully people will makeover—to see the result head on Commodore Zone and Psytronik there’s plenty more to come! be happy with the result of all the over to www.binaryzone.org/ Software couldn’t have existed without hard work done by S-A-S Designs and specadore64.php the help of a LOT of people over the R: The classic C64 shoot-’em-up, Cyberdyne Systems. As for the retro game I keep years. Cheers guys ‘n’ gals! I’ll see Armalyte, is being remade for PC, returning to it has to be on you all ... IN THE FUTURE! with a demo currently available on R: Which retrogaming system is the C64—which was the game that Psytronik’s website. How did this your favourite and what retro made me buy a C64 in the first place! remake come about and what can game do you keep coming back Relevant weblinks we expect from this release? to? R: Kenz, thank you for taking the K: Trev & Stu of S-A-S designs have K: As you may have guessed from the time to talk to us. Is there All Psytronik games, news and info been busting to do a PC remake of Psytronik catalogue my main retro- anything else you would like to can be found at: Armalyte for a while now and as soon love is the Commodore 64—mainly add? http://www.psytronik.net/ as Andy Roberts (who owns the IP) and the original game creators Dan Commodore Zone, One Man and Phillips and Robin Levy (Cyberdyne His Mic and other great retro Systems) gave them the thumbs-up goodness cand be found at: they got busy with their PC conversion. The end result is a http://binaryzone.org/ stunning update of the original C64 game featuring amazing new graphics Follow Kenz's updates at: and sonics. All eight levels of the http://psytronik.blogspot.com/ game are present along with a special

Kenz’s ZX Specadore 64 Psytronik software has been featured in many publications, including Micro Mart and Retro Gamer

RETROACTION ISSUE FOUR SUMMER 2010 18

RETRORETRO RESPECTRESPECT

DETAILS Words & screenshots by Gabriel McGrath Developer: Will Wright Publisher: Br∅derbund Released: 1984 Platform: C64 (other ports) Genre: Shoot-’em-up

Developer: Cinemaware Publisher: Cinemaware Released: 1986 Platform: Amiga (various ports) Genre: Strategy RETRO RESPECT RAID ON BUNGELING BAY “Defence network computer. It only appeared on three platforms, but its development New. Powerful. They say it got smart... a new order of directly led to the creation of Sim City, which led to intelligence. Decided our fate in The Sims—the biggest selling PC game in history a microsecond... extermination. I was born after, in the ruins. MSX). But its development directly “base” between sorties. Grew up there. Hiding from the led to the creation of Sim City, which In the case of Raid on Bungeling H-K’s. Hunter Killers… built in led to The Sims—the biggest selling Bay, your base of operations is an automated factories.” Kyle Reese, PC game in history. But hang on… aircraft carrier, in the middle of an Terminator, October 1984. how did we get from “remote- ocean. Pressing fire will start the “The War Machine. Directed controlled weapons of doom” to rotors, whilst pressing the joystick by an Artificial Intelligence. Day virtual dollhouses? Let’s go back to forward starts your forward and night, these factories churn 1984… movement. Left and right turns the out an endless armada of remote- “The Bungeling Empire continues copter in the appropriate direction. controlled weapons of doom. the course of war…” so begins the The fire button has dual roles, with Their ultimate aim is clear: the RoBB game manual for the fast presses to fire the machineguns, final destruction of civilisation as Commodore 64. And indeed, the and slow presses to drop one of nine we know it.” Box art, Raid on Bungelings were a consistent foe in (replaceable) bombs. Bungeling Bay, October 1984. early Broderbund games. In the The gameplay view is top-down Twentyfive years ago, I was too Lode Runner series, you were and player-centred, in the style of young to watch The Terminator in challenged to steal the Empire’s gold arcade games like Time Pilot. The the cinema. But I was old enough to reserve. In Choplifter, you were world scrolls smoothly in eight play Raid on Bungeling Bay on my tasked with rescuing hostages taken directions. You’ll fly over islands, Commodore 64. Both were tales of by the Bungelings. And that game which are dominated by six factories. “technology gone wrong”. Both used had many similarities with Raid on Each contributes to the Bungling the memorable imagery of a robotic Bungeling Bay. Empire’s war effort by manufacturing skull, with glowing eyes. And both Both titles feature a helicopter, parts for the enemy’s battleship. were the first small step in a billion with strong momentum in its Your mission is to take each factory dollar franchise. movement. Both feature a mixture of out, by bombing it repeatedly. In No, Raid on Bungeling Bay never air-based targets to shoot with a some cases, the factory requires got a sequel. There’s no massive machinegun, and fortified buildings more than nine bombs. This means RoBB fanbase. And it only appeared to “bomb” from above. And both dashing to your carrier to refill, and on three platforms (C64, NES and titles require the copter to return to returning to finish the deed.

Stealing bombs from the Your carrier. Your home Factory destroyed! enemy’s airbase

RETROACTION ISSUE FOUR SUMMER 2010 21 RETRO RESPECT RAID ON BUNGELING BAY The white jets swap their cannons for air-to-air missiles. And the gun emplacements are now rebuilt very quickly. If that’s not bad enough, they also start alternating between bullets and deadly homing missiles. Outrunning a missile is challenging, but possible... as long as your craft is in good condition. RoBB throws many simultaneous problems at the player, but you Your carrier is under attack! Enemy battleship launched! If you’re gonna die, at least take always know what’s going on. out a factory! There’s a simple radar in the lower left corner (a la Wizard of Wor), and Your other main target is the these low-level enemies provide 100 percent damage, and your craft a status bar (“Your carrier is under enemy’s shipyard. Here, you can little resistance. will start spiralling out of control, attack”) on the bottom of the screen. see their battleship slowly coming The real danger comes from the before smashing to the ground/ocean The changing colour of the screen together. Bombing the shipyard enemy’s anti-aircraft guns and jets. below. It’s incredibly satisfying if border gives you an almost will set back the vessel’s The gun emplacements are you’re able to crash your helicopter subliminal indication of how much construction—giving you more time positioned near factories, so it’s into a factory, or even better, the trouble you’re in. This is a very for other priorities. This is an important to take them out before a enemy battleship. A successful clever touch. You may be important point—if you only attack bombing run. In time, the AA guns kamikaze attack is the equivalent of overwhelmed at times, but never due the factories, the battleship will be are rebuilt, so it’s a case of destroy about five bombs. And the act of to a lack of information. launched before you complete the the factory, and get outta there—fast. wrestling with the joystick, while If you lose all your lives without mission. And once this happens, it Enemy aircraft come in two colours— your damaged helicraft veers about… wiping out all the factories, the game heads straight for your carrier, white jets attack your copter, whilst is a fantastically intense experience. is over and your mission a failure. If firing homing missiles. black jets will bomb your carrier. Initially, Raid on Bungeling Bay is you destroy all six factories, the RoBB is therefore a balancing You’ll need to take out the former to fairly easy. But once you’ve Bungeling Empire will surrender, and act, between attacking the preserve yourself—and the latter to destroyed your first factory, things you win (even if they’ve launched factories, and bombing the shipyard preserve your base of operations. start getting mean. More and more their battleship). This reveals a to delay the battleship’s Your helicraft has a damage black jets will attack your carrier. front page describing construction. But the Bungeling rating—out of 100. This can only be War Machine has appropriate repaired by landing on your carrier. defences for its manufacturing At 50 percent damage, your base. The roads between each helicraft’s top speed is reduced and factory are patrolled by tiny tanks. the screen border turns yellow. At The straits between each island are 80 percent, you slow down further, patrolled by armed vessels. Yet and the border turns red. Exceed

If you died as you destroyed the final factory, the headline will commemorate your sacrifice (and this was two years before games like featured alternate endings)

RETROACTION ISSUE FOUR SUMMER 2010 22 RETRO RESPECT RAID ON BUNGELING BAY Raid on Bungeling Bay’s sprites and background are functional rather than dazzling. But the game’s visual kick is one of scope, rather than detail your heroics, and amazingly—it game map together. As he was Will changes depending on the outcome playing with the map editor he’d Wright’s game of battle. If you died as you developed, he had a thought. “What really lived on—in destroyed the final factory, the if other people liked to make their a 16-bit console headline will commemorate your own little worlds?” As you may classic. As Julian Rignall sacrifice (and this was two years know, the designer in question was remarked at the time, EA’s before games like Bubble Bobble Will Wright. And despite his Desert Strike is similar in concept featured alternate endings). Once success with RoBB, Wright’s idea of to Raid on Bungeling Bay. The you’ve read the newspaper, there’s a a city-building game on the helicopters move with a comparable parade in your honour… complete Commodore 64 failed to excite momentum, and again, one can with cheering crowds, a motorcade Broderbund. They wanted him to tackle the numerous targets in any and fireworks! add clear winning/losing events to order you like. As far as unofficial Raid on Bungeling Bay’s sprites the game. He wanted to create “a remakes are concerned, I’ve only and background are functional rather playground, like a train set”. And seen three completed. There’s a than dazzling. But the game’s visual Broderbund decided not to release great flash remake called kick is one of scope, rather than the game. Four years later, Wright Chopraider, an XNA game called detail. It was one of the first formed his own publishing Exisled and a freeware PC remake Commodore games with a “world” to company. Its first release, Sim City by Australian programmer Jason explore via eight-way scrolling. And was a big success. And its spiritual Brown. the planet you patrol is huge, successor The Sims has been a Raid on Bungeling Bay may not spanning ten screens across by ten phenomenon. have had the same obvious cultural screens down. Sound is less A few games have appeared since impact as that other big impressive… with no music and only RoBB with loosely similar design and entertainment release (hello Arnie) basic sound effects. But these are gameplay. Thunderforce 2 on the in October 1984, but it’s a great only minor issues. Mega Drive/Genesis, and Zone 66 game. And, as RoBB celebrates its The designer of Raid on Bungeling (PC) are two examples. But eight 25th birthday, it well and truly Bay spent some time putting the years after its release, the spirit of deserves some “Retro Respect”.

Surrounded by enemy aircraft You’ve made the papers! Now that’s an ending!

RETROACTION ISSUE FOUR SUMMER 2010 23 ZX SPIN: EMULATOR PROFILE

Words & screenshots by CaptainD

he ZX Spectrum was one of most famous 8-bit Tcomputers of all time, so it was only natural that we would profile one of the best ZX emulators around. ZX Spin turns your humble PC Heels. Just why did we into a high-powered ZX love the Speccy? Spectrum—oh wait that should be Games, of course—lots the other way around. Still, of them, and some real classics. time I’ve used ZX despite amazing advances in So, to relive those heady days Spin, and for the technology, few computers have of 8-bit excitement, we could most part it works inspired the sort of love that the either try to buy an extant very well. ZX Spin dear old Speccy seems to have, machine at a car boot sale, find a emulates a whole what with its slow tapes, rubber bootlegged Russian model, or use range of Spectrum keyboards, power packs that kept an emulator. Since the first two machines, from the humble 48K and disk (.dsk) format, can be falling off, disk drives that used options have already been covered model to the +3 (3.0 inch disks— found all over the internet. You disks no other computer could use in previous issues of Retroaction, why?!), through to 256-colour may have to check that the game and insanely slow tape decks that I’ll tackle the latter. models. If you’re technically you’ve chosen is right for the took a whole five minutes to load There are quite a few ZX minded, you can play around with particular model you’re emulating Match Day 2, Taipan or Head Over emulators around, but for a long all manner of settings, including a at the time, but basically if you debugger, but for me it’s enough choose the Spectrum +2 (128K, From colour-clash to epilepsy-inducing loading screens, to be able to play the games and incidentally a game I owned it’s all there if you want it (though games naturally again. Spectrum games, which many years ago), you should be load much faster than they did with the old tape deck). come in both tape (.tap and .tzx) okay with pretty much everything. If you have fond memories of the Speccy, you’ll get a lot of enjoyment from the ZX Spin emulator.

With a simple drag and drop inducing action, the games work well and loading without any annoying adverts, screens, it’s though the joystick emulation all there if could be better, that’s something you want it I’m sure will be addressed in (though games naturally load future versions. The ZX Spin much faster than they did with the emulator is very stable—I’ve never old tape deck). had it crash on me, even running The five main functions of ZX while others are not so. The under the troublesome 64-bit Spin are identified by five buttons ‘save current screen’ function Vista—and with very few at the bottom left of the emulator enables you to save a exceptions it has ran every Speccy window: pause/resume, open file, snapshot of the current screen, the surface of what ZX Spin can game I’ve tried on it perfectly. start/stop tape, enable/disable either in .bmp, .scr or .gif formats. do and it really needs to be tried From colour-clash to epilepsy- keystick and mute/un-mute There are great options available out to discover all its treats. sound. There is also a in the recording menu, including If you have fond memories of plethora of various other video and audio recording the Speccy, you’ll get a lot of functions—some usual, capabilities, making it easy to enjoyment from the ZX Spin record your gaming feats emulator. For those interested in or favourite Speccy tune. emulating custom systems, But this simply scratches creating videos of old games and hacking through the hardware setting the options are all there— but for those who, like me, just want to relive some gaming memories with the minimum of fuss, the program is set up to be extremely simple to use.

For more information, and to download the latest version of ZX Spin, visit http:// www.zxspin.co.uk/ ZAKUZAKU Words by Gnome, screenshots by SFT

he Atari Lynx was an impressive piece of Thardware, that due to some minor design-flaws failed to set the world on fire. It only managed a distant third place during the first handheld console wars, though, despite its less than stellar sales and handfull of released games, strangely remains alluring to this day. Oh, yes, and it's been my all time favourite console for years, so, uhm, good news everyone! There's a new Lynx game available: Zaku... REVIEW ZAKU Zaku is a horizontal shoot-'em- up (or shmup) in the vein of Air Zonk, that is easily the best genre offering the console ever managed, but more on that later. After all, the first thing that impresses about the game is its packaging and the apparently amazing production values. The box looks and feels exactly like the ones the official Lynx releases of yore used to sport, comes complete with an recover the code of the Rarity 9 spectacular, but is definitely on par excellent, full-colour, 30 pages long program. I love it. Really do. with the average Lynx game. Then manual and—most impressive of As for the game itself, well, it is again, it's the graphics of the all—a proper Lynx cartridge, unlike as mentioned a horizontal scrolling game that set it apart. They are anything the homebrew/indie shoot-'em-up that plays quite a bit really impressive, sporting huge community had produced so far. It like Air Zonk with a few extra sprites, vibrant colours, cartoon is a proper Lynx cart. A proper 4 touches. Players fly from left to aesthetics, some intriguing 2D meg Lynx cart, which, to be right while either avoiding or effects and, above all, top quality honest, was quite a rarity even destroying a variety of surreal parallax scrolling. What's more DETAILS during the console's heyday. enemies and collecting power-ups. they are incredibly varied making Then again, Zaku is far from an Zaku herself is a versatile little excellent use of the cartridge's 4 Developer: PenguiNet ordinary game. It is a shmup with character. She can fly, charge up megs of memory. a tongue-in-cheek plot, that's shots, use her rapid fire abilities, Admittedly, the genre Publisher: Super Fighter Team actually amusing and that's even fire her back blaster and even use competition was never that great Platform: Atari Lynx rarer in the world of video gaming, a devastating yet highly protective on the Lynx, but Zaku is by far the Weblink: zaku-lynx.com let alone in the world of shoot-'em- personal force field; the clapping best shmup for the console, even ups. Zaku, the game's titular shield. The game is quite tactical beating the venerable Zarlor Genre: Shoot-’em-up heroine, you see, besides being as far as shmups go and most Mercenary. I'd say it easily makes one of the few non-sexualized enemies, especially bosses and it into the top 5 Lynx games ever gaming leads, is fighting against sub-bosses, require different released, and is a mandatory shovelware, uninspired games and strategies to overcome them. purchase for all Lynx owning retro RATINGS greedy publishers by attempting to Soundwise Zaku might not be gamers.

Graphics: 96% Sound: 78% Gameplay: 84% Overall: 91% A killer-app released 20 years too late

RETROACTION ISSUE FOUR SUMMER 2010 27 Super Fighter Team — besides sporting an absolutely brilliant name — is possibly the only indie developer for retro platforms that has managed to impress the mainstream gaming media with, among other excellent releases, its shiny new cartridges for the Sega Mega Drive / Genesis and the Atari Lynx. To complement our review of Zaku, here are Brandon Cobb (president, Super Fighter Team) and Osman Celimli (president, PenguiNet; Zaku designer / developer) to discuss both the game and Super Fighter Team... INTERVIEW BRANDON COBB & OSMAN CELIMLI impossible. Success came from to dig into the framework of a role following my dreams. That is the basis playing game and build it up into of the company. something stronger. Instead of spending time directing programmers RA: What was the central idea to bugs and suggesting ways to fix behind Super Fighter Team and its them, I was able to spend more time projects? designing neat little features and BC: 1). To embrace classic machines enhancements. I got in there pretty that the big companies have deep, building up my drive as we built abandoned. up the game. It may never enjoy the 2). To introduce some of Taiwan’s best amount of success that Beggar software to the rest of the world. has, but it will always have a special 3). To bring about in our customers place in my heart. the same wonderful feelings that I experienced the first time I played my RA: Of the specialist press’ favorite video games. reaction? BC: Never in my life could I have RA: Beggar Prince and Legend of imagined how huge the press would Wukong are two absolutely be. It was overwhelming. I smiled excellent Sega 16-bit games. Are every time I saw the name “C&E Inc.” you proud of them? in print alongside ours, because they BC: Beggar Prince was our first inspired me to start the whole thing; Brandon Cobb (president, Super Osman Celimli (president, commercial project, and a huge they fueled the dream. Fighter Team) PenguiNet; Zaku designer / undertaking, considering. The original developer) Chinese version of the game was rife RA: Did they sell well enough to with bugs and we had no contact with boost your morale? Retroaction: Care to introduce us some of our core members include: its programmer. Just when our guys BC: Back before it all started, I to Super Fighter Team and its Derrick Sobodash, Yu-Chen Shih, Kim had finished with all the remember sharing my ideas with a members? Biu Wong and Guoqing Xie. reprogramming, we split from our close friend. He thought I was a bit Brandon Cobb: Super Fighter Team publisher and went it alone. Every daft when I told him, “If I’m able to is the future of classic gaming. We RA: When, and how, did you guys hurdle you can think of was thrown in reach just ONE person who loves partner with top game companies start? front of us, but we vaulted over them these games as much as I do, I’ll be across the world as well as gifted BC: As a child, I owned no video all to land squarely on the finish line. satisfied.” Since our humble independent developers, and in game systems. Instead, I had an The sleepless nights, the aggravation, beginnings, we’ve reached thousands. between it all we also find time to Apple II and later, a PC. When Street the wondering when and if we’d ever churn out our own original titles. Our Fighter II came along and changed finish... I could write a book about it RA: What are goal is to always deliver the highest the world, everyone I knew was all. But the game shipped. It shipped, you looking quality product at the most convenient playing the hell out of it. I wanted to and it shipped on price—or, in some cases, as freeware. do the same. Thing is, there wasn’t an time—just like all of I founded the company in May of official PC version yet, so I picked up our games have. And 2004. I wear a plethora of hats, on a fighting game out of Taiwan the world reacted in ranging from directing and delegating called Super Fighter. It was, quite a way never before to designing and lead testing, in simply, “my” Street Fighter II. In the seen from the addition to countless others. I’m also years to follow, I wanted to share the release of a new the company’s official snack eater, game with the world and express my game for a classic which as you can imagine is a highly gratitude to the company that made machine. sought after position. it: C&E, Inc. Eventually I was able to Legend of Though we employ a different sized accomplish both goals, something my Wukong gave me an team for each individual game project, friends and family had thought exciting opportunity

RETROACTION ISSUE FOUR SUMMER 2010 29 INTERVIEW BRANDON COBB & OSMAN CELIMLI You can’t just take a brilliant Lynx machine, a game I had very fond complements every strength of the game and stuff it uncomfortably in an memories of on the PC. For whatever Lynx hardware, running smoothly the odd-shaped, orange case made of dull reason, I decided to try working with entire time. You’ll quickly and easily plastic. You’ve got to add some the Lynx hardware, and picked it up become charmed by and helplessly panache while keeping the original very quickly with help from Björn addicted to this game. spirit alive. Hold a copy of Zaku up Spruck and Karri Kaksonen. So there OC: A game that just tries to be a next to any game that Atari produced really wasn’t any incentive in terms of game, I think that is what’s most for the Lynx, and you’ll see what I Lynx nostalgia on my part, I just grew important. mean. In fact, some of our customers to enjoy working with the machine. have even commented that they feel RA: Care to tell us the story behind our packaging is superior to BC: I’ve always wanted to have some the development of the game? Atari’s. hand in the creation and release of a OC: I started Zaku when I was 14, and new game for the Lynx, ever since I the game shipped when I was 20. RA: Could you name some of first set eyes on the machine. That’s six years of development when your collective favourite classic you’re going to be changing as a games? RA: And why go for a side- person. In reality, Zaku started out as BC: Alone in the Dark, Quest for scrolling shoot-’em-up? “Let’s just try and replicate Air Zonk on Glory III and IV, Gobliins 2 and BC: That’s the sort of game that the Lynx,” then “Well this is kind of Goblins 3 (PC); Earthbound grabbed Osman’s attention, at the working out, so let’s put some (SNES); Star Blazer, Neuromancer time. I believe it was a fine choice. placeholder characters in there,” and (Apple II). The Lynx had a handful of shooters eventually “We have something here, produced for it during its time on the let’s try to finish it and add as much RA: What about your favourite market, but none of them really made originality as we can to the concept.” By game systems? you want to jump up on the table and far, the most difficult thing for me was for when releasing a new game or BC: The Genesis and Lynx are both do a little dance. I danced when I first to continue working on the game while I updating / translating / finishing high on the chart, but that goes saw Zaku, that’s for damn sure—and was coming up with ideas which, an unknown classic? without saying. Aside from those two, I’m not even the biggest fan of shoot- frankly, I felt were far superior to and BC: One word: perfection. I’ve had a deep love for the original ’em-ups. much more original than Zaku. But I black and white Gameboy for longer OC: When I started working on Zaku, said the game would get finished, and it RA: By the way, I do think it’s than I can remember. The newer I was a big fan of Air Zonk, and many did, so that’s satisfying in itself. I enjoy wise to focus on the games’ incarnations of the machine were of the parallels between the two are the process of designing and developing packaging. Would you mind telling never able to deliver the same kind of pretty obvious. I’m not a big “shmup” games, and continue to do so because us how you make it? Oh, and why magic, where software was guy either. But I’m glad I chose the of that. would be nice too. concerned. I’m interested in the 32X, side-scrolling shooter genre, since you On a more technical note, we used a Osman Celimli: Heh, that was at least from a hardware perspective. have lots of creative Brandon’s domain. I actually got to sit Oh yes—and the Super A’can makes freedom in it, and there’s a back and watch, for once. for a nifty doorstop. big focus on having the player pick up the game BC: It’s not overly complicated: RA: So, why chose the Atari Lynx quickly. It’s an enjoyable you’ve just got to be able to find a as a platform to develop for? thing to work with. print house that’s crazy enough to OC: I originally was interested in churn out custom cardstock boxes for developing something for the RA: How would you you, in miniscule numbers, for a low GameBoy, since it was, and still is my describe Zaku? What price. You find one of those, you’re favorite console. But I couldn’t find would you say are its set. [smirks] any simple tutorials to get acquainted most important features? We take the packaging design as with how the machine works. Later BC: Zaku is a 4-megabit seriously as we take the development on, I came into possession of a Lynx game card packed to the of the game. They’re all equally after discovering that Chip’s Challenge brim with challenges, humor important parts of the same whole. was originally developed for the and best of all, fun. It

RETROACTION ISSUE FOUR SUMMER 2010 30 INTERVIEW BRANDON COBB & OSMAN CELIMLI combination of Epyx’s original background artists. We’d set deadlines for it, too. When he contacted me, I development kit on the Amiga, Bastian and work towards them effectively. It’s was still in high school, and at this Schick’s BLL, and some of our own a project you do in your spare time, and point, I would never want to negotiate tools. Pixels were laid out in Microsoft life has to come first, so organizing anything with my sixteen year old self. Paint, and the code was written in things is particularly important. But But hey, it seems like things worked out Microsoft Notepad. The notable thing is Zaku shipped, and things worked out in for both of us. that while nearly all of the engine and the end. libraries were new, and written by us, RA: What were the major we decided to use Epyx’s HSPL sound RA: How did Super Fighter Team influences behind Zaku? engine. This is the same audio system get to hook-up with PenguiNet? OC: Again, the influence from Air used in the Lynx’s early titles such as BC: I frequent a few message boards Zonk is pretty obvious, and one of Chip’s Challenge or California Games, that focus on Atari’s machines, including the biggest challenges I had during which I think is something. I spent the Lynx. One day I ran across a development. I liked Zonk’s basic many hours hand-converting the MIDI’s discussion regarding a new Lynx game gameplay mechanics, the charge my brother sent me into Epyx’s SPL that was in the early stages of shot, fire boots, etc. Those are scripting language, since their development; in fact, it was only a easy for the player to pick up, and I conversion program wasn’t very programming exercise at the time. I think can be used really creatively. effective. There was a constant effort to took a look at the public demo, and But it seemed like they were tossed give good results for the player, even if immediately realized the huge potential aside to constantly grab power ups it meant more work for us. it had. Wasn’t long after that I and charge Zonk’s super attack. I The overall development process contacted Osman and offered our prefer having the player creatively wasn’t particularly special. I tried to publishing services. He wasn’t sure use the tools they start with, like in keep things organized, particularly which way he wanted to go, at first. Rocket Knight Adventures or Mole when we brought on additional However after a friend of his showed Mania. So the design we went with was with. I think we succeeded in that him a copy of Beggar Prince, he realized sort of a compromise between these regard. If you want to get into game the kind of quality we could bring to the two ideals. There’s lots of art design, development in the long run, which I’d production, and we became partners in pacing techniques, and throwbacks to like to do, the best way is to make the quest to bring Zaku from concept to other things I enjoyed like Sonic CD and games. That’s why Zaku exists, to make completed game. Gunstar Heroes. But the game really sure I can control this stuff, since that OC: I’m pretty amazed Brandon went was mostly made from all the stuff my isn’t easy. Now that the game is out, I friends and myself used to come up can look over what people enjoy and with when we were young, along with get bothered by, and use that to some of my own adventures in improve what I work on next. dreamland. RA: Are you happy with the final RA: What were the goals you set to release? achieve? OC: I’m very satisfied with how Zaku OC: I think it’s important to focus on turned out. simple fun as a first project. Zaku was BC: I’m over the moon about it. by no means a small undertaking, but I’m glad we focused on making the RA: We must admit it is a technical game enjoyable rather than exclusively masterpiece with excellent focusing on a technical achievement or graphics. Any idea as to how this story. So for me, the real drive was not was possible on the now humble only what Brandon mentioned, but to Atari handheld? try and make the game simple and not BC: The Lynx is capable of stunning come off as overly prestigious to results. A developer just needs to have players. Something it seems many and exhibit some drive in order to small team games seem to have issues showcase them. We’re not wizards; we

RETROACTION ISSUE FOUR SUMMER 2010 31 INTERVIEW BRANDON COBB & OSMAN CELIMLI text in the manual. that one. As well, we were fortunate RA: How about some comments on BC: By that of course, he means he enough to acquire half the back catalog the game’s video game related created a bunch of original artwork for of Panda Entertainment last year. They plot? the manual, then did the layout. Talk produced some of Taiwan’s finest PC OC: I feel that, especially in comparison about dedication, eh? games of the early to mid-1990’s, such to other industries, the game industry as Sango Fighter and Crazy Dodgeball. has to hold the record for terrible RA: How has the wider retro (and We’re already in the process of porting business decisions and failures. Bran indie) gaming community reacted their assembly code over to C, for and his cronies are idiots, I don’t think to the release of Zaku? multi-platform consideration. anything is more appropriate than them OC: The response to the game has attempting to take over an already been very positive, which is great. But I RA: Are there any ideas for stupid market. With the way the game think more importantly, people are developing retro-styled games for simply love the machine and we weren’t industry works now, Zaku’s plot is letting us know not only what they modern platforms? Or perhaps for about to settle for an amateur result pretty feasible. Nothing makes sense in enjoyed about the game, but what digital distribution of Super Fighter when we knew we could make the it, and we try to make fun of all of it, they’d like to be improved. Which is Team’s games? system truly shine. Had Atari followed even the retro collectors, since there extremely helpful. BC: We’ll support the mobile phones a the same approach, perhaps their really is just too much to laugh at. BC: They dig it! Zaku is scoring high bit, like Nokia’s N series, as they’re machine would have enjoyed more BC: Think of the great crash of 1983. reviews all over the place, and that’s among the greatest such devices on the commercial success. Think about any time that companies very inspiring for us. Especially after all planet. Aside from that there isn’t much OC: You have to put in the effort, since have flooded the market with bad the hard work and sacrifice, it’s of a “modern platform” plan. Our focus players will notice it if you don’t. I’m not games. We won’t succumb to that. We’ll wonderful to know that people are is on retro: producing new games for an amazing programmer, and Zaku isn’t rise above. Tailoring a story to that end going ape over the game. classic systems. a perfect game, but there was a is only quite fitting, don’t you think? constant attempt to add “one more RA: Are there any plans for a RA: Is there anything, anything at layer” of polish or creative use of the RA: And, really, how did you sequel? For another Lynx game all, you’d like to add? hardware if we could make the game manage to come up with an perhaps? BC: Believe in yourself and in your play better by doing so. Things like the authentic Lynx cartridge? BC: I’d love to have another go at the abilities is the key to pushing through gradient background and camera OC: Hah, that was another one of those Lynx. We’ve been kicking some ideas the clouds of doubt and turning your panning during Emp’s battle. They may things I just got to watch. around, but there’s no definite plans as dreams into a reality. The only thing have added a week or two to BC: Had ‘em made up from scratch, of of yet. stopping you, is you. development, but it’s worth it to learn course. No one’s going to have the OC: I really enjoyed working on Zaku, how to do the effects, and let the player plastic mold for a Lynx game card lying and with the Lynx platform. It’s great enjoy them. But I have to credit the around, not even Atari. Those molds are fun to design things for Zaku’s world, Lynx designers here too, it really was a expensive, but hey, you only live twice! since you really can do whatever you great machine to work with. Gotta go for the gusto, otherwise want. But at this point, I’d like to try there’s no point in even considering it at something more original. Although if we RA: And let me congratulate you on all. I mean what’s the alternative— did go through with a sequel to Zaku, a female lead character! Any shipping the game as a naked PCB? Lynx or not, I think there’s lots to tweak comments? That would just be silly. to make the mechanics more fun. Right OC: The decision to make Zaku a girl now though, I’d like to take a break. was actually contributed by my father. RA: What about the excellent box After all, it’s been six years. He was looking over some of the early and manual? designs for the character and BC: Derrick designed them, I wrote RA: So, what does the future hold? mentioned that I should make one of most of the text. It was a real gasser. Should we expect more impressive them (which ended up being the design Kim Biu added in the final touch: the releases for retro machines? we chose) a girl. I kind of just went with little holder inside the box in which the BC: We’re planning to release another that, there wasn’t any real thought game card is placed. Hats off to him for new role playing adventure game for behind it. that! the Genesis / Mega Drive this year. I BC: Score one for women’s lib! OC: I added the pictures to Brandon’s can’t tell you how jazzed I am about

RETROACTION ISSUE FOUR SUMMER 2010 32

Previously on Computer Warrior… Bobby Patterson had discovered the secret code that allowed him to enter his home computer and play software games for real. Bobby had been chosen by the Warlord, the grim guardian of the electronic flux, to battle the dark forces that controlled the computer’s Nightmare Zone. Bobby had at last won his epic battle and returned home safe in the knowledge that he had helped save the real world against the evil of the Dark Forces. Words & scanned images by Neil Reive original images © IPC Magazines

ollowing on from the previous trap the rogue without too much stories, this fourth part of the trouble. It’s then off to the Gunship Fstory involves some major where Gru is hiding out, before changes to the plot and the way the tracking down Gor for a final comic strip is written: Eagle readers showdown. With the successful themselves were given the chance to capture of Gor, all the Dark Forces appear in the stories. The author at are now contained within the this time is unknown, although the electronic containment cube. The artwork is recognisable as work by Warlord thanks them for their Mike Dorey, who remained as Artist help, but Bobby replies that this throughout the story arc. shouldn’t happen again. The Upon returning to reality, following Warlord hopes that is the case his epic win against the Dark Forces, and sends the two back to their Bobby tries to get his life back to reality. normal. However, Bobby and his best When the Warlord becomes friend Martin can’t relax yet as the gravely ill, however, he brings Warlord drags them both in to the Bobby back into the computer’s computer’s realm. A weakened realm for an ultimatum. The Warlord explains to them that the evil Warlord is dying and he tells Bobby of the Nightmare Zone are imprisoned to put on the Warlord robes and inside an electronic cube, except for replace him when he dies. Bobby three who would not come peacefully. refuses and the Warlord passes Gor, who Bobby faced in the second away, leaving Bobby trapped inside test, and his brothers Gru and Gurrt, the computer realm. His only escape are taken refuse in the game world of is by putting on the robes of the Thunder Blade. The Warlord states Warlord and taking on the power of that he is too weak to pursue them, the title. An audible crack echoes and asks that Bobby and Martin hunt through the Warlords chamber; it’s them down. Bobby and Martin track the containment cube of the Dark down Gurrt in an enemy chopper and, Forces cracking. Feeling that he has with their combined skills, manage to no choice, Bobby puts on the robes

RETROACTION ISSUE FOUR SUMMER 2010 COMPUTER WARRIOR, PART FOUR and helmet of the Warlord and the of playing games for real with no THE GAMES power that comes with it surges serious consequences. He makes the through him. He quickly rushes over decision to continue as Warlord and Thunder Blade to the containment cube, grabs it and let other players experience the crushes it into tiny fragments. It is computer realm. Besides, with the Developer/Publisher: Sega over and Bobby wills himself back to Nightmare Zone now non-existent, Platform: Arcade (with various ports) his own reality. what harm is there? The players Released: 1988 Back in reality, Bobby reflects on would return home safely whether One of Sega’s biggest arcade games of his time in the computer realm and they win or lose. 1988 where you take control of the titular ponders whether he is being too hasty Andrew Porter of Prestwich, ThunderBlade chopper in a third person in abandoning the role of Warlord and Manchester is chosen as the first Eagle shoot-‘em-up. Taking place in an unknown the opportunity to realise the potential reader to take part in Indiana Jones and location, the plot revolves around the fall the Last Crusade, taking on the role of of the government and the rise of an evil Indy in search of rare artefacts. dictatorship, who plan to take over the Warlord Bobby explains to Andrew that country. the game is to be played for fun only, Using ThunderBlade’s guns and missiles, you need to take out the with a winner’s prize of a free copy of enemy’s tanks, helicopters, battleships, the game and a loser prize of taking etc. The missions take place over four home the experience of playing the levels, including war torn city landscapes, game for real. Andrew progresses caverns, jungles, and aircrafts. The game through levels one, two and three was ported over to most home computers before winning the game quite Before he can deliver his first courtesy of US Gold. comfortably. Warlord Bobby present, Dave is shot down on top of a congratulates Andrew before sending rooftop by a shotgun-wielding gnome. Indiana Jones and the Last him back home. One of his three lives is gone already Crusade The next Eagle reader, Dave Dawson and it isn’t too long before Dave loses a of Plymouth, is summoned by Warlord second. Following a further incident, Developer/Publisher: Lucasfilm Games Bobby to take part in the Christmas the reindeers break loose from Dave’s Platform: Mega Drive/Genesis, Amiga, festivities of Slay Ride. Dave takes on slay and he is sent pummelling towards Amstrad CPC, Atari ST, Commodore 64, the role of Santa and needs to delivery the ground and loses his last life. DOS, Game Boy, Game Gear, MSX, NES, Sega , ZX Spectrum Bobby commiserates Dave and is presents to every house in Happytown, Released: 1989 while fending off attacks from evil ready to send him back home when gnomes and goblins with only a water two Dark Force creatures appear from There are various versions of Indiana Jones pistol to defend himself. nowhere claiming Dave for the and the Last Crusade (two separate Nightmare Zone. Bobby can’t believe version on the NES alone), but the comic what is happening, but the Dark strip focused on the arcade adventure Forces explain that there game from Lucasfilm Games. The game — involving action and puzzle sections — takes place over five levels, taking Indy to Utah caves, a circus train, venetian catacombs, Castle Brunwald in Austria, a Zeppelin and the quest for the Holy Grail itself. The Sega versions received moderate success, critically and commercially. The various home computer conversions were handled by US Gold, also with varying success.

35 Slay Ride (fictional)

Turbo Outrun

Developer: Sega-AM2 Publisher: Sega Platform: Arcade (with various ports) Released: 1989

Turbo OutRun was initially released in the arcades around 1989 by Sega and was quickly ported to many home computers and consoles by US Gold (with the C64 version getting the most praise). The must be a original arcade cabinet sit-down version natural balance to all things. As there included the usual steering wheel, 2-gear is good, there must also be evil. the first two Dark shifter (Low/High) and 2 Pedals Warlord Bobby may have defeated the Forces creatures also disappear. (accelerator and brake). Dark Forces and banished them to the Bobby still can’t take this in as he The player is tasked with driving a far reaches of the electronic flux, but thought he had destroyed the Ferrari F40 across the United States in 16 he can never destroy them totally. containment field that held the Dark stages, from New York City to Los Angeles with various cities in between. As the title Warlord Bobby can’t believe this and Forces imprisoned. He walks over to suggests, the game enables players to takes action against them using his the shattered remains of the make use of limited turbo boosts power. However, as Warlord Bobby containment cube, picks up a throughout the races. yields the two Dark Forces into fragment and sees the horrified face submission, another creature appears of Dave Dawson trapped within. Ghouls ‘n Ghosts unseen from Bobby and takes Dave Feeling distraught that Dave Dawson away. As Bobby looks on in horror, is trapped in the Nightmare Zone, Developer: Capcom Bobby invokes a right to challenge the Publisher: Capcom Dark Forces in a games playing contest. Platform: Arcade (with various ports) If Bobby’s team wins five games, Dave Released: 1988 Dawson is set free, but if his team loses five games then he himself will swap Capcom’s classic Arcade sequel to Ghosts ‘n Goblins received many conversions to places with Dave. The Dark Forces home computers and consoles. US Gold can’t believe he is offering himself to handled the home computer versions, them and happily agree to the terms of part in the next challenge against the while Sega, undoubtedly astonished the challenge. Dark Forces. The game chosen is everyone with their conversion to the Mega The first game challenge is Turbo Ghouls ‘n’ Ghosts where Leigh plays Drive/Genesis, which looked stunning and Outrun and Warlord Bobby summons as the brave Knight Sir Arthur as he one of the console’s early “must have Robert Cook of Upminster to take part attempts to rescue his bride-to-be games”. in the game. Robert’s task is to race from the King Demon. After a Similar to the first game, Ghouls ‘n Ghosts features Knight Arthur, who must across America, from New York to Los stuttering start, losing two lives, Leigh traverse through a number of platform Angeles. From stage to stage, Robert finally gets the hang of the game and stages, defeating all manner of deadly gives a flawless race, choosing the succeeds in rescuing the maiden. demonic creatures with his range of correct transmission and optional extras Warlord Bobby congratulates Leigh weaponry, in an attempt to rescue the throughout. He finally defeats the Dark and sends him safely back home. souls stolen by the evil Loki, including that Forces driver easily and game one goes That’s now two games won against of his lover. to Warlord Bobby’s team. the Dark Forces and Bobby wonders Leigh Woodall of Kings Lynn is what will happen next… summoned by Warlord Bobby to take To be continued… 36 RETRORETRO RESPECTRESPECT

Words & screenshots by CaptainD DETAILS

Developer: Binary Design Publisher: Mastertronic Released: 1987 Platform: ZX Spectrum (other ports available) Genre: Adventure

rather well known game about different-shaped blocks Afalling down the screen was once described as “brilliantly simple, simply brilliant”—or something like that, anyway. That sentiment has rarely been demonstrated quite as well as Mastertronic’s classic game Feud—a game that would seem to be ripe for a remake, yet somehow no- one’s ever seemed to be able to do a good job of it. It was the first release on their “Bulldog” label and, while that was a worthy label for budget games, perhaps they peaked too soon—I don’t remember any other game released by Bulldog reaching quite the level of popularity of Feud. Released way back in 1987, it’s still a much-loved part of gaming history. RETRO RESPECT FEUD Coded by The Pickford Brothers This is done on a split-screen display Coded by The Pickford Brothers (who were involved (who were involved in the creation of so you can, if you were sneaky a myriad games for the 8 and 16-bit enough, spy on what your opponent in the creation of a myriad games for the 8 and 16-bit computers and consoles), it was a was doing—of course, they can do computers and consoles), it was a game of elegant simplicity game of elegant simplicity; you and the same to you. your brother are wizards, have a bit On what seems quite a large how you could play the game, and a those days, scrolling game maps of a feud going on, and try to kill game map you can find ingredients lot of scope for devious strategy; were virtually unheard of), the game each other. Oddly enough this was such as Feverfew, Burdock, Ragwort reversing your opponent’s controls simply consists of gathering herbs, one of the games that my sister and and Bog Weed (yes, Bog Weed)— when they are in a dangerous area is bringing them back to your cauldron I played repeatedly—apparently, some easy to get to, while others are always great fun, and watching to create spells (once you had the controlling warring siblings is good far trickier. Each combination of two fireballs and lightning strike the right combination of ingredients), for real-life family relations. ingredients for a spell tends to enemy never gets old. and using those spells to inflict the The game’s characters are the two require a lot of travel, and there can The graphics are very good, bold maximum effect against your brothers, Learic and Leanoric, who be other dangers besides your and chunky to avoid the dreaded brother. never seem to think that it would be brother to be avoided. Naturally, the colour clash, and the sound effects Ported to various other systems, a good idea to just get along. You more powerful spells require more are okay. This definitely isn’t a game Feud for the ZX Spectrum alone can play against the computer, but legwork and cunning to gather the that aims to wow you with aesthetics managed an estimated 180,000 sales the real pleasure of Feud is playing necessary herbs—but the end result though; the focus is on game play, (an astonishing figure for a home against another human (or in the is definitely worth it! which it has in bagfuls. Played in a computer in the late eighties). It case of my sister, partly human). You have a range of spells—twelve flip-screen area (of course, back in remains a much-loved game and, in in fact—to aid you or clobber your some ways, unequalled. Who would hapless sibling: Teleport, Protect, have thought that gardening (well, Sprites, Zombie, Swift, Freeze, searching a garden to gather herbs Doppleganger, Invisible, Reverse, to create spells to blast your brother Heal, Fireball and Lightning. Twelve into subatomic particles, which is might not seem like a great deal but almost the same thing) could be so there is a great deal of variety in much fun?!

38 RETROACTION ISSUE FOUR SUMMER 2010 Out-of-Print Archive is a magazine preservation project that restores classic videogaming magazines back to their former glory. We caught up with the co-founders of the project to discuss magazine preservation, scanning, editing and gaming... OUT-OF-PRINT ARCHIVE Retroaction: Can you please OSSM issues I had from back in the people would be able to enjoy these introduce yourselves to our day, while also buying up missing issues classic video game magazines for many readers? on eBay with the plan to scan the full years to come, since it can be Andy De Wilde: I’m Andy De Wilde set. extremely difficult to find them on (meppi), 33 years old and live in CW: I came into magazine preservation auction sites, and even then, storage Belgium. several years ago after doing many quickly becomes a problem. As does the Carl Williams: My name is Carl searches for Gamefan issues on Google volatile nature of magazines Williams (triverse), I am 33 and living that I was missing (figuring eBay surely themselves. in the great state of Arkansas (we can’t be the only source of this great The reason this site was created was just got running water to most of the magazine). I have many issues of this due to the clashing of ideals as well as state so that makes it great, ya’ll). great magazine, among many others the incompatibility of the vision behind (and have been fortunate enough to be the site that we used to be part of. RA: Tell us how you initially got able to get in contact with many of the Sometimes you just need to break away into magazine preservation? people responsible-to name one would to realize your own dreams. ADW: I first got into magazine be a disservice to the rest but you know CW: Yes, we officially opened the preservation about three to four who you are). The road to today has “doors” on September 9th, 2009. This years ago when I came across a been rocky but adversity makes us who is the same day that the Sega partially scanned issue of the Official we are today. Dreamcast made its debut in North Sega Saturn Magazine online; I Magazine preservation started for America and was very significant in the believe it was issue 32. me at an early age, though not birth of Out-of-Print Archive itself. We I thought to myself “man, I loved scanning. My father taught me from an have tried to turn adversity into that magazine back in the day. Too early age to take care of my stuff but as something better for magazine bad I don’t have more of these”. time went on (and about 7,000 miles preservation as a whole and think that That same week, I came across a involving 13 moves over nine years or with OoPA, we are succeeding in many couple of Mean Machine scans done so) resulted in some damage to my ways (the stats don’t lie, our readers by Mort, which were a revelation to magazines. Scanning them and like what they see). The whole site, me as I used to read the French preserving them digitally has quickly from day one is set up to put focus Joypad magazine when Mean become a bit of second nature to me squarely on the magazines, where it Machines was published in the UK. I (and following meppi’s lead, it is slowly should be, not on the member releasing then realized that one of my becoming an art for me). it (though they are important also). favourite magazines got its RA: Can you tell us what Out-of- inspiration from Mean Machines, Print Archive is all about and the RA: The OoPA website looks and so I became an instant fan. reasons behind it? fantastic and is arguably the best Flash forward a couple of months ADW: The most important reason for preservation site design we have and I had started scanning the four creating this site was to make sure that come across. Just how is the OUT-OF-PRINT ARCHIVE website put together and “we have heard criticism about the colour scheme, layout, or has there been any problems along the way? simply the fact that we used HTML and how archaic it is. To ADW: Thank you very much. You have no idea how much that means to those naysayers, I must say, OoPA is so far, a resounding success” us. The website has been created by using good old HTML coding. What this threw everything else out. This process database kind of way so that it would means is that it lacks the flash of went on from the beginning up until the be easy to find certain interviews, certain other sites (pun intended), but very last day before the site went live. reviews, etc. Yet again, Carl came up at the same time it gives us more CW: Thank you for the compliment with the idea of having the thumbnails control over the little details, which we there; it really does mean a lot to hear link up to actual online articles as well, have been able to tweak until they felt that people like the layout. OoPA came which just goes to show one of those just right. to be after many, many messages small changes that had a great impact It has certainly been a bumpy road between meppi and myself trying to for how the site works. as the site had been worked on, on and figure out the best way to make it The idea to have online articles, off, for just over a year before it “work” and the trials and errors that we which were readable to anyone at any launched. The way we started off was encountered. It was a fun experience time, came from thinking about how a that I would just started coding the and one that would never come to simple thing as a magazine in CBZ form pages until I hit a brick wall and fruition had meppi not been so created hoops for people to jump couldn’t for the life of me find a way to dedicated to it. through, if they wanted to read a work out the problems a particular Things took almost a year of certain article. So we wanted to tear design created, be it visually or of a planning and implementing various down that wall and make it so that navigational nature. That’s where Carl ideas to get OoPA to the point it is now. anyone with a basic internet connection came in. He took what was an average Sure, we have heard criticism about the would be able to enjoy the magazines, looking fan site, looked at it from a colour scheme, layout, or simply the even the people using Dreamcast different perspective and more often fact that we used HTML and how consoles to browse the web. than not came up with ideas, which not archaic it is. To those naysayers, I must Naturally, due to the way bandwidth only fixed the problem, but at the same say, OoPA is so far, a resounding works on both ends, we had to scale time changed the foundation of how the success; we have readers spending two down the size of the online scans site was put together. It was a meeting and a half plus hours reading content considerably, as well as having to select of the minds. We kept what worked and here. That sounds like we are a success which pages we feature as we simply to me. can’t put every single one online like this. RA: All right, own up, whose CW: The foundation was all Andy; he fantastic idea was it to have each had things set up with beautiful artwork magazine release accompanied by and design choices already laid out in online preview content (reviews, his initial revealing so many months interviews and features), and ago. I simply helped in pointing out explain why it was thought of in the things I felt needed changed to either first place? make it easier to navigate or look nicer ADW: If I’m not mistaken, I think I’m (having heard from a lot of members of to blame for that. At first we had the other sites and their feelings about little previews at the bottom of each things also influenced some of the magazine, but those weren’t linked to comments made). full size pages. They were basically the The final design was the hardest to prettiest looking pages from the get created though; we were in that magazines, with lots of colourful phase of adding more things trying to artwork. Then we would have selected figure out how to make it even easier. articles from each magazine put up in a We learned rather quickly that less is

RETROACTION ISSUE FOUR SUMMER 2010 41 INTERVIEW OUT-OF-PRINT ARCHIVE more and went back to that themselves have to be done in For editing the pages, I use GIMP philosophy and held back on adding separate parts, since quite a lot of 2.6, which allows me portability as I features. magazines don’t fit on a regular can keep the files on a memory stick The preview pages that are scanner plate. So once all the parts and a copy of portable GIMP for selected are there as a showing of are scanned they are put together and various OS’s and I am not tied to a respect, that we are not simply checked for any inconsistencies computer or having to learn three putting magazines up as files for between the sections. Once a page different editing programs. The user someone to download, burn to a DVD- has been put together again, it is interface of GIMP can be daunting at R or archive in some other manner, rotated to correct possible first but once you realize that you only and forget about. The previews are crookedness of the page. Then the use eight to ten of the available made available so that readers can page is cleaned up, digitally removing options, it becomes a lot easier. get a taste of the magazine before all the dust, dirt, creases and any Saving at a quality setting of nine downloading (when at a newsstand, other imperfections such as white in GIMP works out great for most people will thumb through a pages turning yellowish over time or quality and final file size, and that magazine before making a purchase, black pages fading to grey. is what I use. not just look at the cover). The choice This can take anywhere from 3-45 in articles is made to help spread the minutes per page. Once the editing is RA: The magazine releases word about these magazines and to done all the pages will be colour come in CBR or CBZ format. allow people to read some of the corrected so they match up to the So for users new to these content before downloading a large original version as close as possible. formats, can you explain what file. If we could, we would post the CW: As far as preparation, there isn’t they are, the software needed complete contents up, but as Andy a lot to do other than get the to view them and the reason has mentioned, it would just be too magazine, pick your file format for using it over other much on bandwidth so we have to go (before editing, many go with TIFF but magazine compatible formats with the best or most interesting remember, that file format gives you like PDF? articles in each issue. about a 30+ meg file PER PAGE), ADW: All our releases come in make sure you have the necessary CBZ, which is basically a zip file of RA: Quality edited magazine scans hard drive space. One tip (something I which the .zip extension is is quickly becoming OoPA’s forte. wished I would have gotten sooner) is changed into .cbz so that Can you tell us exactly what is to use a “matt black” piece of specified programs can distinguish involved in getting a magazine construction paper (this will keep magazines from regular zip files. release up on OoPA, from bleed through from seeping through We pack the CBZ file up in another preparing it for scanning to finally and will help keep the page uniform zip file so that the name won’t get releasing it live on the website? on the scanner). After all of that, distorted by the upload server. So ADW: Well people have their own start scanning. I use a thick wedding you only have to unpack the preferred way of doing things, so I can magazine my fiancée has laying original zip file to get to the cbz. only speak for myself here. There around (no matter which, there are To view the CBZ file, you can isn’t much preparation done before usually more than one within reach) to use Cdisplay or ComicRack on the scanning itself, besides finding a lay on top of the magazine I am Windows and Comicbooklover on better copy of certain magazines that scanning (this helps keep “shadows” OS X. If for some reason you don’t are damaged beyond repair. and blurriness from showing up in the want to use these programs, you Most of the time, the scans scans). can always unpack the cbz file as you would a zip and view the “The previews are made available so that readers can get a original jpgs. The choice for CBZ is due to several reasons. CBZ taste of the magazine before downloading (when at a newsstand, readers are most of the time much lighter to use than a PDF viewer, most people will thumb through a magazine before making a which helps on older systems. Also purchase, not just look at the cover).” PDFs are a bit more proprietary and

RETROACTION ISSUE FOUR SUMMER 2010 42 INTERVIEW OUT-OF-PRINT ARCHIVE not a format that everyone will be “We were blessed to receive permission from both Hugh Gollner able to use, while CBZ is just a folder, filled with jpgs, compressed to a zip and Roger Kean to release the back catalogue of magazines file and renamed. So anyone can easily get to the pictures even if they that they published through Maverick Magazines and don’t have the correct software. Newsfield Publications respectively” CW: Andy has given several choices for the major operating systems and sure, articles we post, or by download. systems. There are no limits to what this requires an additional download, Having a specific day for releases anyone can download, besides the 30 much like PDFs would, but CBR/CBZ accomplishes a couple of things. For minute waiting period between files, files are free and very simple to make (I one, fans don’t have to constantly come which is Hotfile’s own limit. have seen some free PDF creating here looking for the newest release only CW: We don’t use torrents here and programs and they were lacking to say to be discouraged when there isn’t one. have no plans to do so. This is because the least). Some people mention that Second, we eliminate unneeded posts of comments made by many copyright PDFs offer many additional features like and updates, like weekly updates owners we have been in contact with searchable text and security in “locking” (which is redundant and a waste of that feel adversely towards torrents. We the PDF to keep people from taking out resources), this eliminates having to are working to make Out-of-Print a legal individual pages. While nice features, notify any sites wishing to check out our magazine preservation archive on the for the most part, people need to stuff since they can just stop by on Internet and are working very closely realize, we do not own these magazines Fridays and are up to date. with the owners of many of these and will not take such actions. magazines. We have nothing but RA: How are the magazine release respect for everyone involved and we RA: How do visitors know when a downloads offered to users? Are heed their advice, listen to their new magazine release has been there any limits to what visitors can comments and appreciate their hard made available? download? work and dedication. That is why we ADW: Whenever a new issue or a CW: We use file hosting services online have many of the rules in place that we special feature goes live, a news post to host the files, rather than having have. will appear on our news page as well as them on our own servers. This on the forum. eliminates the biggest cost in running a RA: You mentioned working with CW: When we first started here at site like this: bandwidth. We are a the publishers there and OoPA have OoPA, we had a haphazard schedule for 100% open community, so you can already secured permission from releases—pretty much when one was come to www.outofprintarchive.com some publishers to release their done and ready to go, it was released. and download magazines and never back catalogue. Can you explain While this is fine, we decided to try have to type in your e-mail address or why gaining that permision from something different: release new issues anything of a personal nature. the publishers is an important on Fridays. Fans can come here on ADW: We chose to use Hotfile to factor for OoPA? Friday and find out what is available and distribute our scans, since, at this time, ADW: Yes, indeed. We were blessed to enjoy it, either online, through the they offer one of the most user friendly receive permission from both Hugh

43 Gollner and Roger Kean to release the future that you can share with our scanned and put up on the site. complete back catalogue of the readers? Further permission from CW: Yes, we are more than happy to magazines that they published through other publishers, perhaps? accept magazine donations from Maverick Magazines and Newsfield ADW: Well, work is certainly members (as of this writing, we are Publications respectively [publications proceeding on getting more issues working with many members to bring such as Mega Drive Advanced released from both Newsfield releases out that would otherwise Gaming, PC Player, Zzap!64, Crash Publications as well as Maverick probably never be released). We enjoy and more – ed.]. The reason why we Magazines. It just takes a bit of time hearing from members that enjoy the think it’s important to involve the to get them looking just right in digital magazines, though, so if you have original publishers in our attempt to from. As for permission from other time, come into the forums and preserve their past work is because publishers, we certainly are in talks introduce yourself (though, remember, we feel it’s the right thing to do. with one and are pursuing others as this is not a requirement). When it comes down to it, they are well, but I’m not sure if it’s the right As Andy mentioned, we do try and the ones who have the right to decide time to disclose any further details. maintain a certain level of releases how their work gets treated. To One thing I can say is that if here at OoPA. We do what we can to exclude them from this process would everything goes through, it will be a work with the person wishing to help do a disservice to everyone who big change for us. And the way that out as much as possible so that their originally worked on these magazines. this particular publisher’s work will be releases are as great as they can be. If they feel that we can do it in a way preserved might be a bit different that is satisfactory to them and in a than what you’ve seen from us in the RA: If a new user did want to help way that preserves not only the raw past. scan old magazines, what settings content, but also the feel and CW: Everything will be revealed on should be used (quality, DPI, standards of the original version, then the OoPA news page and in the dimension, etc.)? we know that we’ve done our job. forums. Other than this, I can’t ADW: A JPG quality of “nine” in Naturally, it’s not always easy to comment at this time. Photoshop is preferred; other get permission straight away or even programs sometimes use different get into direct contact with publishers, RA: Can anyone contribute to settings. So I’d say a size of 1.5 to as there are so many variables. Many OoPA? If so, what can they do to 2.5 MB for a JPG file with a width of of them are also hesitant at first to help out? 1920 [pixels]. PDI at 300 always. As work with people who claim to do ADW: Absolutely! We do reserve the for dimensions, the absolute limit is something like this without wanting right to review scans to make sure a page width of 1280, but these are something in return. that they are of a certain quality mostly exceptions. We prefer to In the end, the only way to show before they get released. We also have at least 1440, or better yet them who we are is to stay true to our don’t accept monetary donations of 1600 or 1920. word and continue on the way that we any kind. We have no interest in CW: This is a good question. As far set out when creating this site. gaining anything from the work we do, as scanning, it is best to use 300 besides the feeling that we helped in DPI (you may have to play with the RA: With permission to release preserving a piece of gaming history. settings in your software to find this various magazines, do you have The one thing we do accept for setting but most scanners are any juicy releases/news for the donation is magazines, which will be default at 150 DPI). Some

RETROACTION ISSUE FOUR SUMMER 2010 contributors I have worked with these Dreamcast only publications as over the years have done 600 DPI, an anomaly as well, which I hope them and help preserve them. For which is fine—just make sure you people will understand. that alone, I am eternally grateful to are prepared for the size of the files CW: Unless it is a Dreamcast specific him. you will be creating. Some people magazine, or an official release that The second one would certainly be who have scanned stuff, that I have we have been given permission to CVG168 [Computer & Video Games - edited, save in BMP or even TIFF release, our December 1999 cut-off ed], which starts off the Paul Davies (while TIFF is basically a RAW image date still stands. Keeping with our era of CVG. This magazine, along with file, it also creates a scan that is current cut-off date is out of respect hundreds of others, was donated by a about 30mb per page). for current publishers, or copyright different Richard from Holland. The width depends on the original holders, that may be offering back CW: The most recent one is my file in question, we try to release order services (some work with answer here. It is an easy out of sorts magazines in 1920, which makes for distributors, others do it in house). but it is true. We put so much work a beautiful release with very little This was a choice led by many points into the site, the releases and just all artifacting that you will see in lower of advice from various sources and is around making things the way they resolutions. 1280 is about the held by us here at OoPA. Steps are are that we have to be selective in minimum width that will yield a nice being taken to get permission from what we release (believe me, if we looking release. If you are scanning publishers to release newer could, we would be releasing more at 300 DPI, resizing to 1920 will be magazines and the fans of OoPA will every week). All of the releases we no problem and make for some be the first to know when this are fortunate enough to post are great quality releases. happens. special and deserve their time in the If anyone has any questions, we limelight. are more than happy to help if we RA: Which OoPA magazine scan can. release are you most proud of and RA: Mort, arguably the pioneer of why? classic magazine scanning, has RA: How old do the magazines ADW: My personal favourite one has donated some Magazine have to be? I imagine there are to be the MAXIMUM set. Not only is it System scans to OoPA. Can you rules concerning the uploading of a totally brilliant magazine in every tell us a little bit more about this recent publications? way, but I received the issues I was partnership and whether we can ADW: Absolutely! New magazines will missing from none other than Richard expect to see further scans from under no circumstances be scanned, Leadbetter [former editor of Mort (or other scanners) at OoPA? unless the publisher gives us written MAXIMUM, Official Sega Saturn CW: We are proud to have friends like official permission to do so. We draw Magazine, Mean Machines, and more Mort that are willing to help with the the line at the millennium. So – ed.] himself who donated his project like he has. It is an amazing anything starting with the year 2000 personal issues to me so I could scan show of love for magazine isn’t eligible to be scanned, unless it’s one of the few Dreamcast specific publications, which ran from 1999 up “I received the issues [of Maximum that] I was missing from none till 2002. Due to how the system other than Richard Leadbetter himself who donated his personal perished so suddenly—and might I add, way before it’s time—we treat issues to me so I could scan them and help preserve them.” 45 INTERVIEW OUT-OF-PRINT ARCHIVE “Keeping with our current cut-off date [December 1999] is That’s indeed not an easy question to answer. Back in the day I bought tons out of respect for current publishers, or copyright holders,” of magazines each month and the ones I loved most were EGM, Joypad preservation that Mort has shown in issues makes it easy to not read the (French), CVG and OSSM. While EGM his generosity, not only to OoPA but to same issue more than once a week or game me more of a glimpse into the other magazine preservation sites two). I can’t forget EGM and future since I live in Europe and (such as World of Spectrum and surely Gamepro; those magazines were what worldwide releases were something many others that are specially got me into gaming magazines in the that only existed in our dreams at the focused). first place (though my father used to time, still I would have to pick CVG as Mort has definitely helped motivate subscribe to Electronic Games in the my favourite. I only got OSSM four a lot of people to do some form of 80s and I would sit in his lap as he issues before it was discontinued so I magazine preservation; I have nothing would talk to me about the various can’t count that one. but respect for his amazing amount of games being reviewed). As I got older, I connected to CVG in a big way work. We are definitely going to be I discovered Video Games and during the Paul Davies years as the releasing more of Mort’s scans and will Computer Entertainment and the editor. Reading about how the crew do whatever we can to work with him general writing style was more fell in love with the Sega Saturn and and anyone else wishing to donate mature, less flash or attempts at its incredible library made me decide magazines in the future. I have done being the first to release information, to give Sega another chance at the a lot of research on magazine but rather focusing on giving a very time where I was starting to get jaded preservation, met many great people level headed view on whatever game by all the junk coming out for the through that work and made a few was being covered (the trade show PSone and the lack of releases for the friends in the process and I look coverage rocked in VG&CE). I have N64. Ed Lomas in particular was forward to continuing for years to been fortunate enough to meet, someone who’s opinion I trusted come. Just drop us a message and online, most of the core staff that 100%. After getting my own Saturn let’s talk. worked on VG&CE and they have all that respect only grew. Who knows, our next special might been as cool as I imagined them years My favourite game of all time is a be Mort himself and how he got ago. question which is a lot easier to started. Favourite videogame of all time? answer: NiGHTS into Dreams. ADW: Yes, indeed. As I already Well, that has to go to Robo Warrior. I mentioned, it was Mort’s work that got love that game. I have been playing it RA: Thank you for taking the time me started in the first place. So off and on for years (since the first to speak with us. Is there seeing him donate several sets of his day I saw it at the local Payless-in anything else you’d like to add? work was a very, very nice surprise to northern California, Payless is more ADW: Thank you for the interesting say the least. There will certainly be than a shoe store, they are more like questions, it’s been fun talking about more scans from Mort as well as other K-Mart). Great game, a little all this and it brought back some fun scanners coming in the following monotonous but still fun and scary memories for me. One thing I would months. (when you are down to about two like to add is if you enjoy video game minutes of health left, no bombs and a magazines, please support the RA: What is your favourite classic screen full of obstructions at about publishers and people who work on videogaming magazine and, while three hours into it, tell me your heart them. The last couple of years have we’re on the subject of favourites, doesn’t start racing and beads of been very hard on the industry and it videogame of all time? sweat start forming on your doesn’t seem to be getting better CW: This is not an easy question to forehead). Don’t knock it till you play anytime soon. So if you’d like to enjoy answer. I have several that I really it and truly understand it for what it video game magazines for many years like. The top has to go to Gamefan is. to come—just like you can with the though; I find myself re-reading them ADW: Retro Gamer without a doubt. ones from past decades—please several times a year (having over 60 But seriously, I know what you mean. actively support the industry.

RETROACTION ISSUE FOUR SUMMER 2010 46 Missed an issue of Retroaction? SUBSCRIBE Then download the back issues TO RETROACTION now...

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47 RECOMMENDED RETRO Where we promote a few of the other retrogaming media products available...

Commodore Free is a monthly e- The Retro League is a weekly Lotek64 is a quarterly German C&A Fan (aka Commodore & zine magazine that comes in PDF, retrogaming podcast with regular retrogaming magazine, which Amiga Fan) is a Polish retrogaming HTML, SEQ, Text, .DSK (C64 disk features such as ‘News’, ‘The Price comes in both print and digital ezine which, as the title suggests, image). The e-zine features news, Is Wrong’ (where the crew discuss PDF form. The publication contains focuses on the C64 and Amiga reviews, tutorials, interviews and the latest findings at auctions), news, articles and reviews on all machines. Issues can be more on the Commodore scene ‘Email Links’, ‘Game of the Week’ things retro—although the C64 downloaded in low and/or high (C64, Amiga, VIC-20, C16). We’ve and more. The podcast is available does feature prominently. Both quality PDF. The magazine even been included in one issue. to download for free from the print and PDF editions can be contains news, reviews, interviews Weblink: website. found at the Lotek64 website. and more. www.commodorefree.com/ Weblink: theretroleague.com/ Weblink: http://www.lotek64.com/ Weblink: http://ca-fan.pl/ main/download.php

RetroGaming RoundUp is a monthly podcst with interviews, news, features, discussions and Retrogaming more. Regular features include Times Monthly is a ‘Mike’d Up’, ‘The British Hour’, NintendoAge is a monthly html ezine covering ‘News and Mailbag’ and more. The The Racketboy podcast features monthly retrogaming ezine retrogaming from the 1970s to the podcast is also available to interviews and soundtracks from covering the Nintendo gaming 1990s. Featuring a variety of download for free from the the world of Retrogaming. The consoles. Current and previous articles and reviews, RTM’s regular website. website is also host to some fine issues are available to download in features include ‘Apple II Incider’, Weblink: articles, in-depth guides, a lively PDF format. The website also ‘Dual Perspective’, ‘The Homebrew www.retrogamingroundup.com/ forum and more. contains forums and one which Sleuth’ and more. The magazine Weblink: compliments the ezine. can be read online or downloaded. www.racketboy.com/retro/podcast/ Weblink: www.nintendoage.com/ Weblink: retrogamingtimes.com/

RETROACTION ISSUE FOUR SUMMER 2010 48