RETRO14 Cover UK:RETRO14 Cover UK 15/9/06 10:19 Page 1 er gamer retro COMMODORE • • SINCLAIR • ARCADE * * £5.99 UK • Aus $13.95 • NZ $27.70

VOLUMETWOISSUETWO

>SYNTAX ERROR >MISSING COVERDISC Atari 7800 The console, the games, the legacy Ritman Report Head over Heels creator talks Super Spectrum Gaming greats on the Speccy 128 Street Fighter II The Arcade Legends return

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Editor = Martyn Carroll ([email protected]) Deputy Editor = Aaron Birch ([email protected]) Art Editor = Mat Mabe Additional Design = Roy Birch Sub Editor = Rachel White Contributors = Mat Allen + Richard Burton Alex Carroll + Jonti Davies Paul Drury + Andrew Fisher Frank Gasking + Richard Hewison Andy Krouwel + Peter Latimer Craig Lewis + Per Arne Sandvik John Szczepaniak + Craig Vaughan Dan Whitehead + The Boy Warde

Operations Manager = Debbie Madden Group Sales & Marketing Manager = Tony Allen Advertising Sales = Linda Henry elcome to Volume still got the same amount of pages were roughly 41,000 words in issue Accounts Manager = Two Issue Two (#14 but there’s so much more content. 12, and over 59,000 words in this Karen Battrick helloin old money). I’d This got me thinking – exactly issue. That’s a 31% increase, and Circulation Manager = like to start by how much more content is there in yet the pagination is the same! In Steve Hobbs Marketing Manager = saying thanks for all this issue compared to issue 12 fact, that could be a great cover Iain "Chopper" Anderson theW feedback relating to the (which was the last one before the line: “Retro Gamer, now with an Editorial Director = changes we’ve made to the redesign)? It’s a bit sad I know, but extra 30% more Wayne Williams Publisher = magazine. It’s safe to say that the I added up the number of words retro content!” Robin Wilkinson new look and content have gone in issue 12 and the number of Right, that’s me done for down very well indeed, and that words in the issue you’re holding another issue. Enjoy the magazine all the hard work has finally paid in your hands. The results were – all 59,000 words of it! Distributed by Comag, Tavistock Road, West Drayton, Middlesexoff. For me, the best thing about surprising (and now I know why UB7 7QE, England. Tel: 01895 444055.Volume Two is that the magazine my hair has been rapidly greying martyn carroll Fax: 01895 433602 is now absolutely packed. We’ve over the last two months). There No part of this magazine may be reproduced or editor stored in any form whatsoever without the prior written consent of Live Publishing Int Ltd. The views expressed herein are not necessarily the opinion of the Publishers. Live Publishing Int Ltd Europa House Adlington Park Macclesfield, Cheshire SK10 4NP, UK ISSN: 1742-3155

Subscription prices Whilst every care has been taken in the production of this magazine, the publishers cannot be held responsible for the accuracy of the informationUK: £71.88 (12 issues) contained herein. Europe: £77.00 (12 issues) Rest or world: £83.00 (12 issues)

Retro Gamer, ISSN number 1742 3155, is published monthly (twelve times per year) by Live Publishing at 1320 Route 9, Champlain, N.Y. 12919 for US$123 per year. Periodicals postage paid at Champlain, NY. POSTMASTER: Send address changes to Retro Gamer c/o Express Mag, P.O. Box 2769, Plattsburgh, NY 12901-1329.

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>Content v2.02

Japan Happy Play Noise p24 Atari 7800 ProSystem p34 Jonti Davies sends his latest piece direct from Peter Latimer completes his Atari retrospectives The Land of the Rising Sun with an in-depth look at the ProSystem

The Ritman Report p48 Retro p54 Alex Carroll chats to Jon Ritman, the man Aaron Birch uncovers gaming gold in the lastest behind Match Day, Batman and Head over Heels PC and console releases

Next Level Gaming p66 Hollywood Player p74 Martyn Carroll looks at the benefits of owning a Richard Hewison charts the history of games super-powered Spectum 128 based on blockbuster movies

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>Regulars Retro News p06 Three pages of the latest retro news

Back to the Eighties p10 A look back at what was happening in the gaming world 20 years ago this month The History of Star Wars Videogames p44 Dan Whitehead continues his epic journey to a Retro Rated p14 galaxy far, far away... Retro Gamer reviews the latest commercial game releases

Retro Revival p20 A look at game series that are about to be updated on modern consoles

Desert Island Disks p28 Paul Drury talks to ex-Zzap!64 editor Gordon Houghton

Games That Weren’t p80 We talk to GTW founder Frank Gasking Retro Passion p60 Craig Vaughan asks retro gamers to recount Retro Scene p92 tales from their misspent youth The latest news from the retro scene, including our Retrovision 5 report and an interview with Music by Design’s Neil Carr

High Score p98 The stories behind the scores. This month we talk to Mark Robichek, the world’s best Frogger player

Auction Watch p101 Richard Burton keeps his eye on eBay

Retro Forum p102 p84 Control & Conquer Reader feedback and Web forum posts John Szczepaniak explores the vast universe Retro Coverdisc p106 Getting started guide to The Ur-Quan Masters

Endgame p114 Another issue draws to a close

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More Midway gold Third Arcade Treasures collection revealed

Following its success with the Rather than another random has been announced and the full previous two Arcade Treasures assortment of titles, this third line-up is: Badlands, Hydro packs, Midway is currently in the pack focuses on man’s love of all Thunder, Off Road Thunder, San process of developing a third things fast and furious. It will Francisco Rush 2049, San collection of retro-themed riches. include Midway’s classic racing Francisco Rush The Rock: Alcatraz Unsurprisingly entitled Midway titles, bringing eight rubber- Edition, STUN Runner, Super Off Arcade Treasures 3, the compilation burning greats to today’s Road and the Hard Drivin’ sequel, is due out later in the year. consoles. The selection of games Race Drivin’. Although there are fewer games than in the previous packs (which featured more than 20 each), arcade driving fans should certainly be happy as every type of racer is represented, from 3D speeders like San Francisco Rush and Hydro Thunder, to top-down multiplayer games like Badlands and Super Off Road. The version will also include Live support so you can post and boast about your high scores. Midway Arcade Treasures is due out in the autumn, and will retail for around £20 on PlayStation 2, Xbox and GameCube. Capcom legends The vaults are being raided again

News of a new console release has It’s a fair bet Street Fighter II been floating around the Internet of will make it into the collection, but late. Nothing is known about the depending on how far back the content of the game, which goes company goes, the rest of the by the name of Capcom Classics contents could be very interesting Collection, and Capcom itself is indeed. Will the original Resident keeping quiet. We do know that Evil make it into the mix? Or will Capcom plans to release a number Capcom go truly old skool and of volumes in the series, which will wheel out classics like Black Tiger, each be themed in some way. But 1942, Ghosts ‘n’ Goblins and Bionic details of exactly what games will Commando? An announcement is be revived are still top secret. expected at this year’s E3 in May.

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REGULAR | RETRO NEWS

Important happenings in the wonderful retro world

Coin-op Kart Arcade GP races into town

cabinets, connected to other units Daytona-style, and it’s claimed that that it will eventually support up to eight players. A nice touch is the presence of star Pac-Man, which bodes well for Namco and Nintendo’s future plans. Namco reps revealed that the final game will boast 24 courses, six worlds and a special card system that will contain race- and kart-modification data. Even more impressive is the fact that the game runs on enhanced GameCube hardware. The new game, which is a Here’s hoping that a home version collaborative effort from Nintendo, will follow in its tracks… Sega and Namco, is currently titled Mario Kart: Arcade GP. The game itself was recently revealed at the AOU Games Show in Tokyo, Nintendo’s cutesy racer Mario Kart able to steal the original’s crown. where it was easily the main is perhaps one of the finest Now the go-karting legend is attraction with hour-long queues multiplayer games ever devised, back, but not on the GameCube, forming, despite the fact that it and like all great games, clones the GBA, or even the DS. In fact, was only 50% complete. have sprung up all over the Mario will soon be found ripping The unit is a full-on arcade place, none of which have been around your nearest arcade. racer, complete with sit-down Sonic RIP? New survey sparks rumours of rodent’s death

Sega’s big wigs are obviously franchise in the very near future, brainstorming because the gaming following the huge success of giant has posted a survey relating Sonic Mega Collection Plus on PS2 to all things Sonic on its US site. and Xbox last month. But a new The survey, which asks about game featuring Sonic himself is people’s favourite characters and strangely missing from the roster, suggests possible new game titles, and the only games hinted at can be found at www.sega.com/ include titles starring Tails, survey/sonic2005/sonic_poll.php Knuckles, Shadow and Dr Robotnik and anyone is welcome to fill it in. (Eggman). Is this the death knell This would suggest that Sega is for our beloved blue rodent? We’ll planning to revive the Sonic have to wait and see…

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Xbox Is Radica gets menacing Doomed Another month, another batch of TV games

Original FPS classics If you just can’t get enough of resurrected the new wave of TV-based games currently flooding the market, No, hasn’t gone bankrupt. In then you’re in luck as Radica fact, id’s Doom III is finally heading to is set to release two more the Xbox, bringing the huge PC hit to Megadrive devices, adding to its the console world with a bang. already impressive list. The two Doom III is already a great (and new gadgets aren’t simple game downright scary) game, but it’s the new pads like the previous Arcade additions that we’re getting overexcited Legends, but will be totally about. It’s been revealed that Doom III unique creations. on the Xbox will ship with both Doom First up is Radica’s revival of and Doom II included in the game. And the Menacer, the Megadrive/ that’s not all, because both classic FPS Genesis light gun. This will come titles will be compatible with Xbox Live. with the original six pack of Classic Doom deathmatches online games that shipped with the through consoles? Surely it’s the future! controller when it was first The second new gadget is released. These titles are: Pest an odd one, and brings back the wheel, so you can play Control, Rockman’s Zone, Space rather lacklustre OutRun 2019, just as would in the Station Defender, Whack Ball, the sci-fi-fuelled sequel to the arcades. We can’t understand why Front Line and Ready, Aim, racing classic. The game may the Megadrive versions of OutRun Tomatoes with Toejam and Earl. not be all that impressive, but and Turbo OutRun haven’t been The gun itself looks the business, the controller Radica has included though. although it’s clearly based on the created certainly is. The device Both devices are to be released ’s light gun, rather incorporates the usual controls, in autumn and are expected to than the original Menacer. along with an actual steering retail at around £24.99. Throwing down the Gauntlet The dungeon masters return Shine on The force is strong The epic sequel-spawning Sega RPG vowed to finish their mission. Shining Force, is about to make its debut “Gauntlet: Seven Sorrows on the PS2 with Shining Force Neo. captures the nostalgia of the Unlike its predecessors though, Neo will legendary franchise, and delivers be a whole new kettle of +2 flaming the darkest, most intense Gauntlet broadswords, ditching the usual top- saga ever,” claims Midway’s Matt down 2D for a Zelda-esque 3D Booty. We’re told that the game environment and real-time . will capture the essence of the Not a move that’s gone down too well The daddy of all co-op games, because the team is working on a arcade original, but will also add with hardcore Shining Force fans, as Gauntlet, is set to return to our brand new action adventure that some RPG elements to the mix. many believe this new game will be screens and is being headed up should bring the squad-based There’s also going to be a new Shining Force in name only. We must by none other than . dungeon crawler to a new ‘junction’ system, although at the admit that the chess-like quality of the Romero, who worked on the all- generation of fans. You take on moment, we’re not entirely sure original was the RPG’s best feature, and time greats Doom and Quake, the role of four warriors who what it’s all about. But we do we’re surprised to see Sega drop this will team up with Josh Sawyer, of previously accepted a quest to know that up to four players will from the game. We’ll have to wait and Icewind Dale fame. slay an evil emperor. They failed be able to hack and slash their see whether this sequel has what it The new game, Gauntlet: and were crucified on a big ol’ way through the game, so look takes to follow in the series’ success Seven Sorrows, won’t be a simple tree (like you do). Luckily, they out for Gauntlet’s return on Xbox, when it arrives later this year. remake of the original though, managed to escape and have PS2 and PC later this year.

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In this issue, we ebruary’s computer Acorn and Sinclair experienced Amstrad was going from strength price war, instigated a spot of good luck after their to strength. The CPC464 was voted take you back 20 by Acorn and Sinclair, reduction of the Electron and Computer of the Year by the years to March continued as yet Spectrum Plus to £129, as a Computer Traders Association and 1985. With the F more machines huge increase in demand sent was also flourishing financially Easter hols were drawn into the price-reduction sales figures on a significant having posted record profits for merry-go-round. As Commodore upward trend. This was good the previous six months. And with approaching, a glut had already sliced the price of its news for home computer the anticipated launch of the of great software Plus/4 system to £150, high street manufacturing, which was most CPC664 just a matter of weeks appeared, while in retailers decided to lower the cost definitely in the doldrums. away, things were looking very the background the of other machines to fall in line Another computer that was good for Amstrad. with the emerging price structure. affected by the price war was the computer price The was also Jupiter Ace. Having been left behind Games galore wars raged on. We reduced to £150 and the cost of in the computing race with virtually also said a sunny the Commodore 16 was lowered to no software support whatsoever Ultimate, the software enigma, hello to a new just £70. The lowly Plus/4 started and a very small user base, the confirmed that two of its top- monthly C64 to look like the black sheep of the machine’s producer decided to sell selling Spectrum games would be Commodore family and a trip to the remaining stock off at the converted to the Commodore 64. magazine going the slaughter house seemed bargain bucket price of just £35 Both and by the name imminent. (compare that to what it fetches on were C64 bound, with budget of Zzap!64 eBay nowadays, retro hoarders!). specialist Firebird carrying out Boldfield Computing, which had the conversions. Amstrad owners taken over from Jupiter Cantab also experienced a toasty feeling almost a year previously, reiterated when Ultimate confirmed rumours that this wasn’t definitely the end that it would be converting several of the road for the micro, saying it of its old Spectrum releases to could certainly produce more if the the CPC. demand was there. It wasn’t and The charity game Soft Aid, the Boldfield never manufactured proceeds of which went go to the another Ace. Ethiopian Famine Relief, was The final price reduction of quickly realised and released, March 1985 came from the mighty although not without a slight Mattel. It decided to lower the cost disagreement along the way. The of all its Aquarius software to £3.50. inlay art for the compilation, That seems a bargain price, but featuring an Ethiopian mother and when you consider that the entire child sitting in a desolate software range for the computer wasteland, was queried by could probably fit inside a shoebox WHSmith. It wanted confirmation (and a small one at that), it’s hard that the profits from the sale of the to see why anyone would even compilation would be going to the think of owning an Aquarius in the Famine Relief Fund and said it first place. would not entertain the idea of Whilst many companies were selling the title unless this was The future looked grim for the Commodore Plus/4, while production trimming back prices to stave off stated on the front of the cassette of the Jupiter Ace wound up competition and attract new users, box. A sticker for the cassette box

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REGULAR | BACK TO THE EIGHTIES >Games watch

March also produced a splendid crop of new games, starting with Dragontorc, Steve Turner’s marvellous sequel to his earlier hit Avalon. The Python-inspired Brian Bloodaxe from The Edge was also welcomed into the gaming world. Computer and Games magazine featured reviews of two absolute all-time Spectrum classics – Skool Daze (Microsphere – see overleaf) and 3D Starstrike (Realtime Software). Both games scored fantastic ratings, 9/10 and 10/10 respectively, and are still firm favourites 20 years later. Elsewhere, Crash magazine reviewed Gyron (Firebird), (Incentive) and the superb Atic Atac clone, Wizard’s Lair (Bubble Bus). All three gained well-deserved Crash Smash accolades. The closure of Big K was somewhat sweetened by the arrival of Zzap!64 Other noteworthy releases in March 85 included the newly converted Tir Na Nog (Gargoyle Games) for the Commodore 64, was quickly produced and Soft Aid Games and hello to new magazine Booga-Boo and The Snowman (both Quicksilva) for the MSX, The went on general sale in mid-March Computer Gamer in February, the Hobbit (Melbourne House) for the Amstrad and Commodore 64, Sir at £4.99. industry would also see a departure Lancelot (Melbourne House) for the Amstrad, and Wriggler (Romantic Level 9, undisputed king of and a new in arrival in March. Robot) for the Spectrum. Finally, Mikro-Gen’s Everyone’s A Wally, adventuring, revealed that it was Amstrad Computer User decided previewed at February’s LET Show, became available for the Spectrum. releasing all its old games on the to go monthly after three bi-monthly MSX computer range. This would issues, showing the increase of be a welcome injection of gaming interest in the CPC market. This excellence for the system, which was only the second issue that had so far failed to impress on the could be obtained through software front. Level 9 also newsagents, as previous issues revealed plans to release were just available through annual adventures based on the Adrian membership to the official Amstrad Mole diaries by Sue Townsend, Users Club. although these wouldn’t be There was also wonderful news available until later in the year. from , the publisher of A&F Software, producer of the Crash, as it revealed it would be ovoid masterpiece Chuckie Egg, branching out with the introduction announced that it would be of a sister magazine for the making a sequel to its best-selling Commodore 64. It would be called game of the previous year. Entitled Zzap!64 and would be produced in Chuckie Egg 2: Choccy Egg, the a similar vein to Crash. The first game would receive a timely issue would be available in the Easter release. very near future… Unfortunately, the industry had one of its best-ever features – a into one room and spoke about Mag max to say a very sad goodbye to four-in-one interview with some of the state of the software industry another great multi-format the all-time great programmers, and their software in general. A The magazine scene was also fairly magazine. After just 12 issues, Big K including such exulted names as superb magazine and a real shame hectic around March. After saying was axed by IPC Magazines. Matthew Smith, Tony Crowther and it didn’t last longer. farewell to Personal Computer Ironically, the final issue included . They were all gathered And that was March 1985. e >Top Five Charts (March 1985)

Commodore 64 Spectrum BBC Micro Dragon 32

1 Chiller 1 Booty 1 Football Manager 1 Manic Miner () (Firebird) (Addictive Games) (Software Projects) 2 Booty 2 Technician Ted 2 Castle Quest 2 Hunchback (Firebird) (Hewson Consultants) (Micropower) (Ocean) 3 BMX Racers 3 3 Manic Miner 3 Chuckie Egg (Mastertronic) (Ultimate) (Software Projects) (A&F Software) 4 Daley Thompson’s Decathlon 4 Ghostbusters 4 4 Dragon Chess (Ocean) () (Ultimate) (Oasis) 5 Ghostbusters 5 Airwolf 5 Scrabble 5 Frogger (Activision) (Elite) (Leisure Genius) (Microdeal)

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Gameof the Please be upstanding, including you kidsMonth at the back, for Microsphere’s Skool Daze ids love games. isn’t about completing the task in Kids hate school. hand. No, it’s more about Put them together bunking off science, punching and you’ve got wimps in the face and scrawling K Skool Daze, words like “bum water” on the Microsphere’s memorable skool- blackboard. That’s right – em-up, which lets kids run riot finishing the game takes second at a state comprehensive place to raising hell. A genius without getting the cane (or, if touch in the game is that you you’re a child of the 80s, a stern can change the names of both talking to). the teachers and fellow pupils. Playing as Eric, a young After a bit of rubber-key prodding ruffian who’s probably now in this generic secondary can prison, the aim of the game is to suddenly became your school, steal your school report from the complete with the teachers you staffroom safe. You see, the detested and the mates you dreaded parents’ evening is messed about with. Then it’s looming, and since you’ve spent basically a matter of getting more of the year smoking in expelled as quickly the lav than studying in lessons, as possible. you need to swap the damning Although gameplay is limited report for a glowing appraisal and the whole thing is set across >Skool’s out before the headmaster claps three scrolling screens, Skool eyes on it. Finding the safe’s Daze provides hours of unruly In Crash magazine (issue 25), combination is quite convoluted, fun. It only misses out on the game’s author Dave Reidy and involves hitting all of the getting a solid 9/10 because the revealed that he intended Skool school shields, thereby making sequel, Back to Skool, is Daze to be the first in a trilogy them flash and disorientating somehow even better, as you can of games. But while Back to the teachers. If you then knock let off stink bombs, get the Skool followed at the end of 85, one of the teachers over with teachers drunk on sherry and the planned third game never your catapult they’ll blurt out even explore the girls’ school materialised, with Microsphere one of the digits. Get all four next door. The original, though, releasing the somewhat flawed digits from each of the teachers remains one of the best-loved Contact Sam Cruise instead. The and you can unlock the safe and games of the 8-bit era. Crash article also indicated that complete the game. clues to the third game were It’s certainly a tough challenge, Developer: Microsphere hidden in Back to School. What especially as the teachers dish Format: Spectrum/C64 does it all mean? Well, we’ve out lines if you’re even the Price: £6.95 managed to line up an slightest bit unruly (and 10,000 Players: One interview with Dave so all will lines results in immediate SCORE: 8/10 soon be revealed… expulsion). But then, Skool Daze

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p Retro

Welcome to the Retro Gamer reviews section. Read on to the team’s opinion on the latest commercial releases... Ratedp p p p p p p p p p p p p p p p p p p p p p Arcade Legends: Street Fighter II

Sho-ryu-ken! Deliver a flying uppercut to your best mate’s face with the latest TV game from Radica

Developer: Radica p Price: £24.99 p Format: n/a p Players: One/two

mate about which is the better console. You had a Megadrive and your mate had a SNES. But he now has a shiny new copy of a game that would rock the world – Street Fighter II. There’s no arguing with this, and no matter how convincing your counter-claims, the fact that the SNES got SFII and the Megadrive didn’t was a right kick in the scrotum. But things would change, and eventually in 1993 Megadrive owners finally got their very own version of Capcom’s legendary fighter. fighters from the Champion Edition that the console couldn’t ‘do’ SFII. Picture the scene – it’s 1992, you Street Fighter II Special , it featured the Hyper Yah boo sucks to you SNES get up in the morning, head out Champion Edition was much more Fighting update. The arrival of SFII owners! Well, at least until the to school and prepare for than a simple port of the original on the Megadrive was made even SNES got its own version of Hyper another argument with your game. As well as including all 12 sweeter by the constant claims Fighting anyway…

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REGULAR | RETRO RATED

>Street Fighting Man

The story began back in 1987 with the release of the original Street Fighter. This arcade machine was a fairly basic one-on-one fighter starring Ryu and Ken, along with Sagat (the big ). A notable feature of SF was the addition of rubber are attached. These controllers pressure-sensitive buttons. are exactly like the original Depending on how hard you Megadrive pads, and are smaller pressed these, your character and lighter than their three-button would perform low-, medium- counterparts. As we’ve come to or high-powered attacks – a expect, the emulation of the titles feature that would lead to is faithful to the Megadrive in many broken units. Eventually every respect. SF made it into homes on As one of the single largest multiple formats, but didn’t influences on the videogaming really set the world on fire. world, Street Fighter II has been SFII (dubbed The World cloned to oblivion over the years. Warrior) arrived in 1991 and But make no mistake, this mass was a phenomenal success. replication doesn’t affect the Boasting hugely improved original’s appeal. Playing SFII SCE graphics, eight larger-than- once more instantly conjures up life characters, masses of the feeling you got back in the complex moves and incredible day when you pulled off those special attacks, people just energy-sapping combos and couldn’t get enough. Which finally managed to nail Zangief’s is lucky really, as Capcom spinning pile driver, drilling your had more than enough SF up mate’s head into the ground with its sleeve… a satisfying thud. And no matter SFII appeared in homes in how long it’s been since you 1992, with the SNES being the originally played the game, it’s first console to feature the amazing how quickly it all floods game. This is perhaps the back – every special move, combo point at which the series really and cheap trick in the book is exploded. From here, Street there from the off, and those epic Fighter was unstoppable, and SF skills you once demonstrated countless editions appeared, flow through your gaming veins including Champion, Hyper once again. Ghouls ‘n’ Ghosts is an enduring for a whiz or something. Finally, Fighting, Super, Alpha, EX and Although not quite as good as arcade classic, and although it’s as while we relish the chance to many, many more. In all, there the SNES incarnation, the hard as titanium-coated nails, it’s play the classic Ghouls ‘n’ Ghosts have been over 20 different Megadrive version is still super addictive and enjoyable. But in all again, why is it on here? SFII versions of the game. Even the fine. Graphically, you can’t fault honesty, it’s SFII you’ll be buying and Ghouls ‘n’ Ghosts don’t original monochrome GameBoy the arcade reproductions of both the unit for. exactly fit together in a theme had its own version, as did the characters and arenas. Sure, (apart from the fact that they’re the Spectrum! the visuals are smaller and miss Little kicks both Capcom titles), and surely some frames of animation, but the Megadrive version of Super when you think that this originally We do have some minor Street Fighter II would have been Ya-ta! ran on a 16-bit console, you complaints with this new a more fitting complement, or realise how good the conversion bundle though. For one, the perhaps even Sega’s own fighter, Continuing its successful partnership is. The inclusion of Hyper Fighting hardware needs a slight Eternal Champions. with Sega, Radica is now giving is the key to the whole game overhaul. Why doesn’t Radica Bad points aside, SFII SCE is retro fans and gamers alike the though, and the ability to crank supply a mains adaptor instead a beast of a classic and like all chance to play the Megadrive up the speed is what has kept of making us plough through AA genre-defying games, is as version of SFII on their TVs, no the title alive all these years. batteries to play our old playable now as it was over 10 console required. Not only that, but Quite why anyone would play the favourites? There’s a port for a years ago. Giving gamers this edition of the Arcade Legends standard Champion Edition mode 9V cable on the unit, so why not access to it again as a TV game series is two player, meaning you is beyond us, as it’s comparatively give us the required components is a great idea, enabling the can slap a friend silly whenever you sluggish and doesn’t pack the in the box? Then there’s the legions of fans who sold their like. And if you need a little respite same punch as the Hyper Fighting Menu button – arrrggghhh! Megadrives long ago to replay from the fireball-slinging action, you mode. Crank up the speed on this Placing this directly below the this classic once more (with the can play Ghouls ‘n’ Ghosts, which is baby though and you’ve got two- Start button is just insane, and proper pads, no less). For sheer also included. player bliss, pure and simple. you’ll soon become irritated by two-player addictiveness, Arcade The pack consists of the usual We shouldn’t be blinded by the the fact that you keep Legends is the best so far. tiny replica Megadrive power unit, greatness of SFII though, lest we accidentally quitting to the Ha-do-ken! to which two six-button controllers forget the other game in the pack. Menu when you want to pause Rating: pppppppppp

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p Gunbird Special Edition Got the reflexes of a rattlesnake on speed? Then this mad blaster twin pack is just for you

Developer: Psikyo p Price: £9.99 p Format: PS2 p Players: One

original and the 1998 sequel to the PlayStation 2 in one value pack. Both games are vertically scrolling and typically colourful Japanese blasters. You start by choosing one of several strange anime characters, including a flying vampire, a girl on a broomstick, an old man on a bike and even a fat guy on a magic carpet. Then, from the word go, it’s bullet city. You see, Gunbird is all about bullets – not only yours, but the seemingly impossible number of enemy projectiles you have to avoid. After the first couple of levels, which are hectic If there’s one way to truly in their own right, you’ll come up demonstrate your gaming against enemies that can literally prowess to your mates, it’s with a fill the screen with hundreds of shoot-em-up. These fast and bullets. Only masterful precision 100th time will ultimately test >A well-known gun frantic bullet fests are as hard as and super-quick thinking will your tolerance levels. There are rock – the skills needed to dodge keep you alive for any amount of some powerful weapons you can wave after wave of enemy fire time. use to fight back with, including This isn’t the first time the and the reflexes required to Gunbird looks the part, and smart bomb-style attacks, but you Gunbird games have outwit behemoth-sized bosses lie the screen is always alive with will find that you depend almost appeared on home consoles. somewhere in the elite camp. activity and graphical flair, but it entirely on them to fight bosses The original was ported to Think you fit into this category? really is rock hard. Staying alive and tougher enemies. the PlayStation and We’ll only believe you after you’ve for any prolonged period of time Perhaps more so than most Sega Saturn in 1995, but it played this explosive double bill. is frankly impossible for most, shoot-em-ups, Gunbird is best in was only released in Japan. Gunbird Special Edition from and although you do have short bursts. If you’re slogging Gunbird 2, meanwhile, Xplosiv brings 1994’s arcade unlimited continues, dying for the your way through an adventure appeared on the Sega game, for instance, you could fire in 2000, and this up Gunbird for a little light relief. time it was granted a Then again, if your shoot-em-up worldwide release. The DC skills aren’t second to none, you sequel is now quite may end up more frustrated than collectable, with copies satisfied. But at just £10 for two regularly fetching around the relatively Japanese shooters, £20 mark on eBay. this double pack has to be recommended, especially as its value will certainly rise when it disappears from the shelves. If you’re after a good-looking old-skool blaster, and have superhuman skills, then you’ll want to show your mates exactly what you can do with this. Rating: pppppppppp

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REGULAR | RETRO RATED Space Tripper >Imitation=flattery Space Tripper takes more Classic retro blasting comes to the PC in this no-frills than a little inspiration from budget package on the Sold Out label the classic . Uridium first arrived way back in Developer: Pom Pom Games p Price: £4.99 p Format: PC p Players: One 1986, long before many key shooter releases such Blast or be blasted as R-Type. In its day it was one of the most With no plot to get in the way acclaimed shoot-em-ups of the action, Space Tripper around, possessing places you inside a ship and incredible visuals and gives you 14 levels of blasting maddeningly addictive play. action to go at. Like Uridium An updated version of the you have to fly around the original, Uridium Plus, was various worlds, flipping from released soon after, and the left to right and taking out got a souped-up wave after wave of enemies. sequel in the form of The Defender-style map shows Uridium 2 in 1993. you where you and the enemies are in the world, and you can obtain power-ups for your monster PC to run it either (a different weapons. Your ship has P400 will do nicely). two weapons types – a Sadly though, 14 levels isn’t concentrated stream of bullets really all that many, and while The shoot-em-up – one of and a wide spread pattern for the challenge is certainly steep, gaming’s dying breeds. What was clearing groups of enemies. especially in later levels, it once the most popular gaming What’s different about this would be nice to have more genre around has slowly started updated version is the levels weaknesses and attack patterns. substance. But each level does to disappear over the years, themselves. Rather than the Space Tripper reminds us of last quite a while, so don’t because most people now want simple, flat 2D maps of Uridium, the buzz we got when we first think that this will be over in a games as complex as rocket Space Tripper has full 3D played Jeff Minter’s Tempest few minutes. science, with twisting plots, long landscapes with high and low 2000 on the . The If you hanker after the classic back stories and – groan – areas, and if you’re not careful, updated visuals, thumping days of simple-but-addictive character development. But you can fall off the world and soundtrack and fast action grip shooters and your trigger finger there’s something about the lose a life. Another improvement you and keep you coming back still itches, then Space Tripper classic shoot-em-up that still is the addition of some huge for more. And because of its is for you. captures our hearts. Is it the bosses, each with their own simplicity you don’t need a Rating: pppppppppp purity and simplicity of it all? The mindless-yet-enjoyable play? Or the epic boss battles? We’re not exactly sure, but one thing is clear: gaming just isn’t the same without the shoot-em-up. Which is why we’re taking a closer look at Space Tripper. Now available on Sold Out’s budget label for the bargain price of just £4.99, Space Tripper is pure, unadulterated retro action from the word go. The game is essentially a remake of the classic Graftgold title, Uridium, with a dose of Defender thrown in for good measure. So if you enjoyed those classics, you’ll love this.

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p Advance One of the Sega Saturn’s most impressive games has been resurrected and updated for the GameBoy Advance

Developer: Treasure p Price: £24.99 p Format: GBA p Players: One/two

>Treasure chest

Treasure was founded in 1992 by a group of ex- coders. Headed up by Masato Maegawa, the team grew tired of making endless sequels and wanted to expand its gaming horizons. It wasn’t long before it had released the incredible Megadrive classic, . This not only showed off the team’s obvious technical abilities and creative ideas, Ask any retro gamer to name a of the original game, but instead but also introduced us to few of the best developers tells its own story, with new Treasure’s fondness for around, and Treasure will characters and locations. assaulting players with OTT certainly be somewhere in the You play as an ancient warrior action and epic boss battles. list. Although the team hasn’t and have to fight an army of Gunstar Heroes is hailed by exactly created the most well- freaks and weirdos through a many as the greatest known games over the years, series of challenging levels. The Megadrive game ever, and it producing very few big-name central character (which you paved the way for a slew of titles, its games are always choose from a varied selection) new titles on the console, innovative and impressive. possesses a range of combo most notably Dynamite Gunstar Heroes, Dynamite attacks and magical abilities. As Headdy and . Headdy, , Bangai-o and well as powers you can use in When the 16-bit era ended, all demonstrate attack, you also possess a show bears all the hallmarks of Treasure migrated to other the skills and imagination of the powerful magic shield that you the team’s past games. Sadly platforms, including the team. One of the best games can use to deflect enemy attacks though, this eye candy also Saturn and 1 lurking in Treasure’s chest is and counter them, making for causes a serious problem – and 2. The team is still Guardian Heroes, originally some great tactical fighting, slowdown. While we accept that going strong today. released for the Sega Saturn. especially in one of the many some games do slow down from This was a side-scrolling battler impressive boss battles (a time to time, particularly when a that featured an insane number Treasure trademark). When you developer is pushing the of playable characters. It looked defeat enemies you’ll pick up hardware to its limits, Advance great and played like a dream. experience gems, which you can Guardian Heroes slows down far We’d go as far as saying that it use to upgrade your character too much. Very rarely does the was one of the main reasons after each level. This adds an game run at full speed, making for owning a Saturn in the RPG flavour to the game, and you it both unappealing and difficult first place. can tailor your avatar to your to play. Now Treasure has resurrected own playing style. But while it seems that the licence on the GBA with Treasure isn’t actually perfect, . Like Woah there! Advance Guardian Heroes is still a the original, it offers plenty of good game. If it wasn’t for the new twists on the side-scrolling As usual, Treasure has outdone slowdown though, it would beat-em-up. Advance Guardian itself in terms of graphical style, certainly be great. Heroes isn’t a direct reproduction and the technical trickery on Rating: pppppppppp

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REGULAR | RETRO RATED

SVC Chaos: SNK Vs Capcom

The house of Capcom clashes with the house of SNK once again. It’s a grudge match made in heaven

Developer: SNK p Price: £29.99 p Format: PS2, Xbox p Players: One/two

Ever since Street Fighter II kick- impressive fighters to control, started the whole one-on-one and as with Capcom’s versions, >Mystery guests combat genre, developers the SNK’s title packs in plenty of world over have tried to reproduce popular characters, and a few SVC Chaos contains a collection Capcom’s winning formula with more besides. SNK’s team of hidden fighters, many of their own titles. True, most of includes such favourites as Ryo, which can be found very these pale in comparison to Terry, Kasumi and Mai, whereas easily. To unlock the majority Capcom’s original, but there are the Capcom line up features of the secret characters some that have won plenty of obvious choices like Ryu, Guile, simply highlight a character accolades. Most notable of these Chin-Li and Ken. In all there are and hold down the right clones are offerings from arcade an amazing 36 characters to trigger (on the Xbox) or R1 (on specialist SNK, responsible for the choose from – 24 standard the PlayStation 2). Try this likes of King of Fighters and characters, a few hidden fighters with different characters and . Indeed, SNK’s and a couple of secret bosses. you’ll soon have a completely titles are seen by many to be the The cast spans the history of new roster of fighters. only challengers to Capcom’s the respective titles and as crown. It was inevitable then, that you’d expect, all of their combat the two franchises would meet, styles and the vast majority of method for the main combat specials (over, and over, and and in 2000 Capcom released their special moves are present moves (a weak and strong option over…), meaning you don’t really Capcom Vs SNK: Millennium Fight. and correct. Many rare costumes for both kick and punch). This get much out of the fights. It’s This pits the finest Capcom and can be accessed too, which means that those used to the six- like playing against a novice SNK fighters against each other, should please the hardcore fans button controls of SFII will be at who has found one move and is allowing SF evangelists to show out there. a disadvantage, and it also limits sticking with it. their SNK fanboy mates who was SNK is well known for its solid the attack options. Although SFII Overall SVC Chaos is a bit of the better fighter. Well, now it’s all 2D combat engine, and SVC characters will maintain most of a mixed bag. Veteran SNK fans set to once more, only Chaos is no exception. SVC is all their moves and abilities, we’d will no doubt love it, but the this time SNK’s at the helm. SVC about fast and frantic action, and bet that experienced SFII fans will Capcom faithful may find the Chaos is yet another battle the usual counters, combos, and be disappointed. controls restrictive. For everyone between two beat-em-up giants. high-powered specials deliver However, our main problem is else though, SVC Chaos is a fine maximum damage if timed with the single-player game, due one-on-one fighter, and while the On today’s menu correctly. The speed is superb, in part to the suspect AI on single-player mode is a little making for some intense fights, show. The CPU often relies on weak, the multiplayer game is No beat-em-up will succeed but there is a problem. The game insistent use of one or two a blast. without a selection of uses a four-button control attacks, including repeated use of Rating: pppppppppp

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We once again take a look at long-running game series that are about to be updated. This month, madcap caper Spy Vs Spy and zombie opus Resident Evil Spy Vs Spy

t was back in 1984 much more interactive than that, way to win the game was to set still a great multiplayer title. It that the MAD and you could manipulate the traps for your opponent. If you wasn’t all about traps either, magazine comic environment around you. thought he was going to have a because if the two spies met in the characters arrived on As either the ‘black’ or ‘white’ root around in a particular desk same location, combat would home systems for the spy you had to collect a number you could hide a bomb in it, so ensue. The goal was to find the firstI time. And as soon as Spy Vs of useful objects (passports, that he was blown to bits. And if items required to book your Spy hit the shelves, people briefcases and so on) that were you didn’t want the white spy to passage on a plane and escape lapped it up. Why? Because they’d hidden throughout the level. Each come through a certain door you to the airport before your enemy. never experienced such unique level consisted of several rooms, could perch a bucket of acid on Setting traps for your foe, gameplay. You could actually have containing desks, drawers, plants the top to make sure he didn’t. It then waiting with baited breath two players competing on the and the like, any of which could was this trap system that made it as they neared your ready-and- same screen, at the same time! hold the object you were looking such a fun two-player game, and waiting surprise, led to some This was no simple sports game for. But – and this is why the although the gameplay itself was truly memorable moments. or shoot-em-up though. It was game was so popular – the best fairly thin on the ground, it was When your opponent did bite

Spy Vs Spy was the first game that allowed two players to compete on one screen at the same time

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REGULAR | RETRO REVIVAL >MAD for it

The Spy Vs Spy comic strip first appeared in the 1950s and was the brainchild of Cuban cartoonist Antonio Prohias. Influenced heavily by the cold war, Prohias was a brave man who drew cartoons that criticised the government. Making any form of criticism of the the big one thanks to a fiendishly Live and let spy government of the time was a risky business, and in Cuba, doubly placed trap, your spy would so. In 1960, Prohias was wanted for arrest, so fearing for his safety snigger at the unfortunate demise It’s almost 20 years since the he fled the country and headed to New York. of his pointy-nosed doppelgänger. third game was released and two- Eventually he managed to get an appointment with a publisher, The whole experience was just player covert capers are set to EC Publications. His example comic was a strip about two guys trying so satisfying. make a return. Take 2 Interactive to poison each other, a simple enough idea that got him a position. So popular was the first game is soon to release its new The strip appeared in issue 60 of MAD magazine in 1961, and Spy Vs that two further titles followed in console update of the series. Spy was born. Eventually, ill-health forced Prohias to quit writing the its wake. In 1985, Spy Vs Spy II: The game combines 3D series and the licence was taken up by in-house MAD artists. The Island Caper was released. rendering with cartoon visuals Prohias’ name stayed on the by-line though, in Morse code format This replaced the office and accurate characterisation. below the title. The series was eventually exhausted and ended in environment of the first game Spy Vs Spy still includes all the 1994. Prohias sadly died in 1998. with a desert island, and changed things that made the original the collectables to parts of a game great, but also boasts a rocket, which the winning spy huge wealth of new additions. would use to escape. Traps were The main game itself is a story- also reworked to reflect the based 3D platformer, along the environment – snake traps, lines of Crash Bandicoot. As coconuts and more were either black or white you have to included, as well as guns to perform a range of missions aid combat. while taking on legions of The third game in the series enemies, and as usual you must was released the following year be wary of the constant plotting and was entitled Spy Vs Spy III: of your rival spy, who’s also out Arctic Antics. Again, the same to get the goods. This means that gameplay was present and only despite the new twists and the settings and traps changed. visual polish, the game still The spies could now set traps features the black and white using dynamite or pickaxes, or spies’ fight for supremacy and, of could saw holes in the ice. The course, a range of entertaining objective was the same as in traps will be present. There are trip bomb, making for some acid bucket over the door). the previous game though – all-new enemies to fight, a wide hectic, espionage-fuelled We’ve had the opportunity to you still had to find parts of range of cool-looking locations multiplayer gaming. For Spy Vs play this new update and while it a rocket. (including labs, haunted houses, Spy purists there’s also the strays a little into modern Although the gameplay didn’t villas and fun fairs), and more classic mode, which replicates the platform territory, it also really change over the three traps and weapons to put to original gameplay of the series emanates the pure Spy Vs Spy instalments, the adventures of devilish use. – you simply have to collect a feel. As a two-player game it the MAD spies endured, and As well as the story mode, range of objects before your really is looking excellent. Spy Vs people still enjoy the two-player there are four-player deathmatch- opponent does. Even the classic Spy is available on PS2 and trickery today. Which is just as well style battles in which you also traps make a reappearance in this Xbox and has the apt release because there’s more on the way… use traps, such as the new laser mode (you just can’t beat the date of April 1.

Time may have moved on since the last game, but the spies are still out for each other’s blood

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Resident Evil

ports that have appeared on the had called in a special taskforce Capcom, never one to shy away Dreamcast and GameCube. This is called STARS. During their search from a potential franchise, went a true sequel, and it’s claiming to of the mountainside, the unit on to satisfy gamer demand be Resident Evil reinvented. But in located a mansion overlooking with the release of Resident Evil order to move the series forward, the city… 2 in 1998. The story picked up Capcom has had to go back and Taking control of either Chris, a two months after the first and look what made the original such trained marksman, or Jill, a charted the fall of Racoon City. a great game in the first place. machine expert (and the “master The living dead were now lining of unlocking”, no less), you had to the streets and a handful of Zombie Holocaust explore the mansion and discover survivors had gathered in the why the corridors were crawling relative safety of the Raccoon Resident Evil was released for the with shuffling zombies and City Police Department. PlayStation and Saturn back in oversized insects. It seemed to Unsurprisingly, the local law 1996. In a developing 32-bit have something to do with a enforcers were a little thin on market intent on luring potential sinister biochemical outfit named the ground, and before you investors with the lightning- Umbrella, who had been could say “Assault on Precinct smooth visuals of WipEout and conducting weird experiments on 13”, familiar foes were crawling apcom’s Resident , the game stumbled the mansion’s grounds. through windows and busting Evil 4 has a onto the scene and began to raise As it’s been watered down a down the doors. somewhat adrenalin levels in a far more lot thanks to the never-ending Unlike the demanding first misleading title. subtle manner. Borrowing the series of cash-ins and clones, it’s game, the sequel was too easy. What appears to be gameplay and visual style from easy to forget that the original The days of perilously dodging theC fourth game in the series is the Alone in the Dark series on games succeeded in creating a zombies in a bid to save shots more like the 24th, if you count the PC, Capcom built on this to surprisingly scary atmosphere. were over as ammunition was all the sequels, spin-offs and create the closest thing ever seen Imagine bunking up in Stephen abundant. The puzzles were also updates that have spawned since to an interactive horror movie. The King’s Overlook Hotel with a unchallenging and formulaic, the release of the original. And plot – three guys and a girl holed bunch of Romero’s ‘ghouls’ and meaning you rarely had to spawned is definitely the up in a house besieged by you’re nearly there. The moment engage your brain. In trying to operative word – three versions of zombies – was obviously indebted most players will remember is top the original in every way, the original game appeared for to Night of the Living Dead, but when you first ventured down Capcom had simply multiplied the PlayStation (the standard Capcom managed to play on many the ground floor corridor in the everything by two. A couple of release, Director’s Cut and Duel- of our fears: of being eaten alive, east wing and a damn zombie playable characters (new recruits Shock Director’s Cut), and there of the dark, of confined spaces dog crashed through the window. Leon and Clair) were once again was even a scaled-down spin-off and, in particular, of bloody great It was perfectly timed, skilfully available, but there were now for the GameBoy Color. But the spiders and snakes. executed and as scary as four scenarios to complete and numeral in the title is useful, as it The previous Resident Evil hell – perhaps the first time each included more enemies, marks the new game out as a games took place in and around a videogame actually made weapons, locations and gore. long-overdue entry in the core Raccoon City, a decaying district people ‘jump’. In comparison, 2000’s Resident series. Forget the GameCube in the American mid-west. The Evil 3 was more restrained, and remake, satisfying as it was. first game began with the City of the Living Dead better for it. If the first game was Forget the rubbish Survivor trio of discovery of a mutilated female a homage to Night of the Living titles, and the rather embarrassing hiker in some nearby foothills. Players were immediately hooked Dead, and the sprawling sequel Outbreak games. And definitely Most of her party were missing and many saw the game through had more in common with Dawn forget the straight PlayStation and the local police department to its explosive conclusion. of the Dead, then appropriately

Looking fairy primitive by today’s standards, the original Resident Evil still manages to rival Silent Hill in the scare stakes

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REGULAR | RETRO REVIVAL

>Acting dishonours

The original Resident Evil is famous for its fabulously bad ‘acting’ and dialogue. You can listen to some of the ‘best’ clips from the game at www.audioatrocities.com, a site that celebrates awful videogame voice acting. Our personal favourite is when Jill nearly gets eaten alive by zombies and burly Barry exclaims: “That was too close… you were almost… a Jill sandwich!”

Resident Evil 4 looks absolutely amazing, with monsters that literally fill the screen

enough, the third game was the character moves in the direction the bad B-movie acting and trilogy’s Day of the Dead – in which you press the controller dialogue (although it’s almost subdued and shorn of excess. In stick, with the camera following done as a knowing nod rather many ways it was a considered diligently behind. Pressing the than out of necessity), and the return to the style of the original. ‘aim’ button presents you with an throwaway plot is as daft as it’s But Capcom soon went back over-the-shoulder view, allowing ever been (just one man – Leon to the bigger-better-more path you to target enemies with ease. from RE2 – sent to rescue the with the release of Code Veronica The is built for US President’s kidnapped for the Dreamcast. This excellent action, which is just as well as daughter?). And of course, there update did away with the pre- the game lays it on thick and are the usual big ugly bosses rendered graphics, but perhaps fast. This time around the with their obvious weak points unwisely retained the original enemies are not mutated but (hmmm… wonder if I should control system, with characters just plain mad, running around concentrate my firepower on its turning unconvincingly on the and attacking you with whatever single, oversized eye?). But spot. The more recent Resident they can get their hands on, be most of all – thanks to the Evil 0, meanwhile, re-introduced it spades, scythes or pitchforks. unpredictable enemies, amazingly the pre-rendered backgrounds, However, the shift toward out- detailed visuals, and the clever but again kept the much-criticised and-out action does come at the use of location – Resident Evil 4 control system. And that brings us expense of the series’ trademark is as scary as the first game. And very nicely to the new game. problem-solving gameplay, and that, above everything else, is while there are basic elements what we want from a Resident Cannibal Apocalypse of resource management, the few Evil game. puzzles you encounter can be After several years in the Resident Evil 4 takes its cue from solved in a matter of seconds. wilderness, the series is back on recent action adventures like In many other respects track. Resident Evil 4 is available Splinter Cell, utilising a much though, the game does remain now for GameCube, and later in more modern engine. Your faithful to the original. It retains the year on PlayStation 2. e

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Welcome back to Japan! This month in the new section devoted the Japanese retro scene, we’ll take a look at what is possibly the most recent retro format, review the best Macross game ever, and try to explain the appeal of -style glow-in-the-dark Nintendo gaming >Format focus: the Sega Saturn

to countless old-skool classics, today, more than a decade after introduction – titles such as then there’s little reason to its introduction? X-Men Vs Street Fighter and question its inclusion. For one thing, the Saturn various editions of SNK’s King of While its failure in the West games catalogue boasts almost Fighters series. The 4MB carts led to the blasphemous ridicule as many 2D shoot-em-ups as the effectively tripled the amount of of Sega and all but ended the NeoGeo’s library does beat-em- RAM available, ensuring smooth Dreamcast’s chances of Western ups. But more than quantity, it’s animation in-game and quick success, Japanese gamers loved the quality of 2D Saturn games loading between bouts of action. the Saturn and titles like Sega’s that really cannot be beaten. A 4MB cart costs about Y2,000 Virtua Fighter 2 shifted over 1.7 Even early on in the system’s today (£10), but game-plus- million copies. Today, Sega’s life, titles such as Layer Section expansion packages can be Saturn (alongside the PC Engine, hinted at what was possible. better value. hould we even be Famicom and Super Famicom) is Later, though, with the In fact, there are many Saturn writing about the given pride of place in Japan’s introduction of memory bargains to be had. The hardware Saturn in these retro gaming shops. Its expansion cartridges, 2D games itself is something of a steal: we pages? Is it really popularity continues to hold producers found the Saturn to be bought a complete and boxed a retro console? fast in spite of the relatively far more capable than its peers. original grey model for Y3,500 Well,S that depends on your high prices that its games The memory expansion carts (less than £20), and unboxed definition of ‘retro’. If we can command. So this begs the came in 1MB and 4MB versions, examples tend to go for a agree that the Saturn is both question: why? What makes the often bundled with the games tenner. With regard to games, commercially obsolete and the host Saturn so attractive to gamers that necessitated their there are some ridiculously

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FEATURE:COLLECTING | JAPAN HAPPY PLAY NOISE

Just some of the Sega Saturn games on sale at our local retro shop in Osaka

cheap classics available. Y9,800 (£50) – although, it must Mainstream Saturn hits – Sega be said, these prices compare Rally, Virtua Fighter, Virtual On, favourably with the rates for >Odds and Daytona USA, NiGHTS, etc – can be NeoGeo versions. bought for less than a pound each. The Saturn was also seen as (World Record: Virtual On – mint, the perfect place to retire old ends complete and just 10p in Osaka!) legends. Xing ported a late However, many of the 3D arcade edition of , games are cheap for a reason – the operatically titled Bubble The Sony PSP may be the flashiest piece most of them have been Symphony, which is especially of gaming kit around this decade, but surpassed by games appearing good. Likewise, Taito’s Elevator there’s still room for a few Namco classics on the following generations of Action, a Japanese competitor to on the new portable. Namco is to release console hardware. It’s in the 2D , was given a a compilation of 11 arcade classics from the realm that the Saturn really very late sequel that was ported , available on one UMD for Y3,980 comes into its own. from Taito’s F3 arcade system to (£20). It’s a tempting proposition and we’ll the Saturn. Elevator Action bring you a full review next month. Old-skool shooters Returns on the Saturn usually sells for Y7,000 (£35), but it Heard of Suntory? Bill Murray went to work For various reasons, many small really is worth every penny. for this drinks giant in Lost in Translation and Japanese developers (Xing, Psikyo, Even a few great 2D hits can now Nintendo is collaborating with the company. The 500ml bottles of et al.) chose to port their finest be found at low prices. Layer Pepsi Twist and Diet Pepsi Twist will soon be sporting 8-bit pixel 2D wares to the Saturn. Arcade Section, as we’ve mentioned, is design Mario bottle caps. Better yet, 1.5 litre bottles of Pepsi, Diet Gears is a good point of entrance actually one of the best Saturn Pepsi, Pepsi Twist and Diet Pepsi Twist will come with a great freebie for those who are curious about shoot-em-ups available and we – a roll of tape featuring old Nintendo designs. A total of 30 different the late 2D productions of small found it for just Y900 (£5) at our bottle caps and eight different rolls of tape can be collected. Rest Japanese houses. It captures two local retro emporium. Raizing’s assured, we’ll give it our best shot. of Xing’s finest shooters – Image Soukyugurentai and Psikyo’s Fight and X-Multiply – in arcade- Gunbird, both of which are rock The newest addition to the ever-expanding library of Gamest Mooks is perfect fettle. This is a solid blasts, can be bought for a tribute to early Sega formats such as the SG1000, the Master moderately expensive title in just Y2,500 each (less than £15). System, the GameGear and the Megadrive. Mooks (hilariously named today’s market, though. Our local Saturn games are leading for we know not what reason) is Japan’s authoritative series of games- retro store has a copy for Y8,500 lights in their respective genres. related reading material, and the new Sega volume will feature a disc (nearly £45). Similarly, ADK’s You’ll go a long way to find a full of Sega emulators. At Y1,200 (£6), Japanese retro gamers have a weird puzzle/shoot-em-up hybrid better racer than OutRun, a cool (if comparatively limited) alternative to the magazine you’re Twinkle Star Sprites is going for mightier shoot-em-up than reading now.

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>Pocket >Daihitto! gaming Award

What’s in our jacket pocket this This month’s Daihitto! (big hit) month? A GameBoy Light! Award goes to legendary Super Famicom shoot-em-up Macross: Released in gold Scrambled Valkyrie and silver shades of chromed plastic, Shoot-em-ups don’t get much tougher than Zamuse’s 1993 anime 1998’s GameBoy classic. Think Viewpoint on the NeoGeo but add to this another level Light is the or two of rock-hard challenges. Macross: Scrambled Valkyrie offers ultimate evolution three piloted mech suits in which you can blast through the galaxy. of monochrome Each pilot has individual strengths/weaknesses, but once a decision portable gaming. It is made that character must be controlled to the finish. So, you bite displays fewer the bullet, select your craft, and take off. And then it hits you. sprites than the Scrambled Valkyrie is not a typical shooter. Instead of a ‘one hit mono NeoGeo and you’re dead’ policy, as favoured by most shoot-em-ups, Pocket or Macross grants players the seeming security of an energy gauge – WonderSwan, but only when this is completely depleted will you be in danger of even today, its dying. Paradoxically, though, there is a greater level of stress in fantastic backlit attempting to maintain your craft’s energy than there is in simply screen is only having to avoid every bullet. really surpassed The game’s level design is wildly inventive. For instance, in the by Sony’s new PSP. opening Emergency stage, huge floating structures will suddenly In pitch black surroundings, the GameBoy Light’s bright blue rise, leaving your craft only a narrow gap to get through. Wormholes glow is powerful enough to burn Tetris blocks on your retinas. will also appear just as you start to shoot down the first mini-boss, Remarkably, its battery life is over 10 hours and the system only dragging your mech into energy-sapping nothingness. In the requires two AA batteries. Flick the light off and you can play for second level, The Planet Earth, things get hectic quickly as screen- closer to 20 hours. In form, it’s virtually identical to the GameBoy filling bosses fire lasers and bullets simultaneously. By the time Pocket (which was pretty sleek) and for multiplayer games it can be you reach the seventh and final stage, A Basis For Love, pretty linked to all other pre-GameBoy Advance models. much every possibility available to this interactive Macross has There are some very cool limited editions of the GameBoy been explored. Light. A special Pikachu version was produced for the Tokyo The fact that Valkyrie manages to outplay most shoot-em-ups, Pokémon Center back in 98, but only 5,000 of these bright yellow however, is largely down to its solid foundation: a simple two-button systems were made. The same number of Skeleton control system. One button shoots (X is a good choice) and the other variants were manufactured. A translucent yellow Toys ‘R’ Us (Y) enables you to alternate between the three available weapons. version (which looks almost as ugly as it sounds) was given a Each of the three mechs has its own arsenal of three unique firearms similarly limited run, while the rarest GameBoy Lights are the and, to complete the triangle, there are three levels of power with Osamu Tezuka and licensed models, of which only a which to improve these arms. Simple and just plain deadly. few hundred units were made. To top it all off, this is a beautiful game with zero slowdown, Even in Japan, the only place where the GameBoy Light was great effects and detailed backgrounds. Scrambled Valkyrie is one of officially released, it’s quite unusual to find the system in shops. the prettiest 16-bit shooters ever made. But what do you have to pay If you do ever see one, we suggest you pick it up without for such beauty? About Y3,000 (£15). Bargain. hesitation. And no, you can’t have ours, because we still like to play Tetris in the dark.

Radiant Silvergun, or, for that To complete the equation, the matter, a better six-player side- ergonomics of the standard scrolling beat-em-up than Saturn pad and Sega’s arcade Treasure’s Guardian Heroes. No stick are such that – like the matter what type of 2D action NeoGeo and NeoGeo CD you crave, Sega’s Saturn has it controllers – it somehow only covered. Sprite-based arcade feels right to play 2D games. racers, for example, are happily Hammer on the retired on Saturn. The finest original Saturn pad, then move non-PCB versions of awesome over to a bout of Astra Superstars games such as Chase HQ and with a couple of arcade . Power Drift can also be found In Japan, we say ‘kanpeki’, which on the system, and a solid means ‘perfect’. Don’t pass up on arcade racing controller from the Saturn just because it arrived Sega can easily be yours for so late – this is a great new wave Y2,000 (£10). format for many retro gamers.

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This month’s chosen castaway is Gordon Houghton, former Editor Disksof Zzap!64 magazine

assume that for a young Gordon Crashed out Houghton, who had just completed an English degree at Magdalen Zzap!64 may have been the first College, Oxford, in between long games magazine Gordon read, but Spindizzy sessions, games his gaming stretches back to 1973 journalism was the obvious and in the foyer of the career choice. Imperial Hotel, Blackpool, at the “No, I’ve only ever really wanted tender age of eight. An to be a novelist,” confesses Gordon. followed and, of course, a “I never joined in with the journo Commodore 64. We wonder if he crowds at school or university and was ever involved in those never worked on a magazine playground Spectrum vs C64 before Zzap!64 In fact, Zzap!64 was arguments that raged on well after the first games magazine I tried, the bell had gone? and to be honest, when I read it I “There was no need, really. thought it was a pile of infantile The C64 was so self-evidently f you grew up in crap. I was embarrassed to be superior. The Spectrum was a bit the eighties, seen holding it.” Not a promising like the crippled dog in the corner, you probably start to a relationship that would whimpering for attention. I just experienced the see Gordon become a staff writer ignored it.” I dreadful realisation and later editor of the magazine in It is therefore particularly ironic that despite rudimentary efforts to the late eighties. Fortunately, he that such a staunch advocate of get a sprite moving round a blank continued reading and his initial the C64 should land his first job screen, machine code was an hostility faded. as a writer for none other than the incomprehensible mystery and thus “After a few months it grew on Spectrum champion, Crash you were never going to achieve me and I saw what it was trying to magazine. Surely there was your dream of becoming a games do. I eventually tried other mags, some mistake? programmer. The obvious like Commodore User and (in a “I wrote to Zzap!64 on spec. disappointment was tempered, moment of madness) Commodore They said no thanks, but my though, by the hope that you Computing International, but they details were passed on to Crash could perhaps secure the second just made Zzap!64 look even more who, unfortunately, took me on. best job in the world – games attractive. I never consciously They were the most miserable two reviewer. A life of playing the thought I could do better. I applied months of my life. The guys in the games you loved before anyone for a job there because I’d be Zzap!64 offices next door were else, dispensing judgement from combining the two things I loved: always laughing, always cracking on high and even getting a pencil games and writing. By that time I jokes, always taking the mickey sketch of yourself with thumbs was pretty much addicted to out of each other, whereas the aloft in the pages of a glossy Commodore 64 games anyway, and Crash offices felt like a funeral news-stand magazine… a career to reviewing seemed like a fun and parlour – it was a deathly silent die for. So it would be natural to lazy way to indulge the habit.” and depressing place. And Crash

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“In fact, Zzap!64 was the first games magazine I tried and to be honest, when I read it I thought it was a pile of infantile crap”

knew his word was final on getting 89%. And then there was reviews, but he never got heavy Hawkeye, of course…” about it. That said, I remember Ah, the Hawkeye affair. In his Paul (Glancey) and I really liked first month as Editor, taking over and wanted to give it a from Julian Rignall who suddenly Sizzler, but Jaz flatly refused, and departed after issue 39 (something that was the end of it. He was a that seemed to be the norm at top gamer too, as everyone knows, publishers Newsfield – Gary Penn, but he was equally capable of Ciaran Brennan, Jaz and later fending off irritating PR people Steve Jarratt, all left after falling A fresh-faced Gordon joins Newsfield, his arrival announced in the and defending marks that he out with the management team), pages of Crash magazine believed in.” Gordon was faced with reviewing the latest game from Thalamus, had a guy working for them who rumbled but it turned out that me, Zzap! Sizzler! a software company owned (I discovered later) was a Paul Glancey and Steve Jarrett by Newsfield. renowned bully and would, if you were pretty much equal in skill The mention of the coveted Sizzler “It wasn’t pressure from so much as spoke to him, reply terms, even if Jaz Rignall was a award and the reference to Newsfield. It never said a word to with sarcasm, scorn, abuse, or gaming god.” multiple reviewers giving their us about Thalamus games and was whatever else came into his tiny Julian ‘Jaz’ Rignall, who had opinion on a game reminds us of always very protective about our mind. He was a sadly been with the magazine from the some of the things that made editorial freedom. It was pressure psychologically damaged start, was editor when Gordon Zzap!64 unique and so revered from the PR guy at Thalamus. It character, and I won’t mention his arrived. While his gaming prowess amongst C64 gamers. We return to was my first month in charge as name, but only because it allows has never been in question, less Issue 36 (thanks to Mort’s Editor, and I really liked Hawkeye. I me to say without fear of libel that than positive things have been invaluable magazine scan , thought it had achieved something he was the biggest dickhead I’ve said about his management style courtesy of Kenz at www.binary special graphically, it was a well- ever met.” in these very pages (in issue zone.co.uk), the first that Gordon structured game, it was fun, and it Thankfully, Gordon escaped with seven of Retro Gamer we covered appeared in. We turn to his first was tough. But despite all that it only emotional scars, and landed a his casual dismissal of Keith review, The Train, a pretty decent didn’t have greatness or originality post on his intended target, Zzap!64, Campbell from C&VG). World War II simulation from EA stamped on it in the way that at the end of February 1988. He “I don’t want to disappoint Games (the more things change…), games like , Spindizzy or recalls a certain apprehension on anyone, but he was a really nice and are reminded of the lengthy The Sentinel did. I felt it should be entering Zzap! Towers, partly due guy. From a personal point of view, ‘intros’, which outlined fairly a Sizzler. And then this bloody PR to an awkwardness in new I got on better with Steve (Jarrett), objectively the features and plot of guy kept ringing me up, cajoling situations (which might explain but Julian’s enthusiasm for his job a game, accompanied by critical me, using all this wide-boy crap to his penchant for The Smiths and was infectious, and shone through evaluations, this time from Jaz, convince me it should be a Gold Woody Allen films, as mentioned everything he wrote. He was much Paul Glancey and Gordon. We also Medal, and he just didn’t give up, in the editorial that welcomed him the same outside work too – note that Gordon uses the phrase day after day. In the end I caved in to the magazine) but also always enthusing about great ‘beautifully evocative’ almost a and awarded it the Gold Medal. It because he was worried that his games and very funny when decade before Edge magazine was weak and shameful on my games-playing skills simply condemning anything that was copyrighted it. We wonder whether part, and I’ve regretted it ever weren’t good enough. rubbish. He had an informal the awarding of marks above 90%, since – not to the point where I’ve “I felt like I was going to be management style. You always particularly those that resulted in weep into my pillow every night, the bestowing of a Gold Medal but like any job where you feel (normally a prompt for the reader you’ve let yourself down, it leaves to immediately put down the a sour taste in the mouth.” magazine and rush out to the Gordon tells the tale with shops), ever led to heated debates genuine remorse, though pressure or even came to blows? from PR reps desperately trying to “Yeah, there were always ensure not only coverage but arguments about the higher end favourable reviews for their marks (though rarely about the products, was standard practice. duff games), but usually if And still is… something was going to achieve “They tended to be really, Sizzler or Gold Medal status, we really angry if you slated their all had to agree on it. There were games, but who wouldn’t be? Then loads of times when two of us again, the answer was simple: would think ‘this should Sizzle’, don’t release crap games. But there only for the third reviewer to insist were all kinds of subtle pressures it was the biggest pile of crap he’d companies exerted on magazines, Gordon’s first issue of Zzap!64 as a staff writer (left), and his played since Alice in Videoland. from promises of big-name introduction as the new editor in issue 40 (right) Those games usually ended up exclusives, to meals out, day trips,

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had begun tentatively in December and the people they entrusted to And so Gordon left “the cultural 87 as a response to the growing edit it. It was very difficult for the desert” that was , the interest in the new 16-bit former to let go of their intellectual location of Zzap! Towers. He machines – issue 36, his first on property, and understandably so. continued as a freelance writer, the team, featured reviews of nine The relationship became intolerable contributing to various publications, Amiga games. His time as editor when certain editors and writers including Commodore Format, a also saw an injection of humour stopped being grateful for the job magazine he feels Zzap!64 “could and a conscious attempt to appeal they’d been given and behaved in have been in its later years – to a C64 market that was a way that was less than bright, colourful, wittily written and changing as older readers moved obedient. I might be way off the brilliantly designed. on to the more powerful computers mark with that theory, but the truth “The best magazine I worked on the market. is, very few of the people who left on post-Zzap!64 was The One, a “Until issue 47, it was fun, and Zzap!64 were bad writers or bad radical Amiga/ST/PC glossy edited something genuinely different, editors – in fact, most of them by Gary Penn. The reviews were designed to appeal to Zzap!64’s went on to have even more great, the features were even increasingly younger readership. successful careers elsewhere. better, and I personally don’t think A conflict of interests? After PR pressure, Hawkeye from After that it was misguided and ill- “Our case was slightly there’s been a better games journal Newsfield-owned Thalamus judged. And all my fault. Many of different. We’d told Newsfield a for grown-ups since. I carried on earned a Gold Medal the things we introduced were couple of months before we left writing for various PC magazines excellent. The regular Megatapes that we intended to quit by until 1993 or so – at which point I hotels, and so on. If you didn’t go (they’d only been sporadic before Christmas. We were causing bad realised I was just churning out the along with it, you were pretty then), the new characters, the feeling as a result of various same old turgid rubbish and gave much snubbed as far as exclusives livelier news and previews pages, internal company disputes and we it all up.” went. And, of course, all these more regular Challenges, monthly were probably losing our way companies threatened to pull their Zzapbacks, Tips Bible, and the editorially. All of these things made Novel idea ads from the magazine when they Def Guides to game genres – all it inevitable that we should leave received particularly bad press. But these ideas were new and fun sooner rather than later… And, to Games journalism might now be a that was the advertising and I think offered much more be fair to Newsfield, it was a good thing of the past for Gordon, but department’s problem, not ours.” than Zzap!64 had done in the decision – Stuart Wynne’s tenure in writing certainly isn’t. His childhood past… But looking back on it, we the Zzap!64 hotseat was much ambition of becoming a novelist 16-bit onslaught probably went too far, too fast, longer and more stable than any of was realised with the publication of and we alienated a bunch of the his predecessors.” The Dinner Party in 1998, a Zzap!64 certainly relied heavily on loyal readers. advertising income (it even went so “If I were to do it all again I’d far as to include an index of scrap the rubbishy review artwork advertisers alongside the list of we blundered into around issue 47, games reviewed that issue), but though I would keep the non- more importantly, it depended on review spreads Mark Kendrick did, games actually being released. many of which were fantastically Gordon took over the reins at a lively and creative. I’d also severely difficult time for the whole C64 cut the Amiga reviews, give scene. Whilst there were initially massive coverage to the C64 stuff, plenty of quality titles to cover, as not tell the head of US Gold to attested to by the bumper F-off, and promote world peace Christmas 1988 Issue, which he and understanding. On second proudly sights as the highpoint of thoughts, I’d probably still tell the his stewardship, things soon head of US Gold to F-off.” became problematic. “For three months after Issue Leaving Ludlow 44 we were getting almost no C64 reviews – we were having to As was commonplace at Zzap! badger people for games. It Towers, Gordon was also told seriously looked as if the machine rather abruptly to F-off himself. He was dying. I personally believed, had even written the editorial for or maybe I just panicked myself issue 50, the final one he edited, into believing, that Zzap!64 would which was hastily rewritten and thrive first as a combined included the summary execution of C64/Amiga magazine, and then, Ken D Fish. He explains the when the C64 finally keeled over, background to his departure, and as an Amiga-only magazine. I in doing so, gives an insight into thought that was the way to the ongoing tension between preserve the Zzap!64 brand and management and the editorial team keep us all in a job. As it turns out, that was to blight Zzap!64 I was an idiot on many counts…” throughout its existence. Gordon did steer the magazine “I think part of the problem in a ‘new direction’, and one that with Zzap!64 was the conflict didn’t appeal to all readers. The between the people who had Amiga coverage did increase, created and designed the magazine Although the Amiga had featured in Zzap!64 before, from issue 43 the though it should be noted that this (Roger Kean, Oli Frey and so on) 16-bit machine was integrated into the title for the first time

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and it was one of his rare ‘white’ magazine, including Paul Glancey, covers, too.” Oli Frey (who supplied the cover And special mention is, of art) and, with finger nails course, required for Kati Hamza, surprisingly in tact, Gordon. fellow Zzap!64 writer and now “A guy called Gazunta on the Gordon’s partner and mother of Zzap! Rrap message board those two children. We were suggested a farewell tribute to the hoping for tales of furtive glances magazine we’d all loved. In a during editorial meetings and moment of blind nostalgia, I and blossoming romance over many others agreed. I was prolonged Uridium sessions, but responsible for editing much of the the couple actually got together at writing (and contributing a few university. Do they at least have a pieces here and there), but the game from that time that they can main credit has to go to three call ‘their own’? people – Gazunta, for his Both of Gordon’s books are available to buy on Amazon. He’s “It’s definitely Druid. We organisation and motivation, Craig currently working on a new novel: “something to do with games finished that game together: I Grannell for his fantastic recreation and gamers…” played the druid, she took the of the look and feel of the mag, golem’s role. It’s apt on so and Antony Stiller for drawing all macabre black comedy involving didn’t feel like a job at all. It was many levels.” the reviewers’ heads. I thought it self-mutilation and cannibalism. just messing about with friends, was an amazing piece of work, This was followed the next year by playing games, and doing a bit of Zzap!’s back given that it was created almost The Apprentice. writing. The people I met there entirely by unpaid ‘amateurs’, and I “It’s been much more were among the nicest and So, while Gordon professes no think we can all be very proud of successful, selling in various funniest I’ve ever known… Paul desire to return to games the result.” editions all over the world. It’s Glancey – the nicest guy I met at journalism, those days clearly have You can download this about a guy who gets resurrected, Zzap!64. We encouraged him to a special place in his heart, and on massively impressive labour of love works for the Four Horsemen of the leave for EMAP because we so many levels. Which might from the excellent www.zzap64. Apocalypse and tries to discover thought he’d have a better time explain his involvement with co.uk. Any plans for an issue 108 how he died. Neil Gaiman enjoyed there, but when he went, half the Zzap!64 issue 107, a project then, Gordon? it, so that’s good enough for me.” fun went with him. Maff Evans – I involving current C64 enthusiasts “Nope, definitely not. We’ve Gordon then took a break from never could quite figure Maff out. and some veterans of the said our goodbyes.” writing to help raise his two He was very funny and could do children. After seven years and amazing things with elastic bands, seven courses of IVF treatment, but he kept muttering about Front Gordon describes becoming a 242 and wandering off into the father as “the hardest and best art department. To this day, I thing I’ve ever done,” but now he have no idea why he was made has begun a new project which, he redundant with the rest of us. exclusively reveals, “has something Paul Rand – he was much too wild to do with games and gamers. In and crazy for sleepy Ludlow. I fact, doing this interview and liked him a lot, he was full of reminiscing has helped the book in energy, and I’m not surprised he many ways…” went on to better things in London. Games are still a big part of Steve Jarratt – probably the Gordon’s life, whether it’s playing funniest guy I’ve ever met, though Super Mario World, Metroid or it has to be said I don’t get out Donkey Konga with four-year old much. He was quite earnest about Sam and two-year old Sophie or his job, as you should be, but his maintaining his website (www.the- wit was second to none, and burrow.freeserve.co.uk), which outside work he used to make me includes a large Zzap! section. He laugh like no one else. On top of clearly has fond memories of his all that he was a good guy, really time with Newsfield, and the thoughtful and kind. And Oli Frey – people he worked with, many of it amazed me how apparently whom have been in touch through effortless his work was. He’d knock his message board. up one of those wonderful, “It’s a tremendous privilege to dynamic covers in an afternoon. I have been part of something that think my favourite was Zak people remember so fondly. It was McKracken (issue 47). It just the best job I ever had, because it captured the essence of that game, “It was the best job I ever had, because it didn’t feel like a job at all. It was just messing about with friends, playing After a 10-year absence, Zzap!64 returned with the release of issue 107. games, and doing a bit of writing” Despite Gordon’s closing comments, issue 108 may actually happen!

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>Gordon Houghton’s Desert Island Disks

The Sentinel

C64, Firebird, 1986 This is the only C64 game in my list, and I bought it on the strength of the Gold Medal it received in Zzap!64. It was just… amazing. It still is. Like a 3D version of chess, but much better than that silly Star Trek effort. People complain now about how slow the 3D rotation is, but they’re missing the point. The slowness just increases the horrible tension of trying to survive in an alien world – you’re constantly looking for a place to hide or somewhere to climb up, and there’s rarely time to think about your next move. The colour scheme was gloriously primal, too – blues, reds, greens and blacks – and it had these eerie sound effects and basic theme tunes that made it feel arcadey and spacey and weird. It was the most innovative game of its generation. A classic.

Super Mario World

SNES, Nintendo, 1990 The SNES is my favourite retro console and this is the best game on it. It’s simply the greatest ever made. I recently finished it again with my four-year-old son, and he loved it – but beating it is only half the story. You can reach Bowser by completing as few as 11 of the 96 levels, but dig a bit deeper and you find multiple layers of secrets – hidden stages, switch palaces and castles, and the amazing Star World… Finding the legendary Cheese Bridge secret area was one of my proudest gaming moments, but every single level is beautifully constructed. Mario 64, its successor, redefined the genre by pushing it (and pretty much everything else after it) into 3D – and that’s a shame, because it killed off inspiring, well-crafted and truly great games like this.

Dragon Spirit

PC Engine, Namco, 1988 This isn’t the hardest shoot-em-up in the world, it’s not even the hardest on the PC Engine, but it has that intangible ‘something’ that typifies for me what being a gamer means… It’s all about feeling – those minute details that strike a chord in you, those gameplay features you haven’t experienced before, the moments that simply make you feel good. So it was with Dragon Spirit: I’d never played a fantasy shooter before, it was my first game on the PC Engine, and from the moment I saw both of them together, I fell in love. It’s not about the great music, the epic feel, or the fact that it’s exactly the kind of simple, vertically scrolling blasting that I enjoy – what appeals to me is that you get to control a huge, three-headed, flame-spitting dragon that can burn plants, animals, birds, rocks and giant bosses to a crisp. What more do you need?

Dungeon Master

Amiga, FTL, 1989 The original FPS? Well, maybe not. This was the first role-playing game I ever finished. I reviewed it originally for The Games Machine on a four-colour CGA PC, but when I played it on the Amiga a few months later, it just blew me away. The block-scrolling dungeons were superb and the rare monster encounters were genuinely frightening (the screams of those mummies still scare me), but above all, the minimal sound made it the most amazingly atmospheric game I’d ever played. And behind all the effects it was a fantastic RPG – it threw you straight into the action, had brilliant characters, a great learning curve, a neat selection of weapons and spells, and a suitably epic climax. In recent years, the only games that have matched it in terms of storytelling and ambience are Half-Life and Ico. It was that good.

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Tetris Attack

SNES, Nintendo, 1995 For me, this is the best puzzle game ever made. Pokémon Puzzle League on the was basically the same with a 3D mode and a few more options, but this version keeps it sweet and simple. The one-player game is just as addictive, but nowhere near as frustrating as Tetris (to which this bears almost no relation, despite the name). The two-player game is equally good, with a choice of time trial or versus modes, the latter of which sees you chucking blocks of compressed garbage on your opponent. It’s the ideal desert island game, too: it’s unbeatable, it has infinitely variable play, and you can never achieve perfection. It also features some of my favourite characters from the SNES classic, Yoshi’s Island – and there’s not a sign of Mario or Luigi anywhere.

Robotron 2084

Arcade, Williams, 1982 I was a Scramble fan back in the early 1980s – it was the first shoot-em-up I was any good at – but I was always intensely jealous of those gaming gods who played Robotron. It was, and still is, the definitive shooter: an insanely frantic kill-or-be- killed game blessed with fantastic sound effects and outstanding graphics. The odd thing is, I never really made a determined, prolonged assault on it until Midway Arcade Treasures appeared, at which point I didn’t put it down for months. Even now I play it at least once a week. One of the few ambitions I have left is to own an original Robotron arcade cab. Oh, and was a genius.

Radiant Silvergun

Saturn, Treasure, 1998 I didn’t buy a Saturn until long after its death and I hadn’t even heard of this until about 18 months ago. Personally, I think Ikaruga is a better shoot-em-up, one which transcends gaming and becomes a work of art when played by a master, but Radiant Silvergun is an epic game in its own right. I know it’s a boring choice, given the broad spread of Treasure fanboyism on the Web, but it really is a giant game, and for a 2D shoot- em-up fan like me, it’s a no-brainer. I still haven’t beaten it and I’m nowhere near maximising chains, mastering individual weapons or getting 100% on all the bosses – so a desert island would be a great place to learn.

Zelda: Ocarina of Time

N64, Nintendo, 1998 This is simply the best game I’ve ever played. I wasn’t a huge Zelda fan before it arrived – A Link to the Past excepted – but this had me gripped from start to finish. It’s the only game that’s ever made me cry, and it did it twice: when Link first became an adult, and then again during the closing movie, when I was just sorry to have finished it. I played it through again immediately afterward, and it bound me to the great sequels that have followed it, all of which have obsessed me. But Ocarina was the first to make me feel that computer games didn’t have to be inferior to novels in terms of their narrative power. It’s the greatest videogame story ever told.

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In 1983 Atari was in a state of shock. The company that had made home videogaming a mainstream pastime was reeling from the realisation that nobody seemed to want its new 5200 console. As the year continued, the rest of the industry began to follow Atari into decline, leading many to believe that the era of the videogame was coming to an end. But not Atari. Instead, it set about creating a brand new console, the greatest console ever, competitively priced and vastly superior to anything that had come before. Peter Latimer looks back at the true 2600 successor, the Atari 7800 ProSystem

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FEATURE:HARDWARE | ATARI 7800 PROSYSTEM

tari had risen to favourites; the price really was fame on the a major consideration in astonishing deciding which console to buy; success of the gamers wanted a console that 2600 console. It could be expanded into new hadA earned so much that by gaming directions as they 1982 rumours were circulating became available; and most that it was about to take over importantly, while people were AT&T. It was in this atmosphere interested in all kinds of that Atari prepared to launch games, it was the idea of its new console, the Atari bringing the arcade experience 5200, ready to show the world home that still excited them that the success of the 2600 most – they still wanted the was no one-off. Of course, it same kind of fun the 2600 hadn’t asked anyone what they had brought them in its wanted from this new console, heyday, but updated to handle but it didn’t need to – it was modern, technically demanding Atari, the biggest brand in the arcade games. If Atari could business and it knew best. But offer people a console with shortly after the launch it great graphics, faithful arcade became clear that something ports, realistic expansion was very wrong. The 5200 was capabilities, 2600 compatibility technically impressive but and a reasonable price tag, people just weren’t buying it. then that was a console that Instead, rival systems were people would buy. Taking all becoming popular with those this into account, Atari was eager to play the next ready to put the 5200 behind it generation of games. Atari and start work on a console hadn’t so much built a bad that would embody everything console as the wrong console. gamers seemed to want – the It hadn’t asked for its Atari 3600. customers’ opinions, but now it Although Atari’s marketing was getting them. People just department had been happy didn’t like this bulky, with such catchy names as overpriced, non-2600 2600 and 5200, it wasn’t at compatible console with its all happy with the new crazy controllers. Atari console’s name – 3600 addressed the worst of the sounded like a step backward problems but privately knew it from the 5200. No, a new had lost this round of the beginning needed a much console war and needed to bigger number, one that had start over with a brand new progress written all over it. machine. It couldn’t afford The new console, it was another mistake though, so suggested, should be called this one would have to be the Atari 9000. But that was soon right console. It was finally abandoned too when it became time to talk to the public. clear that if this pattern Atari commissioned an continued, future consoles extensive study to find out just might end up with ridiculously what gamers wanted from a high numbers. But eventually, While the 5200 wasn’t exactly a failure, it never came close to new console and came to some inspiration struck. The new matching the success of the 2600 simple, but very important, console was going to offer conclusions: no matter how graphics at least as good as good a console was, people the 5200, but would also be would think twice if it couldn’t compatible with the 2600. And play all their old 2600 5200+2600=7800.

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>High Score Cart

You’ve just racked up the greatest score ever on Asteroids, but nobody’s around to see it. It’s the 1980s, so the chances of being able to snap a picture of it with your phone are pretty slim (unlike your phone). So what do you do? You quietly sit back and relax, safe in the knowledge that you had the forethought to attach the High Score Cartridge before you started and the achievement has been preserved for all to marvel at. The High Score Cartridge had the ability to record the top five best-ever scores for up to 65 different games. It even took the type of controller you’d achieved greatness with into account. As with many An early promotion brochure for the 7800 promised a range of peripherals, including a keyboard, a high- things though, this innovative score cartridge and, interestingly, an adaptor that would let you run 2600/7800 games on the 5200 product was cancelled when the Tramiels took over at Atari. Add that to the fact that Atari that made an existing arcade talented the kids were, Atari Incredibly, thanks to the work was planning a new range of game tougher or added new eventually decided it made of Atari historian Curt Vendel accessories under the name features so that players who more sense to hire them than and the original programmer, ‘ProLine’ and you get the Atari had tired of the original version to fight them. The kids agreed Gary Rubio, the cartridge was 7800 ProSystem. With the name could be enticed back. But and signed a contract to write finally completed in 2000 and agreed upon and the market nobody had made one for Atari’s games for Atari. GCC wasn’t brought to market in limited research complete there was , and this was done though, and within weeks numbers. It only works with just one more thing to take care the game that the students it was using the claim that it’d games that were written of – the console itself. But by really needed a kit for. So, ‘trounced’ Atari in court as a specially for it, which is most now Atari was losing US$2 along with the other students warning to Midway not to try of the launch titles but none of million per day, so trying to they lived with, Curran and and stop its Pac-Man the later games, due to the develop this brand new McCrae built one themselves enhancement (which eventually project’s cancellation. Track one technology alone seemed too and by 1981 were marketing became one of the biggest- down now – it’s the only way risky. It needed a development it across the US under the selling arcade games of all to ensure future generations partner, and was forced to turn name General Computer time – Ms. Pac-Man). know just how good you were to an old enemy for help. Company. It was a big success Curran and McCrae weren’t at Centipede. and best of all, they’d even just clever hackers, they had Those meddling kids contacted Atari to ensure there game-design flair and business were no objections. savvy too. But perhaps above Around 1978, MIT students So it probably came as all, they were game fans. So Kevin Curran and Doug McCrae something of a surprise when when they received a 5200 started running their own Atari sued for US$15 million, development machine they games arcade from their dorm. citing all kinds of immediately saw all the It was popular enough to bring infringements, expecting the problems that Atari had in good money, but there was students to just disappear missed. GCC thought it could a flaw. New games made most under threat of legal action. do better. It said it could money when people weren’t But GCC thought it might be create a new console that particularly good at them. Once kind of fun to go to court. It would provide all the new gamers learnt to beat the managed to interest a lawyer features Atari had been looking machine, games either lasted who was willing to work for for and still be compatible with too long or players lost three meals a day and each the 2600. GCC had already interest. Either way, the time Atari appeared to have it proved its abilities as far as frequency of coins falling cornered legally, GCC found a Atari’s owners were concerned, through that slot would drop way to continue with business. and the deal was sealed. A and drop. Enhancement kits Fearing a public relations bunch of college drop-outs seemed to be the answer – kits disaster and recognising how were tasked with designing “The new console was going to offer graphics at least as good as the 5200, but it would also be compatible with the 2600. And 5200+2600=7800”

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>Pro Keyboard?

This gadget promised to turn the 7800 console into a home computer. People could have used it as a word processor or to write programs. And what sensible person wouldn’t want to use their powerful new games machine to write letters? Had the Tramiels not cancelled the project, it would have shipped with the BASIC programming language and a surprisingly advanced word processor that allowed the user to visually select blocks of text with a or trackball even before this kind of feature was available on ‘real’ computers. The ProSystem Computer Keyboard wasn’t just a To improve the sound capabilities of the 7800, games cartridges could come with onboard POKEY sound novelty, it really would have chips. As it turned out, only and Commando ever took advantage of this turned the 7800 into a basic but perfectly viable the world’s greatest games The absolutely golden rule be provided by the 2600 computer, fully compatible machine, and saving Atari from was that the new machine had hardware. Though that sounds with all Atari 400/800 financial ruin. to be 2600 compatible right like a bizarre decision, and peripherals (but not During this whole period Atari out of the box. The best way it GCC’s Tom Westberg came to software). Though whether had also been in negotiations could ensure 100% compatibility believe it was a mistake, at it would have been as much with Nintendo about a new without compromising on the the time it seemed a reasonable as fun as Ms. Pac-Man is console. Nintendo thought it 7800’s advanced features was cost-saving measure: the 2600 another matter altogether. might be a wise move to have to take the 2600’s graphics and hardware could be used for Atari market its new console, sound component, the ‘TIA’ simple sound effects and if a the NES, in the States. Even (Television Interface Adaptor), game required something more though Atari had already and place it inside the new ambitious, a special low-cost committed to the 7800 project, it console alongside GCC’s own sound chip could be built-in to continued to negotiate with much more advanced graphics the game’s cartridge. Nintendo. This wasn’t a backup chip, which became known as An issue that concerned Atari plan in case the 7800 fell ‘MARIA’. The TIA would ensure greatly was unapproved third- through, it was an attempt to nobody lost their old 2600 party development. It felt too indefinitely delay the NES from collection, while MARIA would many companies had made too launching in the US. Atari hoped allow games designers to get much money from its 2600 to sign a deal with Nintendo and creative with almost 100 console, and had damaged its then use it to lock the NES up independently moving objects, reputation by releasing poor- legally – giving the 7800 free superb colour support, and quality and occasionally x-rated reign in the US market. But the other brand new features. games. With the 7800 it deal was never completed. MARIA was completed within adopted an encryption system just 12 weeks, but GCC wasn’t to identify approved cartridges. Tia Maria happy. The chip could display If a cartridge was successfully previously unheard of numbers authenticated, it was allowed A real sense of excitement was of objects simultaneously, but access to the 7800’s advanced returning to Atari. It had very it couldn’t move them around features. If not, then MARIA serious money problems, but it quickly enough. The design would be locked and the also understood just how good had to be improved and GCC console would run as if it was its new product was going to quickly added a concept called just an Atari 2600. be. The project was officially ‘display list lists’ which added One final requirement of the designated as ‘Company minimal complication to the new console was that it should Number 1 Priority’ and Atari, architecture but effectively grow with the gamer. While with its partners at GCC, set doubled the CPU’s available earlier consoles had been about making the 7800 a reality. processing time. Sound was to expanded by attaching devices “Atari hoped to sign a deal with Nintendo and then use it to lock the NES up legally – giving the 7800 free reign in the US market”

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via the cartridge slot, the 7800 Nobody was disappointed by would have a special expansion what they saw, and the Atari port fully incorporated into the 7800 ProSystem was officially console’s design from the launched a month later at the beginning. No matter where CES. The games were ready. The gaming went in the near future, hardware was ready. The the 7800 could remain relevant. marketing campaign was ready. One initial plan was to use this Everyone seemed ready for Atari port to connect an add-on to drag videogames from the laserdisc system. There would depths of despair into an also be some great accessories exciting new era. Everyone, that available for the console’s is, except Atari’s owners. Having launch – the High Score decided it could no longer Cartridge, which would allow support Atari’s losses, Warner players to record their greatest was looking for a way out. And a scores, just like the arcade month later, it found it. machines did, and the ProSystem Computer Keyboard, Uncle Jack The 7800 eventually launched in 1986, and by then the once- which would turn the 7800 into groundbreaking technology was beginning to show its age a basic, but perfectly viable, Warner decided that its interests home computer. would be best served if it split “pollution”, but as it had A sleek new look was chosen Atari into two separate already been launched, he was for the console. Rather than companies. It would retain prepared to support it, strictly something brand new, Atari ownership of the division that as a sideline if Atari could sell opted to adapt the case used produced arcade games and sell the console for US$50 and the by the Japanese version of the the loss-making home division off games for US$10. The plan 2600 (known as Atari 2800). to the first buyer who came simply didn’t leave enough Instead of complex 5200-style along, which turned out to be money to go round. And that analog controllers with far too . was fine by Jack. Kevin Curran, many buttons, the 7800 would Jack was an Auschwitz survivor CEO of GCC, recalls meeting with come with simpler two-button who had moved to the USA in the Jack to discuss the plan. Jack sticks. The bundled game would 1950s and opened a typewriter made it clear that US$50 didn’t be Pole Position II and the shop. Always concerned with leave enough money for anyone launch price would be around doing things cheaply, but doing but him – not even the retailers. US$150 – half the 5200’s them well he built up his He would sell it to K-Mart for launch price. business, founding Commodore US$50, and K-Mart would sell it Just as the 7800 was primed for It was all sounding so and moving into computers with to the public for US$50. When launch, Jack Tramiel took over promising, but low prices, good the motto “Computers for the Kevin questioned how K-Mart Atari’shome division and the looks and impressive hardware masses, not for the classes”. But would make money, Jack said console was indefinitely shelved don’t sell consoles. Games sell following the launch of the they could sell socks. consoles, and Atari had been legendary Commodore 64, Jack The US$50 plan just wasn’t Finally, it was going to be fully burnt by the lack of quality new had found himself in strong workable but Jack wasn’t launched. But it was going to games available for the 5200’s disagreement with Commodore’s budging. So even though a few be launched Jack’s way. No big launch. This mistake was not major shareholder. Jack was never consoles had actually made it marketing spend, no High going to be repeated. This time the kind of man to take orders, into stores, the entire project Score Cartridge, no keyboard Atari had ‘The Fabulous Eleven’, especially not in the company he was cancelled. GCC was adaptor, no new games, and no a group of games that promised had created, and resigned from grudgingly paid some money pointless expansion port – to show off the 7800’s Commodore. He began to look for to go away, and the 7800 was after all, there were no longer capabilities from day one – somewhere new to pursue his left to rot in warehouses. The any plans to expand the 7800. enhanced versions of classic goals and Atari, he thought, was dream of the perfect console Towards the end of 1986, arcade games, accurate just the place. But there would was over. around two and a half years conversions of recent arcade have to be some serious late, the 7800 finally limped games, and some entirely changes. For a start, they would Too little too late into the marketplace, but a lot original titles. The launch need to forget about that 7800 had changed since 1984. games in full were Ms. Pac- ProSystem nonsense… While Atari was focusing on Nintendo had happened. Sega Man, Asteroids, , Joust, While the fondly remembered home computers, Nintendo had happened. And Atari had , Desert Falcon, “Power Without The Price” Atari completed the US launch of the entirely lost its reputation as Robotron 2084, Centipede, Fast ST led some in the press to refer NES on its own. It was an the top brand in consoles. Food, , and of course, to him as ‘Uncle Jack’, many who outstanding success. Atari’s While the 7800 was technically Pole Position II. worked at Atari believed Jack original instincts had been comparable with the NES, it no By May 1984 everything was Tramiel to be harsh and single- absolutely right – of course longer had the ‘wow factor’ it in place. An initial 5,000 minded. Consoles were dead. people still wanted games would have had in 1984. And machines were waiting to be Yesterday’s news. The goal for consoles, they just had to be while ‘The Fabulous Eleven’ shipped out. Production facilities Jack was to beat Commodore to good ones. This incredible were still great games, they were gearing up to make a the 16-bit home computer success persuaded Jack that were no longer the kind of million more within a year. Atari market, and Atari’s prized perhaps there was some games that got people excited. announced a press conference ‘Company Number 1 Priority’ was money to be made from People wanted the long for May 21st, promising to unveil standing in his way. consoles after all, and the platform adventures of Super some exciting new hardware. Jack described the 7800 as 7800 went back on the agenda. Mario Bros and Metroid, not

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FEATURE:HARDWARE | ATARI 7800 PROSYSTEM

stores as late as 1992 was almost identical to the one that had been put together in 1984. Despite everything, the 7800 sold a respectable million units in the US, though less than 70 games were ever released. Although Atari survived to release two more consoles, many people believe that the 7800 was its last chance to be a serious contender, and it blew it. The company was in trouble long before Jack Tramiel came along, but had he believed in the 7800 and allowed it to launch as intended in 1984, the history of videogames might have been very different. Atari might still The 7800 lives on, thanks to the upcoming Atari Flashback TV game which includes two ProLine-style be the world’s number one joysticks and comes with five 7800 titles built-in name in games consoles and Sony’s most famous product the quick blast of Centipede production for another four removed from the case in favour might still be the Walkman. Of and Galaga. years. Unlike the 5200, the of plain old ‘Atari 7800’. course, that’s just idle Yet the machine still sold 7800 was eventually launched As time went on, the NES speculation. The only thing we surprisingly well. It never posed in Europe, though in a slightly and were can know for sure is that Atari the slightest threat to Nintendo, different form – Asteroids was continually relaunched in new never got as much right with but evidently the name Atari built-in and instead of the bundles and special packs, but any other product as it did with still meant something to a original ProLine sticks, two Atari Atari never did a single thing to this one. If any console ever certain breed of games player. joypads were supplied. The develop the 7800. The package deserved success, it was the It sold well enough to keep it in word ‘ProSystem’ had also been that people could still find in Atari 7800 ProSystem. >7800

While homebrewers continue to push the 2600 and 5200 to new heights, the 7800 has been largely ignored. Adam Pratt of StaticGamer wants to change all that. We talked to him about the 7800’s potential as a hobbyist console and StaticGamer’s first 7800 homebrew competition

RG: Have there been any early entries to your competition?

AP: Yes, two entries have been submitted so far, but it would be great to see more. One entry was written in C, which is impressive for the 7800. So far I’m offering a rare Vader (all-black) Pro-Line joystick and a 7800 High Score Cartridge as prizes.

RG: Why would someone choose the 7800 for homebrewing?

AP: The main attraction of the 7800 is the mystery. What could it do if it was pushed hard enough? What kind of original games could be made? The 7800 is the underdog of the Atari consoles and I always find myself backing the underdog. I really enjoy the new 2600 titles and can imagine what it would be like if the same efforts were made for the 7800. People who program these consoles have to be more creative because of the limitations. Thus, playing homebrew titles on the older systems is an Retro Gamer: Why do you want to develop a 7800 homebrew scene? experience you won’t find on any modern console.

Adam Pratt: I saw developments going on for every other Atari machine RG: How can people get involved and enter your competition? and I thought to myself “Why is the 7800 being ignored?” Part of the problem is that the 7800 encryption key wasn’t discovered until about AP: On the page for the contest I have at StaticGamer four years ago and also, very few development tools exist for it. With (www.staticgamer.com) you can find several useful links as well as tools. these obstacles I felt that a competition was needed to get the ball You can contact some programmers who know their way around the 7800 rolling. Homebrew games on the 2600 and 5200 are very impressive. well enough to answer questions and offer tools – a few new tools have Hobby developers have shown that the hardware on each machine can be been released recently. Download EMU7800 so you have an environment pushed beyond what it was designed to do, and the 7800 has the most to test your programs. Beginners should first try a hack of an existing powerful and interesting hardware among the 8-bit Atari consoles. game – hacks will also be accepted for the contest.

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>The Fabulous Eleven

Atari commissioned a line-up of games, consisting mainly of arcade conversions, which became known as “The Fabulous Eleven”. But were they really that fabulous? Here are six of the stand-out launch games

Ms. Pac-Man Asteroids Ms. Pac-Man took the original concept of Pac-Man and added speed By 1984 Asteroids was hardly cutting edge, so it should have been easy and variety to an ageing classic. It worked extremely well, both in the for Atari to create a truly authentic conversion. But it didn’t. Instead, it arcades and on the 7800. The two versions are impressively close. took the concept of Asteroids and made it worthy of the 7800. The aim Only the slightly blockier look and somewhat inferior sound separate is still the same, but now the asteroids are solid, detailed and animated, them, but neither detract from an almost perfect translation of the and everything moves along faster than ever, with a simultaneous two- game itself – the 7800 retains all the speed and features that made player mode adding a whole new dimension. This arcade conversion the original great. isn’t perfect – it’s much better than that.

Dig Dug Joust Games aren’t what they used to be. Sure, today there are plenty of first- If old arcade games didn’t move so fast, you might have time to stop person shooters to satisfy that basic need for mindless violence, but and wonder why you’re playing the part of a knight flying around on an what about those occasions when all you want to do is harpoon the ostrich and attempting to capture eggs from your opponents. Perhaps bad guy and pump air into him until he explodes? You’ve no choice but we’re best not knowing. But what is worth knowing is that this classic to return to games like Dig Dug. And on the 7800, that’s no bad thing. lost none of its appeal in the 7800 translation. Any version of Joust lives The 7800 graphics have lost just a little of the arcade original’s charm, or dies by how well the programmers have managed to replicate the but the gameplay has survived in tact. Another excellent conversion. arcade version’s control system. And here, they’ve done an excellent job.

Xevious Galaga It’s the future and the Xevions are invading, intending to reclaim the In the movie War Games, Matthew Broderick liked to spend his time Earth. And it looks like the no-good peace-niks finally got their way playing this arcade game. If he’d had a 7800 at home then maybe as it seems the entire planet has just one defence craft – and you he would have just kept on playing Galaga instead of starting World get to fly it. Xevious was among the best vertical scrollers in the War III, because this is another quality conversion. It’s not arcade arcade, and once again, the 7800 conversion is excellent. The perfect – the graphics have been scaled down a little and the graphics and sound don’t quite match the original, but the gameplay difficulty curve has changed, but everything from the swooping has come across untarnished. aliens to the treacherous tractor beam is right here.

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FEATURE:HARDWARE | ATARI 7800 PROSYSTEM >Best of the Rest

Although there were less than 70 commercial releases for the Atari 7800, the game catalogue is surprisingly wide ranging. As a taster of what was available, here are six highly recommended titles

Tower Toppler Alien Brigade There’s a back story about ecosystems, but all you really need to know Some mind-bending aliens have turned an army brigade on their own is that a frog has to get to the top of a tower, and get there quickly. people in their attempt to defeat them. And as usual, only one person Part puzzler, part action platformer, this game is visually outstanding – is available to take care of business… An atmospheric opening your character never physically moves as you climb. Instead, the tower sequence sets the scene for this superior first-person, horizontally rotates around you in a lovely effect, and the underwater scenes are a scrolling shooter, playable with joystick or light gun. The visuals are joy to see. The gameplay doesn’t disappoint either, with just the right well above par, the music is great by 7800 standards, and the platform/puzzle mix. All 7800 owners should get this. gameplay is perfectly balanced between suspense and frantic action.

Commando Your daughter’s been kidnapped. And although you’re armed and Nothing’s more dangerous than a rescue mission behind enemy lines. dangerous, several thousand equally well armed bad guys stand No allies and no backup. Just one attack helicopter struggling against between you and her safe return. So it’s probably just as well that all the odds to bring the hostages home alive. There’s air fire to deal you have multiple lives and the uncanny ability to run at the same with and the ground is crawling with tanks. Just flying the helicopter speed as your enemy’s bullets. It mightn’t be realistic, but Commando is time consuming enough. Choplifter is a superb that is among the 7800’s best games. The graphics aren’t particularly borrows a few ideas from Defender, but adds enough originality to special but don’t detract from the fun of this non-stop carnage. create a whole new, wonderfully entertaining game.

Ninja Golf So the rival systems had ninja games and golf games, but they sure Atari’s golden age was built upon death and destruction – if it moves, as hell didn’t have any golfing ninja games. The 7800 did. It starts kill it. This game sounds like it should fit right in – stomp on the bad like a normal, if somewhat basic, golf game – aim, set the strength, guys and survive the city slums. But as soon as you start to play, you hit the ball… and then it all gets a little strange. You can’t stroll know it’s from a time when the world was being ‘Nintendoed’. It’s all gently to your next stroke. Instead you must fight your way there cutesy graphics and cutesy gameplay. Never have street gangs looked through an unrelenting series of attacks from rival ninjas. Despite all so cuddly. It’s a fairly blatant copy of Super Mario Bros, and while it the odds, this novelty game is surprisingly engrossing. lacks mindless violence, it’s still very playable.

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>Steve Golson Interview

Steve Golson and his friends were college drop-outs. They’d secured places at MIT but when they should have been studying, Steve and his friends at GCC were busy manipulating major corporations, enhancing arcade games, and designing the Atari 7800. Today Steve works for Trilobyte Systems as a freelance chip designer and, with additional input from principal designer Tom Westberg, he took the time to tell us about the technical aspects of the Atari 7800

Retro Gamer: What exactly was RG: Did the fact that Atari wanted encryption to lock-out Atari looking for in the 7800? unapproved cartridges add many complications?

Steve Golson: We had a SG: When the 7800 powers up, it has an onboard boot ROM contract with Warner that figures out what sort of cart is plugged in. If it’s a 7800 Communications, which owned cart then it locks into MARIA graphics mode and transfers Atari, rather than with Atari control to the cart. If it’s not a 7800 cart, then it locks into directly. So if we came up with 2600/TIA graphics mode. So you have some sort of checksum or something cool, we just signature that identifies a 7800 cart. Now if you encrypt the convinced our buddies at checksum with a public-key scheme, you can have Warner that it was great, and authentication that the cart is ‘official’. The encryption Warner would convince Atari. complicated the development process but it wasn’t a big deal. Originally what Warner asked The major problem was keeping the encryption key secret. We for was a ‘2600 with more never gave it to Atari, because it couldn’t keep secrets. We gave players’. The 2600 used what it to Warner. were called ‘player/missile graphics’ where there is RG: Could you describe the 7800 games development dedicated hardware for each process for us? player and missile graphical object. So the idea was to double up the logic and get spiffier SG: It was generally small teams – one or two people per game. graphics, while retaining compatibility. Some general development work was shared by all – we had some sound/music specialists. Development was done on RG: Did you have to make any compromises to ensure complete prototype 7800 machines using 6502 microprocessor emulators. 2600 compatibility? Lots of our work was arcade titles to the home platforms, so you needed one of the arcade machines that you had to play SG: Staying compatible with 2600 forced us to use a 6502 a lot. Once the game was playable we had an official test microprocessor, though there was some thought given to using a squad who exercised the games while they videotaped the different processor and emulating 6502, but that didn’t go far. I screen. They kept notes on any bugs or funny glitches. don’t think it was much of a limitation given what else was available. It helped that we were able to run at a faster clock in RG: Despite being an earlier console, the 7800 went up 7800 mode, and slow back down in 2600 mode. against the NES and Master System in the market. How did it measure up? Tom Westberg: Compatibility was made fairly simple by including the old 2600 graphics chip. We then used that for sound to save TW: Graphically, the 7800 is probably a bit better than the NES, cost, which was probably a mistake. but not quite up to the standard of the Master System. In terms of sound, it was behind both. More importantly, Nintendo was RG: Where do you start when you’re designing a new console? driving a new approach to videogaming – “I paid for this cart, so it’s good if the game lasts a long time” – while we were all SG: Lots of sketches on whiteboards. Lots of brainstorming. The addicts to the quarter-grabbing philosophy of arcade games. basics of the MARIA chip were figured out fairly quickly, building on The 7800 could implement an arcade game better than the NES, some of the work from our own games machine project, and our but Nintendo wasn’t trying that; it didn’t do over work designing arcade graphics. MARIA went from nothing to and over. Instead it did Mario platform games. tapeout in about 12 weeks, but it wasn’t quite enough – you could display lots of objects, but it required too much time from the 6502 RG: And how did you, the designers, feel when it became clear processor. So we immediately started working on a second version, that Atari was no longer interested in releasing the 7800? MARIA II, which is what went into production. The original chip had ‘display lists’ of graphics objects, which were automatically SG: We were very disappointed, to say the least. We thought displayed on each scan line by DMA hardware that copied the we had a great system, with amazing games, and I think it graphics data into the line RAM. Every scan line required the would have been a huge success, despite Atari’s problems. processor to update the display list info. MARIA II added ‘display Conventional wisdom at the time was that videogames were list lists’ which was a further level of indirection – now MARIA could dead. What no one realised was that there would be a whole take care of updating the display lists after every scan line, and the new crop of eight-year-old kids every year, willing to play CPU had lots more free time. You need all the free time you can get games. The NES took over a market that had been abandoned when you’re using a 1.8MHz 8-bit processor. by everyone else, so it won by default.

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Last issue we looked at the period we’ll call the Old Republic, back when 8-bit Jedi Knights kept the gaming world safe from scum and villainy. That brought us up to 1987, when Domark ported Atari’s wire-frame arcade classics to every home computer in the known galaxy. As Dan Whitehead discovers, 1987 also marked the beginning of a new era in Star Wars gaming. Although we didn’t know it at the time…

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FEATURE:SOFTWARE | THE HISTORY OF STAR WARS VIDEOGAMES

hile we were Very much in the Mario vein, craft and find Darth Vader you are able to control Han, Leia prodding away at you proceed from left to right, waiting for you, alarm bells start and Obi-Wan, while C-3PO and rubber keys and jumping over conveniently step- to ring. And when he transforms R2 can be used for hints and trying to find the shaped rocky obstacles and into a huge scorpion with a assistance. In fact, if you don’t optimum cassette using your lightsaber to kill human face… well, it’s safe to rescue R2, you can’t get Obi-Wan volumeW at which to load Sabre the various baddies along the say that we’re through the to join your party. This sort of Wulf, over in Japan they were way. Each enemy only takes one looking glass. RPG element really helps the getting very excited about a hit to kill, but as the same is Despite its weirdness, the game feel true to the movie new console from popular true of Luke you can’t really Japanese game was something and the simplistic platform Game & Watch makers Nintendo complain that it isn’t hard of a template for the Star Wars appearance conceals a rather – the Famicom. enough. In fact, as the game games released well into the clever little game. It was on this fledgling progresses it’s easy to run out nineties. Up until Namco’s game, Of course, it’s not all good system that arcade stalwart of your meagre allocation of it had been all X-wings and news. For one thing, Darth Vader Namco released its own take on lives when confronted with a snowspeeders, but for the next doesn’t appear in the game at George Lucas’ galaxy far, far tricky jump or an awkwardly eight years the platformer was all. Nor does Chewbacca, but away. As the game was never placed Tusken Raider. where it was at. then he was a mere sidekick. released outside Japan, it’s one Graphically, it was certainly Producing a game without a of the few commercially the most faithful adaptation of Easy as JVC lead villain – one of the most available Star Wars games to the time. Stormtroopers, R2-D2, iconic villains in movie history, have gone largely unseen by and even Darth Vader himself Of course, Western gamers no less – was a much bolder fans. Even today, the original are all instantly recognisable. wouldn’t be aware of this decision. The game is also cartridge is something of a rarity. The game also avoids the change until several years later. skewed towards the tougher The game itself is a mixed Japanese tendency towards the In 1991, JVC finally published a end of the play scale, with bag. As far as gameplay goes, cute ‘super-deformed’ big head Star Wars game for the US some annoying pixel-perfect it’s pretty cool and serves up look, making its non-appearance version of the Famicom, now re- jumps unfairly diminishing your side-scrolling platform action, on Western shores all the more branded with the less stock of lives. the first ever use of this in a mysterious. effeminate title of NES, or Star Wars was a strong seller Star Wars game. Up until this Where the game does Nintendo Entertainment System. and was also rolled out across point, the games always stumble slightly is in its Superficially similar to the three other formats, including a focussed on vehicular combat, adherence (or lack thereof) to Namco release, the Western version for the Sega Master so just being able to see and the Star Wars storyline. The version of this game was System, which was almost control recognisable characters action starts on Tatooine, developed by LucasArts (then identical to the NES original, to like Luke Skywalker was understandably enough. You see Lucasfilm Games) and blends later handheld editions for both something of a novelty. some Jawas swipe R2 and Luke the predictable side-on jumping the GameBoy and GameGear. set off in pursuit. OK, so that’s action with some role-playing not strictly true to the movie adventure elements and a little (and Luke’s wispy, blonde 70s bit of top-down exploration. barnet has been dyed black) but Zipping around the sands of we’re still in the realms of Tatooine in a landspeeder, you artistic licence. Things start to must explore various caves in go a bit bandy when you enter order to find R2 and get the the Jawa Sandcrawler to find an whole adventure rolling. So far, unarmed Imperial stormtrooper so familiar, but Luke isn’t the marching up and down. When only playable character in this you climb into the attic of the version. As the story goes on,

Namco’s original Star Wars game for the NES – surprisingly good and Star Wars was a strong platformer for the NES, complete with highly sought after by fans basic RPG elements

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scene. As the NES graphics chip As in the NES version, the >System Wars was being squeezed for all it was game starts out with Luke on worth, the end result looks pretty Tatooine beating up Jawas and spectacular too. assorted desert beasts. As the By the early 90s, Star Wars The game then takes you to game progresses you meet up and the SNES had quite a Dagobah (and even features the with characters like Han and cosy little alliance going in encounter with the phantom Chewie and can choose which the Great Console War, but Vader) via a quick space battle character to use in each level as 1993 saw US Gold cross the with TIE Fighters. Then it’s on to you plot your course to the battle lines to release a port Darth Vader’s ship (rather than Death Star. Apart from a slight of the NES Star Wars game Bespin), where you battle Boba increase in resilience for those While ambitious, Super Return on the Sega Master System. Fett, enjoy a quick cameo from opting to go Wookiee, the of the Jedi is the weakest of the Only released in Europe, the Lando and endure an epic fight decision is purely cosmetic. The SNES Star Wars trilogy adaptation (handled by with the real Darth Vader that game also features an attempt Tiertex) actually improved traverses many screens and ends at a 3D space section, which bar yo-yos up and down as you on the original in several – in a franchise-destroying sort of includes the final trench run – march relentlessly from left to ways – it featured improved way – with Vader being impaled this made early use of the right, finger firmly pressed on the visuals, as the Master System on spikes. SNES Mode 7 chip to shift the fire button. offered a subtler colour While there’s no denying that graphics around. In 1993, the second instalment of palette and better digitised the game is fun and looks great The game also inherits its JVC’s new trilogy, The Empire Strikes images of the characters in for a NES title, it does suffer from ancestors’ fussy difficulty levels Back, was released, which leapt the films. With the SNES the switch of focus to just Luke. and it’s likely that most gamers towards full-on ‘Super’ mode. and Megadrive dragging The rest of the characters are never find the other characters Perhaps wisely, this game didn’t gaming into the warm glow reduced to little more than bit or get to try the vehicle mess with the winning formula of 16-bit heaven though, the parts, and after the ensemble sections. One particular part of established by Super Star Wars – Master System was already effort of the first JVC title, that’s the game, in which Luke tries to big colourful sprites and non-stop a dying format – hence a shame. scale the side of a sandcrawler action are the key ingredients here. the Europe-only release You’d be forgiven for by leaping from moving Deviating from the NES Empire for the title. expecting Return of the Jedi to platforms, deserves to go down game, this edition drops the Luke- put in an appearance as well, in history as one of the most centric gameplay, giving Han a but the 16-bit era was dawning joypad-smashing feats of look in on the action as well. Back to basics and the decision was made to programming. If the game has one failing simply start afresh on the new The game also hurls wave (apart from yet another So successful was the Star Wars technology. Once again, the upon wave of respawning enemies ridiculously steep difficulty curve) game that The Empire Strikes final chapter of the story was at the player, making it more of a Back swiftly followed the next dealt a bum hand as far as side-scrolling shooter than a pure year. This all but ditches the RPG games were concerned. platformer, so standing still for any elements of the previous game, length of time is suicidal. slight though they were, and Super powered Apparently the developer realised concentrates on delivering a that it may have tipped things a stronger platform game with In 1991, the Super Nintendo little too far towards ‘rock hard’ on some nifty vehicle sections to Entertainment System debuted in the difficulty scale, as practically boot. Opening on Hoth, the game America, and it was clear that every enemy drops a health follows the movie almost scene continuing the Star Wars saga on power-up when killed. The result for scene (if you pretend that the clunky old NES while the Sega is a game in which your health Mark Hamill does a lot of Genesis mopped up the 16-bit jumping up and down) – you ride market was out of the question. your tauntaun, see Obi-Wan’s As a result, Super Star Wars – spirit, battle the wampa monster once again developed by (several of them, actually) and Lucasfilm and published by JVC – make your way back to the rebel was one of the first SNES games base. You don’t get to snooze in to be released, debuting in early tauntaun guts, but hey, you can’t 1992. It was also one of the first have everything. to really show off the potential of The game engine is much the Nintendo’s new wonder beast. same as the one used for Star As the name suggests, Super Wars, but the levels are better Star Wars was a remake of the designed and there’s a feeling of NES original, but was substantially progress that isn’t as noticeable beefed up in every respect. From in the first game. the stereo renditions of John Things switch to vehicle action Williams’ iconic themes (finally for – you guessed it – the AT-AT sounding like they are being attack. There are various ways played on actual instruments to bring down these metal rather than digital watches) to the monsters (blast them from large colourful sprites, which leap behind or fire your harpoons at and roll around parallax-scrolling their feet) and this was a logical levels with lifelike animation, this improvement on the old Atari is about as glamorous as Star Empire was the last Star Wars game for the NES, as LucasArts turned coin-op rendition of the same Wars games ever got. its attention toward the new Super Nintendo

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FEATURE:SOFTWARE | THE HISTORY OF STAR WARS VIDEOGAMES

league as Atari’s clumsy isometric Even the presence of some 1984 arcade machine, but even giant boss encounters – such as >Star Wars Arcade so, a sense of formula was with the Rancor monster – and creeping in and some unusual a Mode 7 speederbike chase on gameplay choices had been made Endor can’t hide the fact that Although the Star Wars that compounded the ‘been there, this is a pretty dumb game. Few gaming franchise had done that’ feeling. of the enemies are taken from radically evolved after For one thing, the game starts the films and generic creatures spreading to home consoles, with a scrolling Mode 7 vehicle jump, roll and run into you Sega realised that Atari’s level that doesn’t seem to bear constantly. Like the much- wire-frame arcade titles were any reference to the movie. maligned movie, it feels like it’s still extremely popular with it’s that the locations are dragged Presumably meant to illustrate pandering to an easily fans of the movie. So, taking out over lengthy levels – Hoth Luke’s journey to Jabba’s palace, distracted audience at the the licence right back to its alone takes you up to level 12. this fussy race sequence in what expense of franchise continuity. X-wing-flying roots, Sega After that, you get to enjoy the looks like an upside-down As if to prove this thesis released Star Wars Arcade. good ol’ AT-AT battle in glorious satellite sees you leaping over correct, Super Return of the Jedi Featuring fantastic 3D visuals Mode 7, but you need to be a mysterious black voids, collecting allows you to play as an Ewok. and a huge sit-down cabinet, pretty stubborn gamer (or a tokens and being bounced A bloody Ewok. Star Wars Arcade put you in cheater) to get that far. One around by irritating little pillars of The game climaxes in a the seat of an X-wing (and a important addition to Super rock. Pointless and aggravating, rather bizarre boss battle with Y-wing) and featured Empire Strikes Back is the the fact that it has no relevance the Emperor, who flies around missions taken from the password system that lets you to Star Wars means you start the the screen like the demon from original movie trilogy – most return to where you were up to. game feeling peeved rather than Ghosts ‘n’ Goblins and blasts of these were simple ‘destroy Considering the length and excited or challenged. the walkway out from all enemies’ affairs, while difficulty of the games, this is Once you’ve got past that underneath you. If you defeat others took place on and more than welcome. irritation, the game’s technically a him – which is practically around the Death Star, steady improvement on the impossible, since your health’s reproducing Luke’s epic Third time unlucky previous two. Faster paced and dwindling and you’re running trench run. with much smoother control, it’s an out of surfaces to stand on – On the home console The LucasArts/JVC trilogy was eyeball-searing experience. You you move on to one of the most front, the Megadrive wasn’t finally completed in 1995, with can also choose from three ill-conceived final levels in a equipped to handle the power the release of the slightly characters to play as (Luke, Chewie game. Ever. of Star Wars Arcade, so the disappointing Super Return of the and Leia in her bounty hunter In one of the worst uses of game eventually arrived on Jedi. It wasn’t in the same lowly disguise), as you make your way Mode 7 in SNES history, the the ill-advised Megadrive add- to Jabba’s palace. However, the game attempts to recreate the on, the 32X. Along with only hectic gameplay is also combined Millenium Falcon’s journey a couple of other 3D titles, like with sprawling level design in into the heart of the second Virtua Racing and Doom, Star which missing a platform means Death Star from a first-person Wars Arcade was one of the you fall down to… more platforms perspective. In reality, this is few reasons to own a 32X. beneath. As you sprint from left just a series of blocky to right, collecting tokens geometric shapes jerking (another new addition), it’s hard towards you, while the to avoid the sensation that you’re occasional TIE fighter floats playing Sonic the Jedi or past. Hitting the sides damages something similar. your shields, but as you can’t really tell where the sides are, it’s a confusing challenge to say the least. Aiming for the black bit in the middle of the screen seems to work, but entertainment. From that point that gets smaller and smaller on, games makers would step (presumably because the tunnel outside the confines of what is getting narrower, though George Lucas had put on you’d be hard pushed to tell screen and explore the galaxy from the graphics) until you on their own… e reach the reactor. Blow that up and you’ve finished one of the hardest and most annoying Star Wars games. Super Return of the Jedi’s flaws are made all the more noticeable because the ‘Super’ NEXT MONTH trilogy is still the most The History of Star Wars complete and graphically Videogames Episode III: X-wing, Rebel Assault impressive rendition of the and Dark Forces saga, even today. It also marks games on PC the last time companies used Star Wars on the SNES concluded with a 3D Death Star trench run (top), the classic movie trilogy as a while Empire ended with a deadly lightsaber duel with Vader (above) basis for our videogame

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The ReportRitman

Everybody knows Jon Ritman for Match Day, Batman and Head Over Heels – three 8-bit classics of their time and fondly remembered to this day. With an excellent Head Over Heels remake appearing recently and Jon currently working on a brand new title for the rapidly growing mobile phone market, we decided it was time to investigate further and revisit a few more of those Ritman-powered gems from yesteryear. Alex Carroll does the digging…

nlike his good he doesn’t really count the friend Sandy “truly crap” (his words) Space White, Jon didn’t Invaders clone that he initially find immediate coded for the machine. Cosmic fame with his first Debris was a homage to title.U In fact, there are few today Asteroids, a game Jon was very who remember Namtir Raiders, fond of, and went on to sell his first game (released in 1981), around 5,000 copies, garnering although that doesn’t necessarily some decent reviews along the mean it was bad. In fact, Jon way. Crash featured the game in looks on it more as part of a its ‘Living Guide to Asteroids’, learning curve, having done calling it “an archetypal Asteroids everything himself including the game with hardly any colour at graphics and sound. “It was just all” and criticising it for not an attempt to find anything to supporting popular joysticks. Jon program having just learnt how,” used Artic’s own assembler he readily admits. Based squarely programs to code the game, on a coin-op he saw in the corner which was a great improvement of his local pub, the entire game on the Bug-Byte application used was hand coded into Hex for the for ZX81 titles. ZX81 (“the best machine I could During this period, Jon was afford at the time”) whilst he still working for Radio Rentals worked as a TV repairman. Jon and coding in his spare time. It’s sent Namtir Raiders to Artic difficult to imagine anyone Computing who immediately having the time to write software snapped up the game and he full time, let alone in evenings was on his way. and weekends, so when Jon His next game, Cosmic Debris came up with 3D Combat Zone, a for the Spectrum, was actually clone of Battle Zone but written Jon’s second Spectrum game, but entirely from scratch, people

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FEATURE:PROFILE | THE RITMAN REPORT

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left Radio Rentals to work for Artic full time, but when the publishers struggled with getting the game onto the shelves (despite some clever marketing in the games press at the time), Jon and Artic went their separate ways, leaving Jon free to talk to other publishers. This lead to a very important chance meeting with . Game on

Before we go on, we should get one thing out of the way: Jon had nothing to do with any of the inferior ports of Match Day to other machines. In fact, the various conversions were playing in arcades at the time). produced without any contact with He admits it was a pretty poor Jon whatsoever, and it’s clear to idea, but Dimension Destructors everyone that the Spectrum received some positive reviews version was easily the best. “The and actually sold more than any Amstrad version was OK, the C64 of his other games to date. Jon less so,” he says. He didn’t even coded a complete floating- receive royalties however, so it started to take notice. “I didn’t point engine for the game, but wasn’t all bad. remember much of the maths can’t remember exactly why. The history of the game is taught at school,” he confesses, The second game that year interesting. It’s one of those 80s “so I had to start again from the was to be Jon’s last for Artic: computer game-folklore stories basics of trigonometry – it all Bear Bovver. Always aware of that has stood the test of time, seemed quite easy now I had what everyone else was and has more to do with Bear something to use it for.” Anyone releasing, and with one eye on Bovver than you might think. Jon who has ever tried to code the Ultimate’s and the other on was attending one of the many most basic of 3D objects without Bally’s BurgerTime, Jon decided it computer shows at the time flashy APIs or development kits was time for something a little (which were massively popular will relate to how Jon felt sitting cuter. Bear Bovver features the during the 80s) and was speaking staring at his first rotating wire- gameplay of BurgerTime to various distributors about the frame cube for hours. 3D Combat combined with a story based on sort of games they’d like to see Zone earned some good reviews Sinclair’s misguided ventures into on the Spectrum. The feedback and sold around 6,000 copies. the electric car market. Jon spent Jon got was that everyone In 1983, Artic released two a considerable amount of time wanted to see a new version of more games by Jon. The first was coding the game to avoid the International Soccer (which was another 3D game, Dimension two-colours-per-block limit currently enjoying great success Destructors, which was his first enforced by the Spectrum, and on the C64), so as soon as he got attempt at producing his own the result was an incredibly home from the show, he started game idea from scratch (although smooth-looking game, full of writing it. it bears a slight resemblance to animation and life. During the Unlike most developer/ Atari’s Star Wars coin-op that was development of Bear Bovver, Jon publisher relationships, Jon only

Pre-Match Day round-up. Jon’s five games for Artic

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FEATURE:PROFILE | THE RITMAN REPORT

ever approached the men with chequebooks once he’d finished (or nearly finished) whatever game he was working on. Match Day was no different, and up until the next chance he had to visit another show, he was busy converting the bear from Bear Bovver into a human footballer, making a start on his rival to International Soccer. Excitedly, we ask if he still has any of the early bear/human hybrid sketches. “I never did sketches,” he tells us, “I just worked directly on the Speccy – and no, I don’t have any old stuff that goes that far back.” At a show, as Artic was Match Day was Jon’s first multiformat game, appearing on the Spectrum, C64, Amstrad CPC and BBC Micro showing off its new football game, Jon made a bold claim to Question: Have you got Lore for the first time. He had character was dubbed Budweiser, Ocean’s David Ward that his the ball? seen Sandy White’s and as a note of respect is the game would be better: “A If ‘Yes’ then kick it up (arguably the first isometric first non-playable character you thousand times better.” And then the field; game ever created) and although meet in Batman. went back to coding. Else run at the ball; he was impressed “by the whole However, they were still Obviously that chance meeting Ant Attack system, it didn’t have without a defined character – the left an impression on David Ward “It scored against me in about 10 the graphics that made Knight game needed a hook, a (who Jon describes as “a very seconds and I was crying with Lore so jaw-droppingly recognisable figure that could funny man, I can still remember laughter and relief. Of course, it fantastic.” Knight Lore was a sell the concept. During one him trundling around his office was developed beyond that but it’s huge inspiration to Jon – he particular brainstorm, Jon thought singing the Batman theme when those few lines I remember.” wanted to make a similar game, of Batman, but disregarded The we first suggested doing it”), Match Day went on to sell over “almost like a Disney film that Caped Crusader on the grounds because nine months later he five times more than any of his you could control.” He introduced that most kids wouldn’t know called Jon and asked if he had previous games, at least 50,000 his cartoonist friend Bernie who he was (this was 1985, a finished the game he was copies (at full price, too) and then Drummond to a computer and left few years before Tim Burton’s boasting about. It was almost just as many again when it was re- him to come up with some ideas film). Bernie fought back, saying complete, and much to Jon’s released on The Hit Squad budget for characters. the comics were still popular and surprise that was enough to label. It also appeared on the They Initial sessions seemed a the TV series was being convince Ocean to offer him Sold a Million II compilation pack. waste of time. “Bernie created repeated, so Jon persuaded plenty of cash and a publishing The game garnered critical success what looked like a random mess Ocean to get the licence. We ask deal. The rest, as Jon is fond of too, receiving many fantastic reviews. of dots with no sign that he Jon whether DC Comics was saying, “is history”. Match Day might not have sold a knew where he was going,” restrictive in any way as to what “I had seen International million, but the game gave Jon a recalls Jon, and then the he could and couldn’t do with Soccer many times in shop huge boost of confidence – things cartoonist suddenly created what the Batman licence, but it windows and just made could only get better from there. looked like the outline of an eye. seems to have been fairly something that had some “He went from crazy doodler to accommodating, with only a resemblance,” he says, adamant Next up to bat… craftsman instantly, sculpting a single demand: “We put Bat that he didn’t aim to exactly copy matching eye and then an entire Pills in the game and were the C64 hit. “As it turned out, As the master tape for Match Day character – it was without doubt sternly told that Batman didn’t when I finally played International was handed over to Ocean, Jon one of the best bits of game art I take drugs, so we changed the Soccer some time later, I found it saw Ultimate’s seminal Knight had ever seen.” The final name to Bat Powers.” to be very different to play. In the end I just did it by feel.” We ask Jon about the coding experience, because Match Day was the first time he had shared the responsibilities and worked with another programmer on a game. He tells us that Chris Clarke worked solely on the front end, while he was responsible for the graphics and game. The two aspects were therefore very separate, so there doesn’t appear to be much to say. He does, however, share a little on the player AI: “It was scary. I can remember putting off coding it until there was nothing else to do. Then sticking in a few lines that worked as follows: These days, Batman is often referred to as Batman 3D, to avoid confusion with Ocean’s later Batman games

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>Head Over Heels PC

If you’re a fan of the original Head Over Heels then you must play the remake from the Retrospec team. Programmed by Tomaz Kac, with graphics by Graham Goring and music by Dorian Black, it’s a very faithful update of the Spectrum original with full-colour graphics and some new features (the save system is a godsend). Even Jon is suitably impressed. In a clever touch, Head and Heels begin the game in the same location, but with a barrier keeping them apart The remake is available for Windows, Mac OS X, With the Batman licence in graphical style and puzzling between the two and suddenly a and BeOS, and can be hand, Jon went about creating the gameplay from his previous game, whole new layer of puzzles freely downloaded from engine for the game, one with a he added a second controllable reveals itself. Moving baddies and http://retrospec.sgn.net/ decent physics model so that the character in order to enhance the electric floors are commonplace, games/hoh entire maze of screens could be puzzle aspects. Whilst the use of and only with a crafty combination put together using pre-built the two different characters was of the two disparate skills can the sections and a consistent set of hailed as a genuinely brilliant idea player prevail. Thankfully, Head rules. Most of the development (Head could jump high and Heels and Heels can make use of a time, therefore, could be spent on could run), Jon doesn’t really see it number of strange objects littered getting the puzzles right from that way. In fact, the sole reason about the levels: stuffed rabbits room to room. he added another playable give extra lives and abilities, Prince Whether it was the licence, the character was to make the already Charles’ head acts as a platform, advertising or the simple fact that devious screens seen in Batman fish grant reincarnation, doughnuts it was a fantastic game, Batman ever trickier. can be used as missiles and sold amazingly well and was held The characters weren’t originally springs, and teleports do exactly in very high esteem by the press at called Head and Heels. The original as you’d imagine. the time. The game also featured title was Foot and Mouth – only Featuring over 300 screens on a number of Spectrum magazine changed at the last minute (making it twice the size of covers, and was ported to the because “Ocean thought Foot and Batman), Head over Heels was Amstrad CPC, the Amstrad PCW, the Mouth didn’t quite have the right produced by Ritman’s largest team MSX, and even the Tatung Einstein, ring to it…” We have to agree. yet. It included Guy Stevens, who to a similar degree of success. The gameplay might seem worked on the sound effects and could be described in 7 bytes. The obvious now, but back then it music, and, of course, Bernie graphics was where all the memory Heads up! really was very clever. The two Drummond, who provided the went – they took up about 17KB.” spies (for Head and Heels were finely honed graphical flair. Jon Later, there was a conversion Despite the critical and commercial actually involved in a bizarre plot tells us about the code used to to the emerging Atari ST, with success of Batman, Jon Ritman’s to take back planet Blacktooth and handle the massive playing area: Ocean’s in-house programmer Colin finest hour was yet to come. In the four nearby planets from an “I seem to remember the map took Porche pouring over a line-by-line 1987, using the isometric engine evil dictator) might start off in up about 5KB,” he says, “but then conversion of the code (which was developed for Batman, Jon created separate rooms, but once linked it was heavily tokenised and bit so accurate that the 68000 version Head Over Heels. Taking the together, a tap of a key switches streamed – a room and its doors even contained the same bugs). All versions, including the one for the C64, received excellent reviews (Crash said the game was “definitely the best Ritman/ Drummond game yet – it’s even better than Batman!”) and many gamers acknowledge Head Over Heels as Ritman’s finest work. Second half

It would be hard to follow Head Over Heels – Jon knew that and Ocean knew it too. Not wanting to do another isometric game, Jon commenced work on a sequel to Match Day, alongside Bernie Drummond who would add that Although similar in appearance to the original, the sequel introduced a whole host of footballing features extra something to the visuals.

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FEATURE:PROFILE | THE RITMAN REPORT

Match Day II was, against popular board, a custom-developed arcade tradition, a total re-write from unit based around a faster version scratch and that gave the pair of the Z80. The benefits were ample opportunity to add many obvious – more memory, more new features to the game. colours, and, having been snapped For starters, the sequel was a up by Rare, more money. maze of menus and options right ’s Graeme Kidd did from the beginning. Match Day II actually get to see Starship in offered single player, two player action after it had been abandoned. versus and even a co-operative two “A flying saucer zooms along player against the Spectrum; there above a smoothly scrolling was also an eight-player cup and tessellated landscape, a landscape league offered. Friendlies that forms a globe and is complete completed the line-up of game with hills and mountains,” he modes. Another nice touch was the wrote. “The playing area is huge – kick-o-meter, which allowed players flying at full pelt in one direction, to vary the strength of each kick, you go for about 45 seconds and the much-touted Diamond before circling the globe. Starship Deflection System, which calculated had the makings of a great game. the ricochet angle and speed of What a shame!” rebounds on the fly. With full Jon’s time with arcade games in magazines in the New Year, but music and sound effects from Guy was short-lived however. “It took a didn’t make it onto the shop Stevens, and the ability to volley, while but I learnt that the sort of shelves until the following back-heel, head and jump for the games I design do not sit well in Christmas), but it’s also true that ball (plus a password-save the arcade as the learning curve is the game was much too like the feature), Match Day II really was too long. Look at any arcade game Spectrum games and it’s a sad fact leagues ahead of anything else and you get to be pretty damn that it didn’t really find much of a around. At one point, Match Day, good very quickly otherwise you market on the GameBoy. >Missing Citizens its sequel and Batman were all in the don’t put any more coins in the Following the eventual release Crash readers’ top 10 at the same slot, whereas a game purchased of , Jon founded One of the greatest lost-but- time, and Your Sinclair concluded for the home gets played for much Cranberry Source, his own legendary Ritman games is its 9/10 review of Match Day II with longer periods and can take a company (“Without Cranberry Citizens – a Sims-style game the comment: “Make Jon Ritman a more complex structure.” Source it’s just another turkey”), before the Sims. We ask Jon rich man, because there’s no one and is still very much on the if there’s anything he could programming for the Speccy today Going mobile cutting edge of computer games, tell us about the game. “Well who’s producing such a consistent now working on mobile phone it’s all a bit lost in the mists body of work as he is.” Sadly, then, that would be the last titles. We ask him for specifics, to of time now,” he replies. “We However, the August 1988 we’d hear from Jon for a while. In which he replies: “Currently I’m tried to turn it into a game issue of Your Sinclair featured a fact, he wouldn’t release another programming a mobile game, after we acquired the rights, revealing interview with Jon and game for seven years – that game pretty freaky at first as I’ve never but it was too big a task as Bernie Drummond in which they was the quite brilliant Monster used Java before.” the version we acquired was declared they’d finished coding for Max, an isometric adventure for the “The biggest problem is the far less complete than we the Spectrum. “Sick as a parrot, Nintendo GameBoy. Despite being whole time scale,” he goes on to might have hoped.” Jon, that’s what Spectrum owners twice the size of Head Over Heels say. “As an example, our first He explains further: “We will be when they hear this,” (over 600 screens), having great deliverable was a playable first got an interface and graphics said Bernie. graphics (from Bernie, again), and level and from scratch I had three system that had cute The truth is that after Match earning some ecstatic reviews weeks to learn a language, learn characters wandering around Day II, the duo had commenced (Super Gamer magazine gave it my way around the platform and a nice-looking isometric town work on a scrolling shooter, 96%), the game wasn’t a great make the game – in the past I – there were houses, shops, Starship, but decided mid-way success. Jon thinks this was partly wouldn’t even have started coding cafes etc. The characters through development to drop the due to Titus taking 12 months to in three weeks, I’d just be thinking were driven by various old Sinclair and pick up the ‘Razz’ release the game (it was featured about it.” e impulses but this system was never finished. The idea was that you could adjust the impulses to force a character to change its behaviour. For instance, if you pushed up the hunger factor it would consider going to a café. If you pushed up the lust setting… you get the idea.” The obvious connection you make with The Sims isn’t unwelcome: “The Sims came along after and took that market,” confirms Jon. Citizens, on the other hand, was sadly canned. Jon’s last game was the criminally overlooked Monster Max, released for the GameBoy in 1994

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There’sclassicgaminggoldtobefoundinthelatestPCandconsole releases,aslongasyouknowwheretolook. Retro Gamerpointsyouintherightdirection...

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FEATURE | RETRO TREASURES

There’s something about cracking open the box of an eagerly unlockable or hidden versions of their older properties in today’s modern awaited update of a classic game, slamming it into your updates. We’re not talking about quick, simplified versions of a classics either system and giving it a spin – only to find you still hanker for – many of these games feature the full, untouched originals (often complete the good old days. The memory of the thrill you got when with the same bugs and cheats). So good is this duplication on today’s you first laid eyes on and played the original game can often consoles that many retro fans will buy new titles just so they can get their waterT down the remake’s appeal. hands on the treasure buried within. Developers have quickly realised that the remaking of classic titles would In this article, we’ll run down some of the best retro Easter eggs inevitably result in many fans wanting to relive the original games. So in order we’ve come across and give you the know-how you need to unlock these to give the people what they want, many developers have started to include hidden classics... Prince of Persia

ever seen at the time. The story was the usual ‘rescue the fair damsel from the evil villain’ fare, but this was no stock game. Using an incredible ‘rotoscoping’ technique, POP featured one of the most believable gaming characters ever seen. He ran, jumped, rolled, fought and died in such a convincing way that the game was an instant ‘show your mates’ find this classic gem you first need just select the game from the title. But it wasn’t just looks that to play through the game until it’s Extra Features menu. (If the made POP a winner, as the rock- around 33% complete. You’ll be original game is too tough for hard gameplay pushed the given a new sword that can break you, enter LRARU as a code and platformer past its cutsey roots, through walls. Carry on until you you’ll be taken to the last level The original accelerated the industry and reach a room with a white switch with around 20 minutes to spare). Rub those sands of time and acted as a catalyst for a new that can be set to three positions. If you have the Xbox whisk yourself back to 1989. wave of platform adventures. Across from the switch is a version, the above trick will Jordan Machner created Prince normal-looking wall that can be unlock the PC version of Prince of Persia for the Apple II, a The treasure smashed with your new sword. of Persia 2: The Shadow and revolutionary title that combined Hidden within the depths of Do this and a confirmation the Flame. Don’t worry if you platforming, combat and Prince of Persia: The Sands of message will appear. Point the hanker after the original adventure to create a silky- Time on the PlayStation 2 and switch at the newly revealed door though, as this will be smooth epic containing easily GameCube is the original PC and run up the steps to play the unlocked when you complete the best character animation version of Prince of Persia. To original game. Alternatively, you can The Sands of Time.

Back wowed wannabe Skywalkers, Star Wars Trilogy and the sit-down cabinets outfitted with chunky flight controls and booming speakers let people relive The original all-conquering Empire. Perhaps the the memorable scenes from the films. The origins of Star Wars games most fondly remembered of those Return of the Jedi wasn’t up to the were grounded almost entirely in early games is Atari’s arcade standard of the first two games the epic vehicular struggles of trilogy. The wire-frame visuals of sadly, replacing the 3D wire-frame the Rebel Alliance as it faced the Star Wars and The Empire Strikes wizardry with a scrolling isometric view, but it still has its fans.

The treasure All three of these coin-op classics can be found in Rogue Squadron III: Rebel Strike on the GameCube. To access them you must enter the following codes into the Passcodes !?ATH!RD followed by section of the Options menu. R2-D2 GAME?YES. Alternatively, you will beep each time a correct code can unlock Star Wars by has been entered completing the Death Star To unlock Star Wars enter Rescue mission, and completing RTJPFC!G followed by TIMEWARP. all of the standard missions will For Empire Strikes Back enter unlock The Empire Strikes Back. !H!F?HXS then KOOLSTUF. And to Only the code can unlock Return unlock Return of the Jedi enter of the Jedi however.

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Xevious OutRun

The original The original Not that a plot is of any real Sega’s enduring racer is easily use in a scrolling shooter, but one of the most popular retro in Xevious the story revolves titles around. Getting into your around the Earth being attacked shiny Ferrari Testarossa with by another race – the Xevions – your trophy girlfriend in the who claim that mankind is the passenger seat and slamming invader and that the planet is the pedal to the floor to the rightfully theirs. Humanity’s sounds of tropical electro-pop, last hope is the prototype is an arcade experience that Solvalou fighter… most gamers will never forget. Xevious may at first appear It instantly became one of the to be a simple scrolling most popular arcade racers of shooter, and in truth it is. But all time, and was converted to a when it first appeared back in range of formats, including all 1982, it was the first scroller to of the major home computers feature a dual-attack system and consoles (with varying for both air and ground targets. degrees of success). Arcade The game debuted on the sequels later appeared, such as Apple II and then appeared on Turbo OutRun and OutRunners, formats such as the C64, the but it’s the original that still Spectrum, the Amiga, the NES holds the top spot for many. dead against dirty cheat and the GameBoy. codes, complete all of the The treasure routes in Arcade Mode (on The treasure The recent OutRun 2 for the any difficulty). It should be If you fancy giving this slice Xbox includes the original noted, however, that this is of blasting retro action a go, to suitably hone your skills game as a sneaky bonus for the version of OutRun featured find yourself a GameCube and and collect every silver medal players to unlock. To get it, in the Shenmue games, and a copy of the new Star Fox in Story Mode, and Xevious enter NINETEEN86 in the as such there are a few Assault game. You then have will be yours. password screen, or if you’re graphical differences.

fight street punks, gangsters and Ninja Gaiden all manner of evil creatures, eventually waging war on the dark forces of the underworld. The original you were on a mission to find While the button-bashing If Sega’s Shinobi was yin, then your father, and this meant gameplay was fairly simple, it was this would be its yang. Ninja fighting through level after level Shinobi for the NES, and fans who Gaiden started off life on the of increasingly tough bad guys had played the Shinobi arcade NES and was a simple side- and larger-than-life bosses. Armed unit to death could now play a scrolling scrapper. As Ryu with the Dragon Sword, shuriken ninja assassin in their own homes. Hayabusa, lethal ninja warrior, and a dose of ninja magic, you’d The series spanned another two games – Ninja Gaiden II: the Dark Sword of Chaos and Ninja Gaiden III: the Ancient Ship of Doom – and the formula remained much the same. Gaiden II, make sure you have The treasure the first game in your inventory All three of the original oriental then shoot the clock face on the battlers can be found sneaking tower in Tairon (where Masamura’s around in the rock-hard Xbox shop is located). The third and remake of Ninja Gaiden, but to final game can be obtained by get them you’ll need to put in returning to the Peristyle the hours. Passage in the aquaduct and The hardest of the three to jumping up onto the pillar that unlock is the original Ninja Gaiden. once contained a golden scarab. To get it you need to find 50 scarabs To unlock all three games and give them to Masamura. He’ll from the main menu, rather then give you the original game. than from within the game, beat To play it, go to the arcade the story with the games in cabinet in Han’s Bar. To get Ninja your inventory.

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FEATURE | RETRO TREASURES Pitfall >Sega arcade classics Not one, not two, not three, but four Sega System 16 classics The original can be found still doing the A definite iconic classic here. The rounds in the Shenmue series original adventures of one Pitfall on the Dreamcast and Xbox. Harry owed more than a little to Pay a visit to the You Arcade in Indiana Jones, as crocodile Dobuita in Shenmue and you’ll avoiding, jog jumping and rope be able to put both Hang-On swinging were the tricks of our and through hero’s trade. Pitfall was their paces. amazingly tough and certainly In Shenmue II you’ll find wasn’t a stranger to frustration, that the Pine Arcade in the but people still kept coming back possible in 20 minutes. And if you the PlayStation. To gain access, Golden Quarter of Wanchai to give the adventure one more try. last that long, you’re a legend. show some respect to the contains Space Harrier and The goal of all this jungle hopping? original author by entering OutRun. To play Hang On To find as much treasure as The treasure CRANESBABY as a password. Oh, you’ll need to get to Kowloon The original Pitfall can be found in and if you can’t keep up with the and enter the Yellow Head most of the sequels and updates. Indiana Joneses, press L1 and L2 building. Find room 222 and If you’ve got Pitfall: The Mayan during play for infinite lives. you’ll see the arcade inside. Adventure you can unlock the Finally, if you own a copy of AfterBurner can be found on original using a special code. For Pitfall: The Lost Expedition on the first floor of the Phoenix example, on the SNES, press A the PS2, Xbox or GameCube, you building in Kowloon, but you’ll five times followed by Select and can enter codes at the main need to enter the fight contest Start on the main title screen. On menu that will unlock both Pitfall to gain access. the PC, type letsdothetimewarp and the even better sequel, during play, and on the Atari Pitfall 2. Alternatively, you can Jaguar press the C button 26 unlock both games during play. times and then press Down while For the first game, buy the the cursor is highlighting Info on ‘mystery item’ from the shaman, the menu. and for the sequel, collect all the The game is also hidden in idols in the game and take them Pitfall 3D: Beyond the Jungle on to the shaman. >Sheep on drugs Teenage Mutant Ninja Turtles Two of the strangest Easter eggs you’re ever likely to come across, can be found in The original Defender 2000 on the Atari In the late 80s and early 90s Jaguar. If you enter your you couldn’t go anywhere highscore name as OVINE without seeing green-masked you’ll hear a sheep go faces starring back at you. “baaaa” in the background – Those were the days of Turtle well, this is a Jeff Minter Power, and every kid wanted a game after all. You’ll now be piece of the pizza (ahem). able to play Flossie Defender, Turtle cartoons, comics, which is basically a movies, toys, books, psychedelic version of lunchboxes and clothes Defender Plus starring appeared, as did an excellent Flossie the Sheep! And, for arcade game. a game of Plazma Pong, The TMNT arcade game was enter your name as NOLAN a scrolling beat-em-up just like on the highscore table. Final Fight, only with bright vibrant visuals and four-player co-op gaming. We’d hate to think just how much these units sucked out of people’s The treasure play the original. To get it, pockets in their day. It wasn’t Thankfully, home systems are fight through to level 9-1 and long before home systems now more than capable of work your way up to the roof. received a version of the delivering perfect coin-op Here you’ll find an artefact. arcade game, but thanks to conversions, and if you grab a Take it back to your base and the gulf in technology between copy of TMNT 2: Battle Nexus have April evaluate it in the the two platforms, they sadly on the PC, PS2, Xbox or 2nd Time Around section. The weren’t that great. GameCube, you’ll be able to game will then be available.

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Wolfenstein 3D Comix Zone

visceral title. Before it was censored on various platforms, Wolfenstein saw the player take on the German army as Allied soldier BJ Blazkowicz. Eventually you even had to fight Hitler, who just happened to be equipped with a robot suit of armour. Nice. The original Needless to say, future versions Sadly, this novel title didn’t do were made a little more PC, and to well when it appeared on Nazi references were removed on the Megadrive in 1996, and grounds of bad taste, but the game although it was generally still retained its core gameplay – regarded as a good game, gameplay that has helped to the licence just vanished, shape every FPS since. with only a PC port and a The original GameBoy Advance version the game (and to another While the superior Doom The treasure seeing the light of day. Megadrive title, The Ooze), you eventually went on to define If you want to relive the golden In the game you play need to have a Sonic Heroes the FPS genre, it was this days of the FPS you’ll need to Sketch Turner, a comic book saved game on your memory Nazi-bashing shooter that laid grab yourself an Xbox and a artist who is dragged into his card. Now load the game as the groundwork. Wolfenstein copy of the excellent remake, own comic strip by the villain normal and the two games 3D was as impressive as it Return to Castle Wolfenstein. of the story. The gameplay is will be automatically available. was controversial when it Play through the game to the basic combat, but each level arrived in 1992, and never end and you’ll find the option to takes place on a comic page, before had gamers played play the original split into the various panels. such an immersive and on the main menu. Characters talk using speech >Not-so-hidden treasure bubbles, and the whole game looks just like a real comic. More retro classics can be As well as the combat there’s found in a number of Namco a puzzle element thrown in, PlayStation games, but rather and you can also choose how than being unlockable, you you make your way through can play them while the game the levels. It’s inspired stuff. actually loads. Fire up Ridge Racer and you can play a The treasure game of Galaxian, and if you This underrated classic is load Tekken you can play included as an unlockable Galaga while gearing up for bonus in the recently combat. Ridge Racer released Sonic Mega Revolution, meanwhile, begins Collection Plus for PS2 and with a game of Galaga ‘88. Xbox. To gain access to In a nice touch, your retro gaming skills are actually rewarded. For example, if you destroy all of the enemies in The treasure Galaxian you will unlock eight The Spy Hunter 3D remake on extra cars in Ridge Racer. And PS2, Xbox and GameCube if you clear all eight stages of contains the full original game. Galaga, you’ll unlock Devil The original To get it enter OGSPY in a Kazuya in Tekken. If secret agents and fast cars are spare slot at the beginning of your thing, then this 007-inspired the game, and it will then arcade car chase is the game for be selectable. you. As the square-jawed spy in question, it’s your mission to drive your high-tech sports car into battle against a wheeled syndicate intent on global domination. Using guns, smoke screens and oil slicks, you have to stay on the road and make sure your enemies don’t. Your car can even turn into a speed boat. How cool is that?

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Our beloved hobby of retro gaming provides ample scope for humorous tomfoolery and calamitous high jinks. Craig Vaughan recently asked members of the Retro Gamer online forum to recount their retro gaffes and childhood triumphs, and was soon snowed under with tales of misspent youth and joystick japery. Here’s a rundown of those we could print without being sued...

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FEATURE:FORUM | RETRO PASSION

Name: Rik Cowan smuggled the dodgy 16K Forum ID: RetroRik Spectrum back into his toy box. Feeling smug about my clever deed I later went home to play with my Spectrum 48K. Problem was, it no longer worked at all, though I didn’t know why. When I next saw my unsuspecting friend he explained that he couldn’t understand how, when he tried to fix his broken 16K Spectrum, it had started working perfectly – and he’d Around 1983 when I was 14 I got never realised that it was actually my second computer. My first was a Spectrum 48K. Yes, you a VIC-20 and the new addition guessed it: I now had his broken was a rubber-keyed 48K 16K Spectrum with my broken Spectrum. As with all kids back keyboard membrane. I couldn’t then it was my pride and joy. tell him what I’d done so I was Unfortunately, the keyboards on stuck with it. My friend was the early Spectrums were prone to only winner that weekend. Luckily great. After we had played the spend otherwise boring Saturday faults – the plastic membrane my parents were kind enough to game so much that our eyes afternoons down at the Regent under the rubber keys had metal buy me a new one that Christmas almost popped out, we checked Street arcade, the only place that tracks and these would break, knowing mine was broken, so we the box and manual. Back then had decent games like Pac-Man, stopping half the keyboard both won in the end, but I’m sure our English was very poor, but we Asteroids and Defender. We would working. Well, one day it there’s a lesson there somewhere. read: “BurgerTime is also play Joust for hours, have an ice happened to me and I was available for the Atari 2600 and cream and walk along the pier. Of gutted. I now had a Spectrum Name: Dan Karlsson Colecovision.” We only understood course, the sea never came in to 48K that only half worked. Later Forum ID: Dasse the words ‘Atari 2600’ and Weston-super-Mud! at a friend’s house I noticed that thought that this Anyway, still buzzing with the his 16K Spectrum was in a toy cartridge would also work on my cut and thrust of Joust, we would box under his bed so I got Atari at home. then cycle home on our Raleigh scheming. The next day I went We took the cartridge and tried Choppers. One such day we round and asked for a drink. When to squeeze it into the slot of my decided to hold our own Joust he left the room I shoved his 16K 2600, but figured that something competition using brooms. After Spectrum up my jacket. I had my was wrong because it wouldn’t fit. much practise, we’d cycle furiously drink, waited 10 minutes then We really tried and got quite towards each other, playing said I had to go. At home I aggressive, so much so that we chicken and knocking each other opened up both Spectrums and eventually heard a cracking noise. off. Months of fun finally came to swapped over the plastic After that scary sound we didn’t an abrupt end one Christmas day membranes, giving me a good try any more. It was a very long when I spent six hours in casualty 48K and leaving my friend with a Back in the early 80s my friend time until we understood what the as a result of an errant broom dodgy 16K that he wasn’t using ‘Putte’ had bought BurgerTime for problem was, and now 20 years handle causing relatively serious anyway. Nothing wrong with that his Intellivision and he invited me later we still laugh every time we abdominal injuries. Needless to is there? over for a game. I was really recall it. say, my jousting days were over. Anyway the next day I went hooked because the graphics, You’d think I’d have learned from around to his house again and gameplay and sound were all so Name: Iain Prideaux that experience, but trying to Forum ID: Mookie emulate Tony Hawks some years “I opened up both Spectrums and later resulted in an argument with an oncoming BMW and a return swapped over the plastic membranes, visit to the same hospital, where giving me a good 48K and leaving my as an adult I had less excuse for my tomfoolery than I had when friend with a dodgy 16K that he they were using tweezers to pick splinters out of my chest all those wasn’t using anyway. Nothing wrong years before. with that is there?” Name: Neil Balmer – Rik Cowan learns that computer crime never pays Forum ID: Spinal My story concerns that excellent A while ago, a friend of mine arcade game machine Joust. Living gave me a disc, and on it was a near Weston-super-Mare as a diagram and driver for attaching teenager, my friends and I would often cycle to the arcades and

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“Months of fun finally came to an abrupt end one Christmas day when I spent six hours in casualty as a result of an errant broom handle causing relatively serious abdominal injuries” – Iain Prideaux on the dangers of real-world Joust

PlayStation, Saturn, Master with my NES controller, and I spent several days wiring up a System, SNES, TurboGrafx and even switch my PC on with an matrix of LEDs to form an 8x8 Virtual Boy. This time, rather original NES power button! Now display, then I wrote a large than butchering controllers, I all I need to do is paint my PC amount of BASIC to control wanted to build a converter, so Nintendo grey… the matrix. Neil Balmer’s machine. Is it a PC that in the event of one or both To go that little bit further, I or a NES or a NES in a PC? of the controllers dying, I Name: Dean Woodyatt then added more code to turn wouldn’t have to go through the Forum ID: Bleugh the Speccy into a house alarm a SNES controller to a PC via whole re-wiring bit again. A system – I used a huge A2-size the parallel port. I was amazed quick Net search revealed that Back in 1993 when I was doing piece of acrylic and drew on my that someone had gone to the more and more people were my GCSE Craft, Design and parents’ house layout (using trouble of figuring out how a building PCs inside NES cases, Technology award, I couldn’t those scratch on transfers), with SNES controller worked and usually hooking up the think of anything better to test an LED for each door and was obsessed enough to hook keyboard and mouse round the my electronic skills than my window. Then, on screen, I drew it up to a PC and write a driver back, and using the DirectPad Spectrum. I used my Spectrum the same layout with a blob as so it could be used as a regular software to hook up NES +3 and Artist 2 to create a burglar – when the burglar PC game controller. Needless to controllers to the front. So I standard layout sheets, then I walked through a door on say, the first thing I did was decided that building a NES PC used a 48K Speccy to create screen (or triggered the relevant chop up a SNES controller in would be much better than just an input/output port. The I/O switch on the board for that order to play my retro games connecting controllers to my PC, port was fairly simple really, point) the LED would flash and with true authenticity. Upon but realised that my NES would but quite advanced electronics closer inspection of the disc have to die in order to make for a self-taught 16 year old. I given to me, there were such a machine. diagrams for a whole host of Well, after pulled all the retro game controllers, for the innards out of my NES, I finally Atari 2600, Megadrive, NES summoned the courage to go and more. ahead. I sliced off the front of A few years later, I no longer my NES with a 79p junior had my SNES controller, but I hacksaw, stuck it to the front of still wanted to play my games a spare drive-bay cover, hooked in true retroness. A quick up the Power/Reset buttons and Internet search revealed the the LED, ran a cable through the ‘DirectPad Project’, which PC and out the back to the enabled the following controllers parallel port, installed the driver Who’d have thought it, eh? to be used – Megadrive, Atari and that was that. Now I play Fighting burglary with a Jaguar, Nintendo 64, NES, most of my emulated games Sinclair Spectrum

Name: through ignorance. My family and I had games were fakes. Fortunately, this was Ruaridh gone on holiday to Dubai for a few weeks, easy to spot because their boxes were Ellery and as you may know, Dubai is the land of labelled “Gameboy TN”, and on the back the shopping. We were in one of the many stickers read “made in Japam”. I also saw Forum ID: shopping malls and I noticed that it had a that there were loads of Game & Watches, Godeye huge arcade in it. I’ve no idea if there were real ones I might add. The problem was that any classic coin-ops there, but perhaps it’s at the time I just thought they were stupid Back in 2000, worth checking out if any retro gamers are little LCDs and didn’t realise their I was 10 ever passing by… significance. Why would I want them when I years old and Anyway, we came across a toyshop. could have fake copies of Pokémon Gold and my only retro Being 10, I insisted on entering, and this Silver, or a “Polystation Plus” console? gaming being the age of the portable, the store was Anyway, the tragedy unravelled recently experience had been playing Chopper X on full of oddments such as a solar-powered when I read Retro Gamer’s Game & Watch my Dad’s Atari ST 520 (mine now), so the GameBoy (ideally suited to the weather in article and realised the joys and potential only reason this tragedy came about was Dubai). But the problem was that all of the profit that I had missed out on…

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FEATURE:FORUM | RETRO PASSION

Name: Billy because I saw my beloved PlayStation start to Withers teeter. What happened next was inevitable. All that an alarm would sound. I even Forum ID: was missing was some epic classical music and a triggered a relay to play a tape- Turrican slow-motion movie shot. “Timber!” went the recorded message while another PlayStation! I opened the lid and looked at the disc. button fast dialled on the This story begins in Oh dear… Big Scratch City. phone, so that your house the winter of 1999, I had a heavy feeling in my gut, probably from could ring you if it got burgled. when Sony’s little my jaw hitting it on its way to the floor. I ended up Of course, that wasn’t enough, grey box was ruling having to trade-in some of my own games to get a so I went on to make a basic bedrooms across replacement copy for my mate. Every time I see the turtle. This was basically some the world. I had guy I borrowed it from, I get is the X-Files theme Lego with a couple of motors one, but it was on its last legs, so I had to make it tune whistled to me. Sad to say that it wasn’t even and a felt pen attached. It do a really good impression of a tightrope walker a good game and if I had known that before the could follow the joystick or by balancing it on its side to get games to work. I’d accident I could have done something about it. I did draw pre-programmed stuff. I borrowed a copy of the X-Files game from someone get my revenge though because I later managed to still have the LED matrix in my I knew and I was looking forward to seeing what it trade-in the scratched X-Files game to get some of parent’s house complete with was like, so with a smile on my face I put the first my favourite titles back. I laugh about it now, but I the layout too! disc in, pushed the ‘on’ button and then got ready have never hated Mulder and Scully more than at Overall, it was a worthwhile to enjoy my gaming evening. that point. At least I managed to rectify the project because I got into the As I got up to move to the chair, one of the situation, but that theme music will haunt me for student innovation awards floorboards must have had a nervous twitch another few moons. Welsh finals and won a commendation. It looks great on my CV and it’s all thanks to Sir “I won a commendation and it’s all thanks to Sir Clive’s Clive’s humble Spectrum. humble Spectrum” Name: David Dickson – Dean Woodyatt proves that computers really do help with your schoolwork

Name: Gabriel McGrath was no hardware for dogs. I Forum ID: Mr_Staypuft quickly gathered everything I needed: a dog’s collar, a piece of Early in 1988, Zzap!64 previewed a cable with a 9-pin plug on the new device – a special cartridge end, and an FM transmitter circuit called the Amulator that allowed that looked suitably small and your Commodore 64 to run Amiga ‘high-tech’. I also grabbed one of games. The photographs looked Dad’s old neckties and a roll of amazing. It was a great effort by black and white film for my the Zzap!64 staff who’d made up camera. I attached the cable to this baloney and published it on the circuit board, and the circuit April 1st. This got me thinking board to the collar. And with that, about devising my own prank… the DogTronics™ K-9000 Soon afterwards, I was reading controller was complete. a funny C64 advert in an old Hardware for your hound! A edition of Australian Personal peripheral for your pup! My confession relates to Lara Computer. The top half was DogTronics™ had a product, Croft and her adventures in the divided into four photographs. One but we needed a CEC (Chief Tomb Raider games. Looking had a teenage boy playing games Executive Canine). The family back now it’s quite scary to on his new Commodore. Another dog, Sandy, was happy to accept think how things got out of had ‘Dad’ doing the family my nomination. I tied Dad’s old control so quickly. Once the first accounts. Yet another had ‘Mum’ striped tie around his neck and game hit the PlayStation, young typing a letter. And a fourth photo congratulated him. Sandy also Miss Croft seemed to be passing interest, but eventually featured a screenshot of a red fire accepted the positions of everywhere. I remember seeing managed to wean myself off hydrant and a sad-looking dog. spokesdog and catalogue model. the actress who played her on the series. I still play computer The headline? “Commodore makes So now our marketing campaign chat shows, breakfast TV and games, but these days confine software for every member of the could begin. I took numerous doing shop openings. I wasn’t my activities to Fifa 2005 and family, except dogs.” photographs of Sandy, in his tie even really a fanatical games Crash Bandicoot. I’m an estate That made my mind tick over. with the K-9000 controller. As it player, but Tomb Raider soon agent now and I see that as Why wasn’t there any software for was the late 1980s, I was using a took over my life. I found my sins having caught up dogs? Of course, because there film camera, so I had to wait for myself missing work, playing with me. the game day in day out and travelling all over Britain in search of a quick photo or an autograph from Lara herself. Eventually, I snapped out of it enough to realise that I had a problem. As the sequels came out I still took more than a

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“The more sleep I was getting in the day, the more hours I could spend playing Doom and its variants through the night” – Martin Rawsthorne swaps the real world for one filled with low-level animated violence

Gabriel McGrath shows us it’s a dog’s life.

the shots to develop. It was also a number of years before Microsoft Word for Windows, so I had to create the DogTronics™ brochure on my C64 word processor. I printed out the pages on my dot matrix printer, then cut Street, Emmerdale, EastEnders car parks along my route. The and pasted them with the photos. and the like. Oh, how I dreamed more sleep I was getting in the And that’s where the story came to of blending the two by wandering day, the more hours I could an abrupt end because my prank into the Rovers Return with my spend playing Doom and its was never finished and it never Plasma rifle. variants through the night. Before got sent to Zzap!64. Anyway, the upshot was that long I was playing Quake and Unfortunately, my family moved by the time I cleared a level or similar shooters on my brand house, and I lost all the pieces of two, it was usually well past four new PC, bought because I told my project. But 15 years later, one in the morning. I’d climb into the wife that the hole in the roof piece of the puzzle was unearthed. bed, often waking my wife who wasn’t that serious and the Only recently, I was talking about sales executive like myself would would mumble “What time is it?” money could be better spent retro gaming with my sister, when ever be interested in. Then I saw I would glance at the dull glow elsewhere. My brother-in-law she mentioned she had “a photo Doom on my brother-in-law’s of the alarm clock in the dark, became my new best friend, of our dog wearing a tie with Jaguar console. This first-person which would often read 03:47, which was handy because for some computer thing”. Somehow shooter in a 3D world instantly and reply cheerfully: “Oh, just some reason I wasn’t seeing so she’d ended up with one of the captivated me. I couldn’t get to gone midnight my sweet, sweet much of the old crowd by then. I photos, despite moving twice in my local videogame store quick angel!” I wasn’t quite so cheerful was soon introduced to level the last 10 years. It was badly enough. It brought a whole new when that same alarm did its evil design and I quickly got the damaged, but after about three meaning to the phrase ‘Jaguar work only several hours later. hang of it. No more for me the hours of retouching, Retro Gamer dealer’. Instead of leather Having built up a reputation dread of the last level… readers can finally view the interior and 20-inch alloys, I as a successful salesman at Today I’m still playing the world’s only surviving evidence of came out of the store with the work, I was pretty much left to near infinite number of other the DogTronics™ K-9000 key to a world of unimaginable my own devices. I used to spend people’s efforts snatched off the controller. Now, where’s our cat horrors. As I immersed myself in six hours having face-to-face Internet. I lost my sales job, but gone? I’ve got an empty 256Mb this macabre environment, I’m contact with my customers that was no bad thing. I flash card in my Canon Digicam… sorry to report I rather left across the south of England, remember the board of directors reality behind. My wife, who to every day Monday to Friday and well and following my Name: Martin this day just doesn’t ‘get it’, even the odd Saturday morning. I ‘resignation’ I spent weeks Rawsthorne hated Doom in all its variants and was too keen, that is until Doom with a graphics and level- subsequent spin-offs. This arrived and then my job came a design program trying There I was, back in the day, usually meant that the Jaguar poor second. Over the months, to add their happy in the knowledge that didn’t go on until my wife had work dropped to about two likenesses to the computer games were for nerds. finished watching a seemingly hours a day followed by four monsters I was Not something a busy successful endless stream of Coronation hours kip at various well-hidden combating. e

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Next Level Gaming:

ZXGames Spectrum hardware is continually evolving and manufacturers 128 are always eager for you to upgrade to the latest system. But did the upgrade path always lead to bigger and better games? In the first of a new regular series, Martyn Carroll looks at the benefits of owning a super-powered computer

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FEATURE:SOFTWARE | NEXT LEVEL GAMING

he Spectrum 128 was initially launched in Spain towards the end of 1985, and the UK versionT first appeared in February 1986. While it looked a lot like the + model, the heatsink stuck to the right-hand side of the casing gave the game away – there was obviously something new and powerful lurking inside. The trusty Zilog Z80A processor was the same, but now the Speccy boasted a stonking 128KB of RAM. The popular AY-3-8912 sound chip was also added, allowing for three-channel audio output that made a mockery of the Spectrum’s original ‘beeper’ chip. MIDI compatibility was included, as was an RS-232 serial port and an RGB output. A 48K mode was included too, so the computer was compatible with the massive range of Spectrum software. But which kids in their right mind would want to play crusty old 48K games when the promise of bigger, better and sweeter-sounding 128K mega- games were in the offing? A drop in the Ocean

The Spectrum 128 was bundled with two Ocean games – Daley Thompson’s Super-Test and The NeverEnding Story. Both were pulled from Ocean’s vast back catalogue and polished up to showcase the power of the new machine. Super-Test featured more activities to make you waggle your Quickshot – four events from the original Decathlon had been bolted on (100m sprint, 110m hurdles, triple jump and javelin), bringing the total number to 12. Best of all, the whole game loaded in one go, rather than loading four events at a time. To top things off, Super-Test opened with a pleasing rendition of the Chariots of Fire theme tune. The AY sound chip was stretched further in The NeverEnding Story. This text adventure played a looped

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machine. It was the same story games, usually with added AY with the 10 or so games that sound and perhaps a larger were lined up to mark the game map. This changed in machine’s launch. Technician June 1986 with the release of Ted Mega-Mix was an updated the first 128-dedicated game, version of the original (released which came from the unlikeliest two years earlier), with twice as of sources. many screens and a number of extra tasks to perform. There MAD tymes were also Sweevo’s Whirled, an enhanced version of Sweevo’s Mastertronic was the UK’s first Two rejigged Ocean games World that included many more budget software house, and it had were bundled with the Spectrum 128 locations, and the 128K version made a considerable impact on the of Three Weeks in Paradise, market with its range of cheap version of Limahl’s title tune as which in typically bizarre and cheerful games. The company you were playing. It sounded fashion included a secret initially played it safe, releasing great the first time, maybe even missile base beneath the sea. its own versions of coin-op the second, but after you’d Odin, meanwhile, added new classics like Centipede and Knight Tyme – the first 128K- heard it over a hundred times music and speech samples to , but in 1985 it dedicated game, and easily (which was more than likely as Nodes of Yesod and Robin of launched the MAD (Mastertronic one of the best budget games ever released this was a long and challenging the Wood and released them as Added Dimension) label. Instead adventure) you wanted to tear new 128K versions. Laziest of of knocking out games at £1.99, A sequel was promised and the speakers from your TV set. the lot was CRL who pulled its the new range would retail at Knight Tyme duly arrived. But NeverEnding indeed… Aside ropey Rocky Horror Picture £2.99 and the product would be everyone was surprised to find from the new music, this was Show game from the archives much more polished. David that the new game was a exactly the same as the 48K and merely added an improved Jones’ Spellbound, one of the dedicated 128 title. Mastertronic version, although it now loaded AY version of the Time Warp. first MAD releases, was the had seen what every other in a single sitting. Oh, the horror! perfect advert for the new range. publisher was doing and did Both games did at least Publishers weren’t exactly This colourful graphic adventure the exact opposite. Instead of show off the 128’s capabilities, ignoring the 128, but they was easily on a par with full- taking an old 48K game and but it was a shame a brand weren’t embracing it either. price releases of the day, and it releasing an enhanced version new title created specifically for They were just testing the water was a massive hit, shifting over for the 128, it developed a the 128 wasn’t bundled with the with updated versions of older 60,000 copies on the Spectrum. game with the 128 in mind and

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FEATURE:SOFTWARE | NEXT LEVEL GAMING

>Star turn

To tie-in with the launch of the +2, Ocean released a four-game compilation pack called Stars on the 128K. The two Spectrum 128 launch titles were included – Daley Thompson’s Super-Test and The NeverEnding Story – and these were joined by two comparison, the 48K version 128 introduced music and new updates, International (released three months later) added some new secret Match Day and Yie Ar Kung-Fu featured fewer puzzles, locations, but it served as little +2. The former was basically characters and locations, and more than an advert for Match Day with a new there was no tune to tap your Fairlight II. Worst of the lot was international league, an foot to. It was still a tidy little Ghostbusters 128, a improved AY rendition of the title, but the 128K game was contemptible update of a two- Match of the Day theme, and bigger and better in everyway. year-old game in which the only a comedy crowd celebration Sadly, Mastetronic’s faith in new addition was a funky AY that played when you banged the new format was not version of Ray Parker Junior’s a goal in. The confusingly rewarded with significant sales. rubbish theme song. titled Yie Ar Kung-Fu +2 was Knight Tyme 128 only sold Things improved when not the sequel but the 7,400 copies, while the 48K Ocean, who’d pledged support original one-on-one fighter version shifted 32,700. from the start, released Tai-Pan with new opponents, Disappointing figures showing in August 1987. This sprawling including a three-on-one fight that there were obviously more trading game, based on the halfway through the game. 48K than 128K owners out James Clavell novel, was The 128K version of Renegade there. Undeterred, Mastertronic developed specifically for the featured an exclusive level, went on to release 128K 128, though a feature-limited missing from the 48K port versions of Spellbound and the 48K version was also available. fourth and final Magic Knight But unlike Mastertronic and its later released a stripped-down game, Stormbringer. Magic Knight games, Ocean 48K version. The release of Knight Tyme didn’t release two separate Knight Tyme 128 was a certainly didn’t open the versions. Instead, Tai-Pan came superb adventure title, featuring floodgates, and only a small with the 128K version on one head-pecking puzzles, a large number of 128 games trickled side of the tape, and the 48K cast of characters to interact out over the next 12 months. version on the other. A with, an expansive playing area Worse still, these were Spectrum +3 disk version was much the same vain, with (it was set aboard a spaceship generally updates of old 48K also released, so every almost every publisher and you could beam down to games. Elite 128 introduced Spectrum owner could play a providing 48K and 128K different planets), and a three new missions and fixed a version of the game designed versions of their games. fabulous in-game tune written number of bugs that players for their machine. Imagine’s Renegade was a by David Whittaker. In had used as cheats. Fairlight Things then continued in typical example, with the 128K

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>Disk-based blues

In 1987, Amstrad gave Spectrum owners another upgrade option. The Spectrum +3 was essentially a +2 with a disk drive rather than a tape deck. However, the high launch price of £250 and Amstrad’s preferential support of the non-standard 3in disk format used by its own CPC and PCW models, put an end to any hopes of a bright future for disk-based gaming. The collection of games that Amstrad bundled with the +3 didn’t help matters. Again, they were all old Ocean games, but they were even less impressive than the games given away with the 128. The free disk contained five games – NOMAD, version featuring in-game Mailstrom, Gift from the Gods, Cosmic Wartoad and Daley music, an additional level and Thompson’s Super-Test. In a bizarre move, they were all 48K the very useful shoulder throw versions, even Super-Test which we know had already been manoeuvre – all elements that updated for the 128. were missing from the basic Over the next three years most publishers supported the +3, 48K version. With the sequel, but tape remained the format of choice. The obvious benefit of Target Renegade, 48K owners buying disk versions of the latest games was that they loaded in had to suffer the indignity of seconds not minutes, and the loading of additional levels was loading each level in turn, quick and painless – no more “Press Play on Tape” messages whereas the 128K version Ocean set the precedent, with interrupting the game flow. In games like Gauntlet, in which you benefited from a single, albeit massive Xmas sequels had to load each set of dungeons separately, this was clearly lengthy, load. Robocop 2 and Chase H.Q.2 the future! not available for the 48K Despite the potential of the disk format – fast, random access Amstrad action done… Where Time Stood Still loading would surely allow for more complex games – very few has been crammed in 48K!”) but publishers created gaming products purely for the +3. One By 1987, more and more games was never released. Sales of the company that did was , and several of its were being developed for the game were impressive enough to adventures appeared exclusively on the +3 disk. The first was 128K Spectrum. This was no convince Ocean that there was a Guild of Thieves doubt due to the popularity of market for 128K-only software in 1988. This was the new +2 machine, which was and that there was less and less then quickly rushed out to supersede the 128 need to cater for 48K owners. followed by following Amstrad’s acquisition The shift away from the 48K , Fish!, and of Sinclair Research. The +2 was Spectrum was completed around Myth. Surprisingly, technically a 128 with a proper the tail-end of 1990, when four these adventures keyboard, two internal joystick of Ocean’s biggest Christmas were still text ports and a built-in tape deck. releases, Robocop 2, Chase H.Q. 2, only and didn’t To many owners of 48K models, Pang and Narc, only ran on the feature any of the Amstrad was offering an 128K. The vast majority of location graphics attractive upgrade package, and Ocean’s later games were also from the 16-bit at £150 the +2 was cheaper 128K-only, and other publishers versions. Still, the than the 128’s initial launch followed suit with titles like games often price of £180. (Virgin), Gauntlet 3 included over 100 With the new hardware (US Gold), Rodland (Storm) and detailed driving the Spectrum market Lemmings () all locations, and if forward, Ocean released the first appearing exclusively for the you were a +3 128K-only game of note, Where 128K. By 1991, the fondly owner it was Time Stood Still, in August 1988. remembered Spectrum 48K had about as close to A 48K port of this impressive all but been phased out, and the bragging rights isometric adventure was planned 128K games that for years had as you were ever (in April 1989, Crash reported failed to make an impression going to get. that: “the impossible has been were now the norm. e

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FEATURE:SOFTWARE | NEXT LEVEL GAMING

>A timeless classic...

Where Time Stood Still was without and if you haven’t brought the doubt one of the best games ever rope with you, the poor fellow to grace the Spectrum, and the fact will slip into the ravine below. that it was a 128K-only title made Later, as you climb the mountain it an extra special treat for those path, a strange oversized hand who had upgraded from the will emerge from a hole in the original rubber-keyed wonder. cliff face and push you to your Developed by , the death. You can keep the hand at game was a pseudo-sequel to The bay by giving it a piece of meat, Great Escape but instead of trying but first you must do a deal with to flee a German POW camp, your the chief tribesman. He has aim was simply to survive in a some ham, but he’ll only trade it primitive world of dinosaurs and for one of your items. So it’s not flesh-eating tribesmen. all about running and hiding, as The story begins with a plane there’s a basic puzzle element crash, from which all four involved too. passengers manage to escape with The game world is their lives. Taking control of Jarret, impressively large and the the pilot, you have to gather the scrolling isometric view is group together and lead them to amazing. Although it’s thought safety. Which is easier said than that Ocean did create a 48K done, as perils lie around every version, it’s hard to imagine corner. If you manage to avoid the how – you get the impression falling boulders and prehistoric that this game pushes even the swamp monsters, there are 128 to its limits. The only rampaging T-Rexs and dive- downside is that the game bombing pterodactyls to run away ends rather abruptly when you from. To further complicate reach the safety of a cave on matters, members of the group the other side of the river. But will quickly become tired and then, all good things must need to rest, leaving you come to an end, and Where vulnerable to attack. Time Stood Still remains one of There are a serious of scripted the finest graphic adventure events to contend with too. The games ever released for the rickety bridge you cross at the Spectrum. And yes, in 1988 it beginning of the game will always was perhaps the best reason for give when chubby Clive crosses it, owning a 128.

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Continuing our focus on film licences, Richard Hewison looks at the history of games based on movies, and provides a first-hand account on the trials and tribulations of bringing a big-screen blockbuster to home computers...

very major film static images. Most of the Ghostbusters! Activision’s founders. He had studio has a licensing divisions had no real literally just seen Ghostbusters licensing division, interest in the actual games back Star Wars games aside (see last the day before the deal was and 30 years ago, then, because the technology month’s magazine for a round-up signed, and immediately went these divisions wasn’t sufficiently advanced to of the early Star Wars games), out and watched the film a concentratedE on the more infringe on their traditional Activision had perhaps the first second time to gather ideas. What traditional licensing platforms areas of expertise, like voice- really successful film-licensed he came up with was a design like T-shirts, lunchboxes, books, overs, recognisable actor videogame back in 1984, thanks that contained a number of toys, soundtracks and so on. likenesses, scripting, filming to a chance meeting between two different elements, including an Some studios only had one or and music. old colleagues from the record overhead Pac-Man-style maze two people working in licensing, Early licensed games like industry. Sharing the same flight chase game through the streets of as it wasn’t considered a big part Mattel’s Tron titles and Atari’s in first class was a representative New York, a driving section, a of the business. Only after the E.T. (for the Atari VCS) taught the from Columbia Pictures and sub-game in which you had to phenomenal success of the games industry a few valuable Activision’s President, Greg trap ghosts (don’t cross the merchandising for Star Wars did lessons, one of them being that Fischbach. Columbia was just streams!), and a climatic battle studios realise how important film licences can be both a about to release Ivan Reitman’s with the Stay Puffed Marshmallow licensing products could be. blessing and a curse to those Ghostbusters in cinemas across Man. The game also included a When games publishers first involved. Games publishers can North America. It was a classic small amount of resource started approaching the film ride on the publicity of the film example of being in the right management, with the player studios in the early 1980s, the to help promote the game, but place at the right time, and receiving payment for catching studios only felt the need to developers often have to knowing the right people no ghosts and spending the money approve the packaging and struggle with the creative doubt helped as well. on equipment upgrades. In fact, advertising issues related to straightjackets they are shackled was one of the idea of having more than one official logos, artwork and with as a result.

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FEATURE:PROFILE | HOLLYWOOD PLAYER

style of gameplay was so Wheeling and dealing successful that most film-licensed titles that followed it adopted the In the early-to-mid 1980s, same approach. publishers learned which Both the film and the game movies were in development via were a huge success. The game the Hollywood grapevine. They was simple, but strangely then contacted the studio’s addictive. Not only did it contain licensing department to enquire the instantly recognisable about the availability of the Ghostbusters logo, but it also licence. Film-licensed games had the attention-grabbing were an expensive business, speech on the title screen that which is why only the larger yelled “Ghostbusters! Ha Ha Ha software publishers usually got Ha Ha!”, as well as “He slimed involved. The risk and initial me!” elsewhere in the game. expenditure was big, but Originally developed for the 8-bit potentially so were the rewards home computers, including the if it was done right. Apple II, Commodore 64, Sinclair Getting a script for a film in Spectrum and Amstrad CPC, the development always involved game was later converted to publishers having to sign a the Atari 2600, the Nintendo non-disclosure/confidentiality Entertainment System and the agreement. Most studios would Sega Master System. then send an individually Activision’s newly opened UK marked copy of the shooting operation oversaw the script to the publisher, so that development of the Spectrum and it could be assessed. A few of Amstrad CPC conversions of the big players in Hollywood Ghostbusters for the UK market, (eg Steven Spielberg’s Amblin) and then proceeded to publish a would not allow scripts out of number of other film licences their grasp until a publishing throughout the 1980s (mostly via deal was signed, sealed and David Crane’s Ghostbusters was a huge hit, paving the way for a its Electric Dreams label), delivered. This meant that a multitude of movie-licensed games including games based on Aliens, publisher’s representative would Predator, Back to the Future, Big often have to read the script on Trouble in Little China, Howard the studio lot, usually the Duck and Labyrinth. chaperoned by a studio

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considered large, this was soundcards). The early 90s sometimes negotiated to only might have seen the decline of >Born in come into effect once the film the home computers, but it also had made a certain amount of saw the rise of the consoles, money (usually based on US- including Sega’s Megadrive and the UK box office takings). GameGear, and Nintendo’s During negotiations, most GameBoy and SNES. publishers would already be Quite often, specific game thinking ahead to the game’s versions were sub-contracted to Besides Activision, a handful of other UK- development. Their review of the other developers who based publishers were particularly script and the game possibilities specialised in those formats. aggressive at chasing film licences would normally be sent out to at This obviously complicated throughout the 1980s. The main culprits least two or three preferred matters even further, as the included Ocean, US Gold, Domark and developers, who would also have other developers would often Mirrorsoft. to sign a confidentiality rely on graphics, code and Ocean Software published a large agreement with the publisher. By other elements to come from number of games based on movies, this stage, a producer would have the lead version, which was including Batman, Robocop, Cobra, already been nominated by the usually the Amiga or PC by the Platoon, Highlander, The Neverending publisher to look after the project. turn of the 1990s. A delay on Story, Rambo, Short Circuit, Top Gun, Once the deal with the the lead version would Terminator 2, and The Untouchables, to studio was signed, a decision obviously have a knock-on name just a few. US Gold published a then had to be made by the effect on the others. handful of games based upon the second publisher about the developer, At regular stages during the and third Indiana Jones movies, Michael who would have submitted its game’s development, video Jackson’s Moonwalker, and conversions of own ideas in a specification recordings of the 16-bit versions ’s Goonies platform game. document, complete with and disks (containing graphics) Domark grabbed the James Bond suggested development would be organised and posted license and released a series of dodgy milestones and a total quote by the producer to the film 007 games, including A View to a Kill, for the work. The final decision studio for approval. As the The Living Daylights and The Spy Who would be based on the game got closer to the release Loved Me. It also brought the Star Wars developer’s availability, its date, the publisher’s marketing coin-op trilogy to home computers. track-record to date, the ideas department would also send Mirrorsoft, meanwhile, initially published it wished to bring to the game, proposed advertising, box the Biggles game of the film of 1986. A its quote and its ability to artwork and publicity items in few years passed before it tried again, hit deadlines. the same parcel. this time targeting major Hollywood In return, the studios would blockbusters and creating games of Back Against the clock often send parcels back across to the Future 2 & 3, Alien 3, Terminator 2 the Atlantic that would contain and Predator 2. If a deal was signed near the dozens of 35mm colour slides start of the actual film in large wallets, showing production, then the developer publicity and on-set executive or secretary. and give their opinion on the might have a year to get the photographs from the movie Publishers that were allowed script in general. game finished, or maybe 18 during principal photography. to have copies of a script would Assuming that the publisher months if they were really Once in a while they would read it to determine if the story wanted to proceed, a deal lucky. However, you have to also send converted VHS tapes contained enough key would then be negotiated. A remember that back in the late (from NTSC to PAL), showing sequences that could be typical deal between a studio 1980s, there were far too many early trailers and other incorporated into a game. More and a publisher involved the formats to cater for, including publicity featurettes. often than not, this would publisher committing to a the 8/16-bit computers and all Sometimes, revised shooting involve passing the script to the guaranteed minimum number of the PC flavours (CGA, EGA, scripts would also be sent, development department, where units sold, paying an advance, MCGA, Hercules, Tandy 1000, along with storyboards. All key personnel (consisting of and negotiating a per-unit and monochrome graphics were strictly confidential and project managers and testers) royalty fee. If the guarantee cards, along with all the various were not allowed to be would assess it, break it down asked for by the studio was into potential game elements

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FEATURE:PROFILE | HOLLYWOOD PLAYER

photocopied without permission from the studio. Due to the various European >Producing Predator 2 formats, the Hollywood studios would usually only show Richard produced 1991’s Predator 2 game for Mirrorsoft’s Image interest in the versions that Works label. Here he reveals the full story behind the game’s were relevant to the US market, therefore excluding formats difficult development like the Spectrum, Amstrad CPC and Atari ST (the latter of arcade game, in which the player which only had a small market was always positioned in the share in the US, even when it centre of the screen and the was at its peak). Therefore, locations scrolled by from right to any comments on the game left in front of them. were usually directed at the An alternative approach Amiga, PC and console versions involved a split-screen, two-player (where applicable). game in which the player(s) were Comments were usually faxed able to choose whether to play as from the studio to the publisher, Detective Harrigan (Danny Glover’s and it was then down to the character) or as the Predator. Each game’s producer to circulate window would show a pseudo-3D them to the developer(s). Some environment where the player and of the copyright holders their opponent would have to exercised a lot more creative reach specific locations to gather control over the game’s content useful objects before the other than others, right down to character got there first. If their whether the correct colour was paths crossed then battle would being used on a character’s commence (either shooting or clothing, for example. hand-to-hand), but they would One great perk that came also have to battle through various with working on a film licence shoot outs en route that could (other than getting to read or slow them down. see information about a movie Ultimately, the before its general release) was approach was chosen, as it was the chance to visit the actual the easiest to implement across all film sets during production. If of the 8- and 16-bit formats. The the movie was being filmed in console versions were managed the UK (at Pinewood, Elstree or by a different producer, and Shepperton Studios in the ended up with a different game south, for example), UK design, this time loosely inspired publishers and developers were by the Smash TV coin-op and sometimes granted permission deemed more suitable for the to go and see the film being console market. made. The official reason for Mirrorsoft signed Predator 2 in It was decided fairly early Arc Developments was quickly the visit would be to let them 1990, at a point when the film on that the game would be a chosen as the developer for the see the sets, actors and studio (20th Century Fox) hadn’t straightforward arcade shoot-em-up, computer versions. It had a costumes close up in a way that completely given up on getting as a number of key scenes from proven track-record of producing 35mm slides and VHS tapes Arnold Schwarzenneger to star in the movie (including the opening solid arcade games in fairly short couldn’t replicate. Unofficially, it the movie. In the end, they went 10 minutes) involved gun battles order (coin-op conversions of was just a great experience to with Danny Glover and a script in one form or another. The first Crackdown and say you had been on the set of that didn’t involve any of the suggested game design was had both been successful for US a movie! characters from the original film. based on the Operation Wolf Gold), and it already had a

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working relationship with levels followed a similar Mirrorsoft. This helped a lot, as pattern. Level two was set producers of the movie weren’t Arc could hit the ground running. inside an ornate Egyptian-style happy with the game! This >Predator prologue Unfortunately, its PC and C64 penthouse, which contained caused a panic in the UK, as coders weren’t available, so skinned bodies hanging from the studio had approved every The ST and Amiga versions of Oxford Moebius and 221B were the ceiling. Level three was stage up until the penultimate Predator 2 were given an sub-contracted to convert for based in the LA Subway and milestone. It transpired that animated graphic those respective formats. the final level took the player the producers hadn’t been introduction. This was mainly inside the Predator’s spaceship. shown anything up until near because Psygnosis had Design duties This was the only level in which the end, and their gut reaction started the trend a few years the player got to see the was that they didn’t like it. earlier and most game- The Predator 2 game was split Predator de-cloaked. Apparently, the studio’s players expected 16-bit titles across four main locations from The style of game meant licensing department didn’t to have an introduction on the movie. The first level was that the player only ever saw even have a PC to view the bootup. The intro was set in the streets of LA, during Danny Glover’s character from disks that Mirrorsoft had storyboarded and based on the gun battle between the behind. His body was outlined been sending. the film’s first proper trailer. police and the drug barons. The so you could see the After everyone had calmed Graphic artist Herman Serrano player had to survive the shoot background through him. This down, Fox relented and only a was hired to draw the out and reach the baron’s main was useful for a number of few changes were eventually screens, which had to include headquarters at the end of the reasons: it meant the player made to the PC version. A some rudimentary animation. level. The Predator remained could still see enemies and static comic book-style Sound effects were sampled cloaked (invisible) in the items as they scrolled by introduction and conclusion was from the original Predator background scenery throughout directly in front of them, and it added to the US release movie (taken from a sell- the level. You would also meant that Mirrorsoft didn’t (published by Konami) to book- through VHS tape), including occasionally see his red laser have to worry about negotiating end the arcade action. The the unique ‘Predator-vision’ target roaming the gangsters. or paying additional fees for frequency of the pick-ups sound and the sound of the Weapon upgrades, ammo using Danny Glover’s likeness (ammo, body armour, weapons) predator’s shoulder-mounted and body armour (for health) in the game. was also tweaked in an attempt laser gun firing. Arc could be replenished by A decision was also made to improve the overall gameplay Developments then coded shooting these items as they fairly early on in the game’s across all versions. and compressed the intro scrolled past. Once in a while, development not to include Alan The C64 version was sequence to fit and run on a gangster would engage the Silvestri’s familiar Predator cue developed in tandem with the floppy disk. player in hand-to-hand combat that featured in the film’s ST and Amiga versions, as was but this would only last for a musical score. Arc Developments the PC conversion (written by few seconds. Innocent civilians therefore sub-contracted Justin Oxford Moebius). The Spectrum would also find themselves in Scharvona to compose a theme and CPC versions were handled the heat of the battle, and the for the ST and Amiga versions. in-house by Arc Developments, player had to ensure that they In hindsight, it was probably and they were the last versions didn’t shoot too many of them. the wrong type of music for the to be started. Various minor If they did, Detective Harrigan’s game, but it was finished quite changes were made to the 8-bit police badge was taken away late and there wasn’t really time versions based on hardware and it was game over. If the to change it. Something that restrictions, yet the largely player was hit too many times, sounded similar in tone to the monochrome Spectrum his health would reduce to the Predator theme would have conversion actually ended up point where Harrigan would be been a much better choice. looking and playing the best of taken away in an ambulance, the 8-bit versions. and it would be game over Outfoxed Although the Predator 2 again. The reason for this movie was originally scheduled slightly unsatisfying scenario Graphics and of the for a May 1991 release in the was simple – Mirrorsoft was game were being regularly sent US, 20th Century Fox pushed it not allowed to depict Harrigan to 20th Century Fox for forward to November 21st 1990 being killed. He didn’t die in approval, but near the end of (Thanksgiving weekend). The the movie, so he wasn’t allowed development Mirrorsoft received European release was also to die in the game. an unexpected message from brought forward a little, to early The second, third and fourth the studio to say that the 1991. Thankfully, these changes

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The Commodore 64 version, written by Despite monochrome graphics, the Spectrum The Amiga version was the best-looking of the Sheffield-based developer 221b version was the best 8-bit version of the game lot, with numerous on-screen sprites

didn’t affect the agreed Drawing conclusions but not spectacular. As for the completion dates for the game. gameplay, there was no rush of Unfortunately, US filmgoers As producer of the Predator 2 adrenalin, no real addictive tend to want family orientated game, most of the qualities to speak of. The movies at Thanksgiving and the responsibility for its failings game needed an ‘against the run-in to Christmas, so Predator 2 rested on my shoulders. In clock’ element that simply was never going to fill that hindsight, I can now see where wasn’t there. The only real niche. Some critics said that the I should have done things incentive for the player was to film simply re-told the same differently. The style of game battle on and finally encounter story or that the audience had had already been chosen before a visible predator, and possibly no empathy for any of the main I was given the project, and I notch-up a high score along characters. It was quickly really should have gone with the way. labelled a lacklustre sequel and my preferred choice (the split- The lessons I learned have no it failed to ignite the box office, screen chase and maze idea) doubt been experienced before earning considerably less than because shoot-em-up arcade by countless other producers the original film. games simply weren’t my forte. working for countless other The game also received I was an adventure player at publishers over the years. It’s a lukewarm reviews from the heart, and something that combination of choosing the right The film was a disappointment, grossing just over $30 million in magazines, especially for the 16- involved a little more thought film, the right developer, the the US, half of the original’s bit versions. Some magazines liked was more to my liking. I never right producer and the right earnings it, whilst some felt it was another did like Operation Wolf-style game design. Time and money example of a wasted film licence. games, and subconsciously that are also big factors, as is the The Spectrum version faired better, probably showed through more level of creative restraint that are but the overall impression was still than I realised at the time. put on the game itself by the under-whelming. Technically the title was OK, film studio. e

q 79 q RETRO14 Games that weren't:RETRO14 Games that weren't 15/9/06 15:11 Page 80 GTW games that weren t We can write about published games till our fingers fall off, but what about the long-lost games that were mentioned or even reviewed in magazines, only to roast in development hell and never to see the light of day? Well, one site is dedicated to tracking down these very games on the Commodore 64, and similar sites are springing up ’to cater for other formats. Welcome to the fascinating world of Games That Weren’t. The hunt is on…

id you know that This is just a sample of some Retro Gamer: Welcome to RG coded these two games, and after Ultimate’s Lunar of the fascinating facts that can Frank – it’s good to have you some permission gaining, he gave Jetman was in be found on Games That Weren’t aboard! Can you begin by us what remained of Armalyte 2 development for (www.ozkan.co.uk/gtw), a website telling us what inspired you to (which was small, but very the C64? Or that dedicated to uncovering information create GTW? interesting). This was the first anD alternative, much better about C64 games that were big find, helping us build a conversion of R-Type exists for the never released for whatever Frank Gasking: It all began when reputation for actually finding lost C64, but it was scrapped to make reason, with the ultimate aim reading an article called ‘That Was games and not just talking about way for Manfred Trenz’s version? being to source actual playable The Game That Wasn’t’ in them. Deadlock was later released Or how about the alternative code. And there have been some Commodore Force magazine in the after negotiations. versions of Pang, Operation notable successes – games that early 90s. It focused on a series Thunderbolt and OutRun Europa? never got past preview stage of games that never saw the light RG: We guess that not all And were you aware that have been located, resurrected of day. Most of the games looked searches lead to success. Can you sequels were in development and are now available to play awesome, and I was naturally recall any particular ‘close but no for many C64 classics, including many years later. In addition, the curious to play them. This interest cigar’ situations? Armalyte, California Games and site is home to the stories inspired me to write a feature Rainbow Islands? behind the games, rare scans, called ‘Games That Weren’t’ for FG: We’ve had many, and still do exclusive downloads and Jason Mackenzie’s Commodore sadly. Batman Returns is one programmer interviews. Zone . In 1999, my friend particular game, scrapped when So successful is the site that Vinny Mainolfi convinced me to the C64 was a dying breed. It updates are now more regular turn it into a webpage, and after took years to track down the than ever, and we’ve invited several incarnations, it turned into game’s coder Roy Bannon (part of GTW’s founder Frank Gasking to the project it is today. Denton Designs), and when we contribute news and reviews did finally find him at Virtuacraft, on a regular basis. As an RG: What would you class as your we were very hopeful. Sadly, after introduction to his column, which first find of real note? searching at his home, he found begins from next month, we nothing. After being prompted to spoke to Frank about the history FG: Our first ever success story get in touch with John Heap and of site, his hopes concerning was when the author of Thalamus’ Ally Noble, we heard nothing future finds, and the most Armalyte, Dan Phillips, emailed back. Now the game is in limbo. interesting games that have been one day after reading our entry for Daffy Duck is another where we’ve Frank Gasking – GTW’s founder tracked down to date. Armalyte 2 and Deadlock. He practically asked every single

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FEATURE:PROFILE | GAMES THAT WEREN’T

Frank’s first success story – the lost remnants of Thalamus’ Armalyte 2 The GTW site in its current form – nearly 100,000 visits since 2000

person involved with no luck. Only unfinished code to be released, We’ve also uncovered what them I think. Maybe we’ll be lucky the boss of Hi-Tec, Dave Palmer, and that’s the way it is sadly. was the official conversion of and find all three, but we’ll see. GTW has a master disk with it on. Troddlers, before another We’ll just keep trying until we get RG: When you find games in an development team moved in and the final slap in the chops to say RG: Talking of development disks, incomplete state, have you been won the contract. This version was “Give in!” some of those you’ve managed to tempted to try and put together being written by the guys behind uncover must be very old. Does the pieces in order to create a Lemmings on the C64, and is RG: Are there any programmers the flimsy media usually hold up playable game? much more playable than the you’re desperate to contact? You to years in storage? version that won the contract. It never know, one might by reading FG: Yes, definitely! Although I features about seven preview this right now! FG: Although they don’t look like cannot really do it myself, if levels and two bitmap screens, much, the old 5.25in disks anyone suggests a game to be and has never been seen before. FG: You might regret that sometimes give the impression finished off, then I’ll encourage it. question! Here are a few they’re made out of steel (though It’s happened a few times with RG: What’s your personal developers, with games they did sadly, my disks don’t have as some games, one such being favourite find to date? finish in brackets to help identify much luck). was on a Super Pac Twins, finished off by them: Peter Baron (Salamander), disk that was 14 years old, Richard Bayliss the other year. FG: Out of Solar Jetman, Deadlock Mark Kelly (Turbo OutRun), Ally stuffed behind a radiator in a Although not finished off as such, and Tyger Tyger, I’ll have to say Noble (Shadowfire), Roy Bannon briefcase for about 12 years, and Firebird’s Tyger Tyger was in Deadlock. Mainly because this (World Class Rugby), Andrew it still worked. More amazing is pieces when it was found, and it game featured in the original Rodger (Alien 3), Mike Brown (Pro ’s Lunar Jetman took a set programmers to put it Commodore Force article that Tennis Tour), David Jolliff code on a disk that was 20 years back together into something inspired GTW, and the screenshots (Devastating Blow), Alan Botwright old, still working fine, along with playable. There are a few other at the time made me desperately (Judge Dredd), Tiertex (Strider). all the other disks he uncovered cases now like this where we want to find what remained of it. There are loads more under the for the guys at C64 Audio. have bits and pieces, and we try ‘Where?’ section on the website, to arrange someone to put them RG: What unreleased C64 games so if anyone can help, then please RG: How helpful are programmers together (watch this space!) would you place at the top of feel free. Maybe someone can when you enquire about your most wanted list? help us find them. development disks and the like? RG: Can you tell us more about your recent Lunar Jetman find? FG: Daffy Duck (1992, Hi-Tec), RG: Finally, have you thought FG: It varies between developers. Has anything else special turned Murder (1990, US Gold) and about expanding GTW to cover Most programmers are keen to up lately? Search For Sharla (1989, games on other formats? help, and even have a sift through Thalamus) in that order. I’ve been their attics to find their old work FG: We never even knew Lunar losing hair since trying to track FG: Not personally – concentrating again. Mostly you’ll find they are Jetman existed or was in these games down you know! on just the C64 is enough work for quite flattered that someone development for the C64. Jason These are the three that we get me – but I’d like to see mirror sites remembers something they did 20 Mackenzie came across one of asked and pushed about most of done by other people for other years ago, and are happy for it to Martin Galway’s source disks, with the time. All have been close to systems. There are actually two GTW gain some recognition today. On Lunar Jetman written across it and being found, but they’re still sites in development for the Amiga the flip side, there are developers a date. He sent me a copy and I managing to elude us. and recently one for the PC. If you that have moved on and don’t ported the disk over to PC, then look at the results we have had, wish to talk about the past got Cyberwing’s Jason Kelk to RG: And in your heart do you and you want to locate lost games (concentrating solely on the future compile it for us. A very, very think they’ll ever be found? for your machine, then there is and present), so either they early preview was found. It’s not something here that might work politely tell you this, or you just every day an Ultimate prototype FG: I think eventually one or two for you. Maybe one day there will don’t get a reply back. Some turns up, and one written by might sneak out. But there will be be some kind of combined GTW developers also don’t wish Martin Galway either! at least one tragic loss out of ring or something like that.

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Deadlock A bit of a ‘what if’ game for many years, with all of us drooling over the diary shots of the game. It’s gorgeous to look at and the concept was way ahead of its time. The developers argued about it being not very playable (which is really why it died), but it’s still amazing to look at. It was Top five wanted by many for years, so we got a lot of praise when it was released. And for it to actually be given to us by We askedfinds Frank to select the five most Dan Phillips was a really important or interesting finds since he fantastic began the GTW project gesture.

Solar Jetman Tyger Tyger

This has to be in the list mainly because we didn’t know it existed This has been talked about for years, so it was a huge surprise when until it turned up. And not only did it exist, but it was actually the author of Cronosoft’s Reaxion, Jason Kelk, came forward with a PDS complete and fully playable! It was hardly mentioned in the file that he was given years ago by Gary Liddon. We got a team of guys magazines (Zzap!64 once referred to it in a news snippit that said working on fitting together what was basically a million-piece jigsaw Storm was working on a C64 conversion of the NES original) and it puzzle. There’s was pure plenty to see as chance that the it was about game’s graphic 50% complete, man, Haydn and it shows Dalton, found a lot of the disks in an promise. Out old briefcase. of interest, Luckily they the game worked first was cancelled time too, from because it what was was a blatant known as the clone of US only existing Gold’s Black copy of it. Tiger.

Lunar Jetman Tran This was a very recent surprise – so recent it’s not even been mentioned Created by Steve Collins, the author of Badlands and Herobotix on on the site yet! Again, it’s a game that we didn’t know existed. Jason the C64, Tran never found a publisher and was forgotten about for Mackenzie (of the Binary Zone website) found the disk in Martin many years. Steve wrote his own webpage and mentioned a few Galway’s collection, and when the source code was compiled, an early titles that never saw the light of day. After contacting him about the preview of the game emerged with full score status panels, a main titles, he mentioned he may still have them on tape in his attic back character and in Ireland. a few Sure enough, animated he found Tran sprites. The on a single dimensions tape… and were the bunged it in same as the the post Spectrum special version. There delivery. is some Luckily it minimal worked first control, but time, and we it’s very managed to buggy. archive it.

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FEATURE:SOFTWARE | CONTROL & CONQUER

Having wowed PC and console gamers during the early 90s, the Star Control universe now lies forgotten and neglected amongst copyright disputes, cash-in sequels and the charred remains of many an Ur-Quan Dreadnaught. As the series’ 15th anniversary nears, John Szczepaniak treks through the archives to bring one of gaming’s greatest treasures into the spotlight

n the beginning there was Star Control. Actually, in the very beginning I there was Space War. Created in 1961 by MIT students, the goal was to pilot a spacecraft and shoot your opponent who was piloting a rival craft, while avoiding a gravity well at the centre of the display. Two ships, one wrap- around screen and a lot of blasting – it was revolutionary for many reasons, and not only because it was technically the first videogame ever devised. Zoom ahead nearly three decades, and in July 1990 you have the release of the first Star Control game on PC – the beginning of the series and all that goes with it. Star Control was essentially the logical evolution of the original Space War. The developer, , took everything that made Space War (and all great games in general) such a thrilling experience and used these elements as the basis for its own game. The inherent competitiveness of all Famous Battles of the Ur-Quan human beings, conflict and Conflict Volume IV? Well, if it victory, and intuitive and almost worked for Star Wars… organic controls – all these elements that were originally charge – basically its ammunition present in the 1961 game were for the main and sub-weapons. refined and greatly built upon to As well as these additions, make Star Control the classic we the limitations of Space War were still celebrate today. removed. Gone was the static hinders the player. The combat in (alien hierarchy attacks a friendly Different gamers have screen, replaced instead by a Star Control works well and is Alliance who fight back) and different abilities, preferences and free-flowing and scaling arena still enjoyable, even when taking a rear seat to the action, it tastes, so while the original that actually moved with the compared to other recent games, introduced the player to the Space War only had two types of action – zooming in when a precisely because it exists as a many alien species that would ship (whose differences were player closed in for the kill, and flat representation of space-based later return, and was the seed purely cosmetic), Star Control had only warping a craft around to conflict. Modern space games from which the vastly expanded 14 different varieties to choose the other side once the camera that attempt 3D viewpoints have narrative found in Star Control 2 from, each with their own very could no longer zoom out. By to battle with the problem of grew. It also avoided taking distinctive look and set of working on a 2D plane in such a having action going on both in itself too seriously and paid strengths and weaknesses. All way, controlling your vessel was front and behind the player, homage to many sci-fi books and had a main attack weapon as made effortless and perfectly while only being able to visually films with its ship designs, well as sub-weapons, ranging ergonomic. Up was always up focus in one direction. humorous character personalities from a cloaking device and and you could always see where and even the myriad of space kamikaze-style suicide bombs to the enemy was and what they Plotting a course captain names. There were also the ability to steal another ship’s were doing. The biggest setback subtle details that made the crew. Crew literally equalled ship in modern 3D gaming, especially Bolstering the one-on-one battles game endearing and showed just health – if all the crew died the in genres such as this, is the was an entire strategic campaign how much hard work had been ship went boom. Balancing this problem of viewpoint – mode of missions and tactical put into its development – for out was a vessel’s maximum visualising the game world in a star maps, supported, of course, example, every ship action had a energy amount and rate of way that helps rather than by a suitable plot. Though basic suitable cockpit animation to go

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defying classification and always Second’s best giving the player something fresh >Battle of to experience. In Star Control, the Rather than simply sell itself on player had to deal with tactical the good name of what had gone positioning, ore mining, defence before, Star Control 2 chose to re- the 8-bits micromanagement, and ship invent itself in an almost manufacturing during each revolutionary manner. It was a campaign. Ships cost resources product born not out of focus and resources had to be mined, groups, deadlines or corporate will, A stripped-down version of during which an enemy vessel but rather the blood and sweat of Star Control appeared on would slowly approach. Though its creators, and a determination to the Commodore 64, some complained about the fulfil an artistic vision that would Spectrum and Amstrad. Of rotating star map, the two end up having to be funded by all the games ported to genres were brilliantly themselves for the last six months these three systems, Star combined, making for a finely of development. In an ironic twist Control has to be one of balanced and well-rounded of fate it would also be the least the laziest examples, gaming experience that catered profitable of all Toys For Bob’s titles, mainly due to many both for those wanting quick despite its massive cult following. easily avoided faults. action and those willing to Since its inception, the series Suffice to say that none spend time working through has been given nearly 30 different of the original team were longer missions. awards for gaming excellence, with involved, because if they Overall, Star Control is a the majority going to Star Control 2. had been it would have textbook example of good game The reason for this praise lies retained the true essence design. All of its separate partly in the perfect unity of of the original. Apart from components can be stripped multiple genres – the instant having only eight vessels down to their barest essentials, gratification found in the melee to choose from instead and are in some way connected combat balanced out against the of 14, plus the expected to the very nature of human more cerebral and lasting and acceptable weaker behaviour. As such, Star Control adventure-based narrative sections visuals/audio, the becomes a reflection of what we (which contain further sub-genres). games were incredibly are as games players and And narrative is the operative word unbalanced. There was no human beings. Strip the veneer in that sentence, since to merely pause when a Dreadnaught off many modern games and group it with so many clichéd or fired, energy consumption what you are left with is the lacking ‘videogame plots’ would be was almost non-existent same player-versus-opponent to do it a major disservice. The and while some ships mechanics, whether that scripting in Star Control 2 is ended up nearly opponent is computer controlled exemplary, and gives a healthy invincible, others were or your best friend. nod to countless sci-fi influences, next-to useless. Star Control was a while at the same time adding From top to bottom, Star Control on All of these problems considerable success and was something new, making the the C64, Amstrad and Spectrum could easily have been ported to several different writing unique. It’s also backed remedied, but it almost platforms, including various by a fitting soundtrack that seems as if one 8-bit version was ported from another, retaining all 8-bit computers. It was also manages to convey various moods, the previous game’s errors and then adding some more. ported to the Amiga (a version enveloping the player at precisely Regardless of how things came about, the C64 version is the pick that was nearly identical to the the right moments. of the bunch, with bigger, more colourful visuals, minor screen original), as well as the Sega While some critics are happy to scaling and far tighter control. Megadrive, on which the game claim that emotional manipulation was actually improved. While has only recently been used in the PC and Amiga versions games, Star Control 2 has been with it, playing in the corner of only had nine campaign doing it for years. No one who has the screen. It was these elements missions in them, the Genesis completed the epic saga can deny that gave Star Control ‘soul’. version had an extra six, that it affected them on an Small effects and details are all making a grand total of 15 emotional level – everything from too often taken for granted today, very different space operas to the strong humour evident as development teams are now participate in – this doubles throughout to the feelings of loss made up of hundreds of when you consider the fact experienced as later details are employees and spend millions of that there are two sides to revealed, manages to stir up pounds on development. Despite choose from in each. Which emotion in even the coldest of the high production values, many was another highlight of Star player. The game covers the such modern titles have a slight Control – it gave you the ability entire spectrum of human thought banality to them, and even their to play as the enemy and and feeling. overall sheen lacks any real charm. annihilate the allied forces of But Star Control 2 didn’t The Campaign mode also good if you chose to. just rely on its atmospheric managed to combine another Although plenty of well- scripting – it reinforced these genre with an already excellent earned praise can be lavished meticulously planned-out races game – this would become a on this game, this is nothing and cultures with a free roaming, The Megadrive box art, based recurrent trend for Toys For Bob compared to what can be said non-linear and varied universe of on the PC box art but painted as most of its titles would end about the sequel that would stars to explore, one that would be by Boris Vallejo up crossing the genre boundaries, eventually follow. the envy of many other games.

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FEATURE:SOFTWARE | CONTROL & CONQUER

other early forays into CD-based Open Source project, which can be gaming were focusing on FMV- found at http://sc2.sourceforge.net. based interaction, Toys For Bob The name has had to be changed was doing what many should to The Ur-Quan Masters though, have done – it was taking an because Toys For Bob no longer already amazing game and own the trademark ‘Star Control’. enhancing it by using the CD storage As this dedicated group of people for dialogue and remixing the declare: “Our goal is to port this soundtrack. Suddenly everything wonderful game to current personal had a much greater gravitas and computers and operating systems. an almost unparalleled sense of It is and will remain 100% free of atmosphere. Those who have charge, and anyone can contribute played it can attest to the to the project and thus help make absolute dread caused by hearing it even better.” Toys For Bob should in-depth explanations of what it’s be commended for such a move – like to wear a ‘pain excruciator’ while Japanese games corporations for months on end! And the would appear to want every Yehat explanation of the demise creation of theirs to go up in smoke of a fellow species must stand rather than freely downloadable, as one of the few (if not the this small Californian group has only) examples of voice acting seen fit to grace the gaming world being able to reduce people to with one of its finest achievements, tears, and this is several years and at no cost. before the overused death of Describing anymore of the finer Aeris in Final Fantasy VII that points of Star Control 2 to a people often hold aloft as an newcomer would be to destroy emotional example. that most magical first completion While being the ultimate and the discovery of everything as version of Star Control 2, partly new. To describe it to someone because it turned a 3DO into the who has played the game would perfect dedicated melee machine, only be covering what has been it was not without a few faults experienced several times already. that crept in during the porting Mere written words in an article process. Gone were the hilarious can never come close to conveying alien outtakes from the PC the sheer thrill of experiencing credits, simply because Toys For Star Control 2. The only way to Communications and alien diplomacy play a big part in Star Control 2, Bob didn’t remember them until understand what people feel when as do the scantily clad Syreen it was too late. Some of the they talk about the game is to better pieces of scripting were play it through to the grand finale Which is another standard the balanced traits. Unlike in the also curiously missing. As for the with full voice acting. game set, because while there had previous game, in which some alteration of the original’s hand- It’s with good reason then, that been non-linear games before ships had major advantages over drawn intros and endings to CG Retro Gamer is proud to present this (especially space fairing ones), Star others, the vessels were more evenly FMV, fans are still divided on month’s coverdisc, which includes Control 2 improved on all of them matched, making for more close-cut, the subject. The Ur-Quan Masters PC/Mac port of by pulling it off with a certain longer-lasting and exciting battles. More interesting still is the the improved 3DO version, complete panache and ease of use that When two expert players took to fact that there was also a with bonus-material add-ons and made everything feel seamless. It melee mode it was almost like two Japanese version of the 3DO remixed music by the original avoided clunky menus and took a skilled swordsmen engaged in a game, which was fully dubbed, artists who made them. So go forth direct hands-on approach to duel. The thrill of a gravity whip as (one of the game’s and live the life of a star captain, controlling both the planet lander hurling you past an opponent to creators) tells us: “The Japanese letting it take over your mind if only and main craft, ensuring there was the sound of heavy cannons and 3DO version of Star Control 2, if for a short time. e nothing to break the sense of fusion blasts as both closed in for you understand Japanese, is immersion – everything felt natural the kill, made for some very probably pretty bizarre because and intuitive. There was always memorable multiplayer moments. nobody who tested the game something to do and all of it was had any idea if the translated tuned in such a way that it was The power of text and speech either matched always satisfying, whether it was or conveyed the humour and plodding around a planet’s surface One of the biggest features, subtlety of the content.” shooting small animals or taunting though, would not be included one of more than 20 alien species until several months after its Open Source Star Control that you could converse with. initial release, when Toys For Bob Those hungry for action were ported the game to Panasonic’s And that’s not all in terms of ports The journey continues… also catered for with the return of 3DO system, complete with the because in August 2002 Toys For Next month we speak to -vs-ship battles, which had lengthy, extremely high-quality Bob released the partially ported Control’s creators, Paul Reiche III been refined and boasted a voice acting for every piece of sources of Star Control 2, 3DO and Fred Ford, and look massively expanded 25-ship roster alien dialogue. Every section of version, to the fan community – beyond The Ur-Quan Masters to choose from. Again, each had its spoken communication was given “For good karma,” as they put it. at Star Control 3 and the own strengths and weaknesses, a complete overhaul thanks to Ultimately, this would result in Star unreleased fourth game in the but this time with more finely the addition of speech. While Control 2 being available as an series, StarCon.

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The moral debate surrounding videogaming will probably never be resolved. In one camp you have the mothers insisting videogames have made little Shaun kill his canary. In the other you have gamers pointing out that if we were really that influenced by gaming, we would all be kicking turtles around and looking for princesses by now. But an issue that rarely pops up in this debate is taste. Forget violence and bad language for a second, let’s look at all the games that have done their part toward corroding our cultural heritage, literature and film art. Per Arne Sandvik rounds up the top offenders and finds them all guilty >The Godfather

Amiga/ST/PC We all laughed heartily when EA recently announced that it was planning to make a GTA-style crime sim ‘inspired by’ Mario Puzo’s book and Francis Ford Coppola’s film. But then, EA is only following in the footsteps of US Gold, who released a Godfather game back in 1991 (to tie-in with the release of the third film, no less). Subtitled ‘The Action Game’ (there’s a clue right there), this 16-bit charade almost shows contempt for the original source material, turning the epic saga of Vito Corleone’s ‘family business’ into a side-scrolling shoot-em-up! Forget mafia ‘hits’, this is full-on gang warfare. There are even Operation Wolf-style mini-games between each level. Horse’s head? Horse’s arse more like… >Platoon

NES A movie about the horrors of a war that was declared by the United States without real justification. Translated into an 8-bit NES game? How could it possibly go wrong. Here’s how: to anyone who hasn’t seen Oliver Stone’s film, this is a game about a single man’s rampage through Vietnam. Charlie Sheen is portrayed as something closer to Schwarzenegger’s character in Commando, rather than the tormented soldier he plays in the film. It’s a good thing, then, that the last boss is Tom Berenger’s insane sergeant and not a giant Vietnamese general whose only weak point is the inside of his fire-breathing mouth.

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>Tom Sawyer Apocalypse Now

NES Commodore 64 Tom Sawyer features not once but twice in this list. This particular Coppola’s Apocalypse Now doesn’t really wear its message on its version from Square is not a platformer, but rather an RPG set in a sleeve, but one could argue that it’s mainly about how man at his Japanese town in the state of Mississippi (!). It’s somewhat difficult to core is a primitive being. The vessel for this theme is a boat that understand the narrative of the game due to the dialogue being half travels up a river to the heart of darkness until it reaches its English and half Japanese (sometimes shifting between the two as often destination, where Brando’s war criminal Kurtz and his followers have as twice a sentence), but like the other Tom Sawyer game it has fashioned a culture so crude it’s reminiscent of the Stone Age. something to do with killing dinosaurs. Of course, there are also helicopters in this film, which makes for The language issue could lead you to assume that this game will be a much more action-packed game. That is, if your idea of an action- a bastion of multicultural understanding and a milestone on the map packed game is an impossible mess in which you navigate a chopper towards a united Earth. But then L’om joins your party. To call L’om through a narrow maze while praying you won’t lose all your lives ‘black’ would be like calling a nuclear explosion ‘kind of brightish’. It is before reaching the end of the first corridor. But before that happens, quite possible that the only thing blacker in the entire universe is a you will run out of gas and have to go back and refuel, at which cosmic occurrence from which neither mass nor light can escape. His lips point you will be dead. The game isn’t even remotely connected to cover about half his face, with the rest of his appearance consisting of the film and puts the ‘sty’ in ‘travesty’. curly hair and a patch of black skin. The only evidence that L’om has eyes are small glimmers of reflected light.

>The Adventures of >Radio Flyer

Tom Sawyer SNES – never released You have to ask yourself what Ocean was thinking when this 1992 NES property was optioned. Radio Flyer was never a high-profile release, Playing games based on books is a great way to get the full story so the name alone could not guarantee returns. What’s even more without actually having to read. An example is Seta’s Tom Sawyer, a mind-boggling is the fact that the company failed to see how tasteless gripping tale of a young boy who kills giant octopi and rainbow- this whole business would have turned out if the game had ever coloured monster gorillas with his slingshot before the final been released. showdown against a Native American chief riding a brontosaurus. For those unfamiliar with the movie’s plot, here’s a short summary. With some help from his leprechaun friend, of course. The story is told in retrospect by Tom Hanks and revolves around his Given more thought, it might be possible to make a decent Tom character as a young boy. He and his brother live alone with their Sawyer game. Bonus levels in which you trick your friends into white- mother until a stepfather shows up one day. The ‘radio flyer’ is a cart washing fences for you could be a nice alternative to the car-smashing the boys receive as a gift from the stepfather, and throughout the movie bit in Street Fighter II, and a steamboat race down the river could also they work on turning it into an aeroplane. be a clever twist on the conventional racing game. But you can’t make So far, so good. Making a Pilotwings-like game from this premise is a game based on a Mark Twain book without social commentary. a bit unconventional, but not outright absurd. The problem is, this is Twain without social commentary is like… a computer without a really a story about child abuse, and the homemade plane serves as a screen or… a printer without paper or… searching for a simile without metaphor for the children’s longing to escape the terrors at home. Take bothering to look at the part of the room that’s behind you. away the adventure elements the main character weaves into the story to help him cope with what he has been through, and you’re left with a heartbreaking story about the darkness that sometimes hides behind white picket fences. So let’s see how many glowing hoops we can fly through before the timer runs out!

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CGE UK on the move Minter), a numberScene of ex-Ocean game Tanks 3000, which will programmers will be coming allow four simultaneous players CGE UK organiser Chris Millard along, including Mark R Jones, when Protovision’s four-player has announced that the location Simon Butler and Bill Harbison, adaptor is plugged into the back and date of this year’s event have webmaster of the fantastic of the C64. been changed. Originally to take Ocean Experience website This little gem of a game is a place at the Fairfield Halls, (www.theoceanexperience.co.uk). single-screen top-down shooter Croydon (the same venue as last Also in attendance will be Andy containing 10 battlefields and year) at the end of June, the Nuttall, who used to write for many power-ups for players to show will be held in conjunction Amiga Format and The One fight for. The idea behind the with GameZone Live (formerly magazines, and is now part of game is simple: manoeuvre your GameStars Live), and will now the team as Bullfrog. And of tank to avoid the incoming fire take place between 1–4 course, Retro Gamer will be whilst sneaking up to obliterate September 2005 at the Excel along for the ride. the opponents. For more exhibition centre in London’s Tickets will be available from information, head over to docklands. This is excellent news May 1. For the latest CGE UK When he’s not playing Space www.protovision-online.com. Invaders, Matt Smith is for the show, as GameZone Live information, visit the website at working on a brand new is a massive consumer event, www.cgeuk.com. Spectrum game! with an estimated 100,000 people attending over the four-day event. Matt’s back! Speaking to Retro Gamer’s Hopefully it will be as successful Paul Drury at the recent as last year’s E3 show, in which Regular readers will remember Screenplay Festival, Matt guys from the CGE US show that we recently promised not to revealed: “I’ve started coding the staged a retro exhibition. keeping banging on about engine for a new Spectrum game, In other news, Chris has Matthew ‘Jet Set’ Smith. Well, and I’ve actually done a lot of the announced that several new that’s all about to go right out of artwork.” Fans immediately special guests will be attending the window as Matt has wanted to know if he was Keeping tabs on the show. In addition to those announced that he’s working referring to the long-rumoured Cronosoft already confirmed (Matthew on a new game. A new Miner Willy Meets the Taxman, Smith, Archer Maclean and Jeff Spectrum game! but Matt revealed that the Miner Cronosoft’s Simon Ullyatt has Willy character is now owned by made some subtle suggestions Advanced Mobile Solutions, so regarding a possible future game the intrepid explorer won’t be release. Apparently Simon has starring in the new game. But he found inspiration in an old Oric hinted that it may happen, if an programming manual he agreement could be reached with happened to be reading, and now the new publishers. a new Oric game is now in There will be a full report from development! the Screenplay Festival in next Due for release next though is month’s magazine. In the Platform Game Designer for the meantime, you can read a Spectrum by the prolific Jonathan transcript of Paul’s interview at Cauldwell. This package will come www.redkeyreddoor.com. in two forms, allowing users to develop either screen-by-screen Four-player fun games similar to or single-screen Manic Miner-style The C64 developer and games. Both versions are This year’s CGE UK will take place at publisher Protovision is putting expected to sell at £4.99 each, London’s Excel exhibition centre the finishing touches to its plus postage, with the prospect

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one of the finest currently available. You can download every issue from www.cwoodcock.co.uk/zxf, where you’ll also find contact details for Colin himself. In other news, Allan Bairstow’s Commodore Scene will be taking a break for 2005, again due to other commitments. Allan is to Atari 2600. The game, entitled A- produce a small newsletter for VCS-tec Challenge, is due out any Commodore fans who signs soon as part of a limited up, and insists that there will be production run, and you’ll be able a CS 2006. You can find out more to order your copy from www. information at www.commodore quernhorst.de/atari/ac.html. From scene.org.uk. the previews we’ve seen it certainly looks promising, and Retro revived of it being ported from the graphic and sound routines. we’ll hopefully review it in Retro Spectrum to other machines. Accompanying the book will be a Gamer once it’s finished. After two months of hard slog, the More news will be announced dedicated website where readers third issue of Retro Revival fanzine shortly at www.cronosoft.co.uk can download audio and visual Last ZXF… for a while is available for download from tutorials. Any finished games can www.retrorevival.co.uk. Issue 3 is Introducing Retro Soft then be uploaded to the site to Sad news for all Spectrum fans. the biggest issue to date, with 51 sell or trade if they so choose. It’s Issue 10 of Colin Woodcock’s pages and the introduction of Cronosoft, Protovision and other the first book of its type in over a excellent fanzine ZXF will be the several regular columns. Highlights retro publishers have been joined decade, and the current edition last for a while. We believe that include a Retrovision 5 report and by a new software label. Run by will support the 6502-based Apple other commitments have forced a feature on the Dreamcast Paul Andrews, Retro Soft has big II, Commodore 64 and Atari 8-bit Colin’s decision here, and would homebrew scene. Editor Simon is plans to launch new software machines, as well as Tandy’s TRS- like to wish him well and thank also considering the possibility of across many formats, including 80 and CoCo 2 him for his hard work in distributing future issues on CD- the C64, Amstrad CPC and PCW, The book is currently available producing what is undoubtedly ROM. Sounds interesting. Atari ST, Amiga and Spectrum. from Amazon and other good Although it’s still in its infancy, stockists from March 22. For more the site is up and running and information contact retrocode@ Paul is on the look out for hotmail.com. programmers who need an outlet for their developments. If you From Russia with love have something you’ve written and would like to see it released, Russian enthusiast Zhabin Alexei why not head over to the site at is developing yet another www.retro-soft.co.uk and get in Spectrum clone. The Spectrum is touch with Paul? one of the best-loved computers in Eastern Europe thanks to the mass of unofficial clones that sprung up throughout the 80s. This new machine, called the Pentagon 1024SL, is seen by many as a replacement for the Peter Plus Sprinter SP2000, a machine that has sadly been recently shelved. This new machine will have all Watch this space – new games of the advanced features that are soon to be announced from you’d expect from a Russian Retro Soft clone, as well as a near 100% backwards compatibility with the Programming by original machines and some other numbers clones (such as the Scorpion and the original Pentagon machines). Course Technology/Premier Press The website can be found at has launched its latest www.pentagon1024.narod.ru. publication, Retro Game Programming: Unleashed for the 2600 homebrew Masses. This book, part of Andre Lemothe’s bestselling Game All-round-nice-guy and 6502- Programming series, covers programmer Simon Quernhorst is everything from setting up vintage working away on a port of the computers through to advanced C64 game Aztec Challenge for the The latest issue of Retro Revival is available now

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Retrovision returned in February and Retro Gamer was all over itReport like that bad case of mumps that’s going around

he play’s the thing” successful than the last. This going to be the busiest day. presentation has become more “ said Hamlet. But he time, tickets sold out completely. Indeed, both Friday and Sunday professional. The additional was mad. And In a change to previous events, were laidback days, and Monday gaming areas meant that it was fictional. “We came Mark has taken a purely was so relaxed it didn’t even out with the Scalextric and LAN to play”T prefers Retrovision. organisational stance. He left the bother to turn up – it was network, and in with projectors For those of you who aren’t in supply, running and provision of cancelled because both and large-screen TVs. the know, Retrovision has equipment and games down to a RetroPassion and Console Passion With the room split across two become Britain’s premier retro number of other participants, had to leave on the Sunday levels, the main gaming area was game-playing event. Its mixture including Console Passion, evening. But there was plenty to downstairs. An Xbox and of informal atmosphere, wide UKRockers, PsychoRob’s Game fit in to three days – you do leave GameCube were aligned to a range of games and consoles, Zone and RetroPassion. He Retrovision needing a break massive projector that was and a get-your-dirty-hands- promised us the biggest event so to recover. generally used for playing Pro Evo directly-on-the-kit attitude have far, and it turned out to be 4 and various emulators all helped it expand to bursting exactly that. So, it’s clearly come Friday 11th throughout the weekend. Around point. Being held in pubs has a long way since it began, though it sat a fair amount of Atari tech probably helped too. not literally as it’s a mere 75 Arriving early on Friday meant provided by the folks at MyAtari, First thought up, then set up, Earth miles to the current venue there was a chance to try out which was used either to produce in an Oxfordshire pub basement in the George Hotel, Frome. most of the setup before the music during the course of the by Mark Rayson back in 2001 to Although originally planned as hordes descended, and to meet event or entertain passers-by. put his ever-growing collection of a four-day event, it was inevitable and greet friends from far and There were also two stand-up retro gear to good use, each that with the weekend and the wide. Since the last Retrovision MAME machines that could be event has been bigger and more planned concert, Saturday was things have expanded, and freely used, and a cocktail variant

Fancy one of these in your front room? This MAME Retrovision organiser Mark Rayson and wife Sarah cocktail cabinet was raffled off by Digital Arcade

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provided by Digital Arcade that getting plenty of play and the would later be raffled off. large projector on the ground Across the floor was a floor frequently burst forth with fantastic two-screen OutRun 2 beams of radiance from the Atari setup that seemed to be version of Colourspace, with the constantly in use (by the end of occasional delve into Gigawing the weekend everyone had been and Super Pipeline. It was, to say thoroughly soaked by the Magical the least, chock full of tech and Sound Shower). Alongside that next time they’re probably gonna was a , a PlayStation, an need a bigger venue. Xbox (which generally saw Come 7pm the first of the Geometry Wars play!) and several raffles started, though it quickly retro consoles. turned into mass hysteria when Upstairs: PsychoRob had a it appeared a lot of the tickets wealth of consoles connected to had been purchased by just two another projector; Console people. Mark found that he was Passion was running a bookcase almost unable to give away Jeff Minter and friend Giles enjoying two-player OutRun 2 of games for sale and a slew of copies of Blitz Basic to an consoles to play; and UKRockers audience in which everyone who trudged off to bed, while others we’ll have to wait and see provided another linked OutRun 2 could use it already had it. The invaded the local nightclub to precisely what it’s all about. experience together with a whole thing descended into continue partying. Dreamcast and PlayStation 2. lunacy within about two minutes. Sunday 13th and Street Things eventually wound up Saturday 12th Fighter II Collection were also after midnight and some people Sunday, as it turned out, ended Retrovision is an event at which up much like Friday. Things took old and new games stand side by on a laidback nature, with friendly >Listen to the band side, and recent favourites Mashed banter and random games of and Donkey Konga were strongly anything springing up. A Katamari Saturday evening’s concert was hosted in pseudo-impromptu fashion in evidence throughout the day. Damacy competition was by Ben Daglish. Its content was a number of well-known Stuck in Their relative simplicity and pick- organised at short notice (quickest D’Eighties tracks that were given a new acoustic angle more suited up-and-playability endeared them time to finish Make A Star 3 level) to the intimate setting. Mark ‘Madfiddler’ Knight was on his violin, to many attendees. That and the and there were about 15 Jon Hare was on the guitar and Chris Abbot was on percussion, while fact we all like shooting people in competitors. In the end, Mat Allen Ben was all over the place, constantly switching instruments in an retaliation for being knocked out, took that title as well. It’s a pity entertaining version of pass the parcel. Despite the lack of practise and deliberately trying to activate that it won’t get a European time, it still sounded absolutely fantastic and everyone present was the clap sensor on other peoples’ release as it truly was one of the either nodding or humming along, whilst watching the game footage bongo drums. games of last year. and animations from the projector. Ben commented at one point that Competitions were also held By Monday everyone was we were all geeks, that our heads were all at 30 degrees to the on a variety of games. These spent, so it was left to the stage watching the screen and that the band could have been four included: Sensible World of Soccer hardcore to say the goodbyes topless girls and we’d still have watched the games. At least ,we (Amiga), (VIC-20), Video and see everyone head for think it was Ben. We weren’t watching at the time. Olympics (Atari 2600, run by the home early. The set itself lasted about an hour and included Auf Wiedersehen GameBase64 team), OutRun 2 How did it go? Retrovision Monty, Paperboy, Deflektor, Way of the Exploding Fist and finished (Xbox) and Galaxian (MAME). continues to provide the excellent off with the crowd-pleasing Rasputin. Just when everyone was Aside from the OutRun 2 atmosphere of a free play arcade, thinking that would be it for the night, the band decided to come challenge, the rest were won by crossed with a ridiculously well- back out and just jam along to whatever music happened to be clear margins, with Ely retaining equipped mate’s games room. playing. In some ways, this was actually more impressive than the his SWOS title, and Mat Allen And it just keeps getting bigger concert had been. In the middle of it all, there was another scattered taking the Gridrunner and and better. Organiser Mark Rayson Magical Sound Shower, along with Oxygene 4 and Monty on the Galaxian titles. Cups were handed was certainly upbeat. Speaking to Run, a staple of their performances. out in ritual fashion to the him after the show he described winners, just before the more it as: “The most amazing successful draw for the cocktail weekend, it blew my mind.” MAME cabinet took place. Fairly positive, then. He’ll be Although tickets were £5 each, it organising another event shortly, attracted a lot of attention and with more changes planned to the desire. Needless to say, a similar format and the possibility of draw next time would prove expanding the successful musical equally popular. Hint, hint. element. A name change to Following the concert that Retrovision Fusion is also on the evening, and just when we cards. “It just kept getting better,” thought the surprises were over, he says, and we won’t argue Jeff Minter stepped up with a 20- with that. minute DVD featuring footage of his new post-Unity project. It looks To find out about the next like VLM but this is way ahead of Retrovision event, visit anything seen publicly before. This www.retrovision.org.uk. Thanks to The band from left to right: Mark ‘Madfiddler’ Knight, is something… more than that. But Mat Allen, Andrew Fisher and Jon Hare, Chris Abbot and Ben Daglish Jeff wasn’t answering questions so Andy Krouwel for this report.

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A good soundtrack can make or break a film, and the soundtrack album has always been a big seller. The same now applies to games, particularly Japanese titles, and to the remix scene. Neil Carr set up Music by Design, his own remix record label, in 2003. Andrew Fisher catches up with Neil to ask him about remixes, being a record producer, Atari ST music and his new album

ack in 1999, Neil C64Audio, imagines how the synth such as Bjorn Lynne, Chris teamed up with bands and composers of the Huelsbeck and Jim Cuomo. fellow musician/ 1980s would have tackled a C64 “We set up Music by Design remixer Markus remix. There are tunes in the style solely to distribute Remix64 Klein (LMan) to of Paul Hardcastle, Vangelis and volume 2,” said Neil. “Upon launchBwww.remix64.com. This Depeche Mode among others, and starting development of the site has now become the best all the tracks sound very website it soon became apparent place to discuss C64 remixes, to impressive. Volume 2, which came that with a little effort we could preview new tracks and to find out in December 2003 and is actually help bring retro, scene critical feedback on new projects. subtitled Into Eternity, is a deep and videogame music to the For beginners there are some listening experience. Emotional, public. After a quick evaluation useful tips, for experienced users orchestral and soaring tunes from during development of volume 2 there are links to valuable the talented remixers draw you in, we started to think we could do resources, and for everyone else and the whole album is tied more than just distribute one CD. I there are the Remix64 and Amiga together by the story in the CD wanted everyone to experience Remix charts, enabling you to find inlay. Sadly, there are no plans for what I had been experiencing for out what’s hot and what’s not. a third album in the series. some time. So, Music by Design From the website came the Since the release of Remix64 became a record label and a idea to produce an album of volume 2 Neil has signed licensing music store. It was our way of remixes, and there have since deals for Japanese soundtrack and supporting a much-misunderstood Neil Carr, pictured here with been two Remix64 albums. remix CDs, including albums from genre of music and an effort to one of his creations Volume 1, released in 2002 by respected computer musicians bring it out to the public.

The original Remix64 collection was published by Chris Abbot’s C64Audio, while the second volume was released on the Music by Design label

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FEATURE:PROFILE | MUSIC BY DESIGN

>Demo art Another interesting product in the current Music by >Top ST tunes Design catalogue is : The Art of Real- Time. This art book by Evenlake Studios follows the development of the computer demo, from the We asked Neil to pick his favourite crackers of the 1980s to the demo parties of the 1990s. It’s packed with screenshots and fascinating ST tunes, and here’s the five he came discussions on the history of the scene. up with... Children >Machinae Supremacy Jochen Hippel Retro bands, playing old tunes on live Actually, this isn’t a Hippel tune, it’s a cover of ’s piece instruments, are a rare breed. Machinae on the C64. It’s just a simple collection of children’s songs with a Supremacy are from Sweden and take it dance beat behind it. I always thought the ST remake by Hippel to the next level with their first album, sounded better than the C64 version. Deus Ex Machinae. Inspired by game soundtracks and aggressive guitar bands, Fairlight the album has deep philosophical lyrics and big guitar riffs. Every track is punctuated by retro sounds. The Bard The band have recently completed the soundtrack for a PC game This is very interesting, as it was probably the first ever remix (not called Jets ‘n’ Guns, a 2D horizontal shoot-em-up (you’ll find a demo of remake) of a C64 tune. There was an audio utility on the ST called the game on this month’s coverdisc). UK fans got to see them in 2002 Quartet, and a friend of mine who is a classically trained pianist at the third Back in Time Live event. Now Neil Carr is hoping to bring totally remixed the theme tune to Fairlight using Quartet’s unique them back to the UK for a gig in 2005. digital sound.

“We are now in our second “I was heavily involved in the Chambers of Shaolin year and we have increased our ST demo scene when I was in my range from a single CD to over 50 youth. As even the most die-hard Jochen Hippel products. We are always looking fan will recognise the Atari ST had This was the first tune I heard on an ST game that made me to increase our range of CDs, be an inferior sound chip to other think the sound chip wasn’t so bad after all. It’s a large that in-house productions or computers around. The interesting soundtrack fitting into the oriental style, and always reminds me brought-in productions. We are thing is that some of the melodies of . very busy developing many CDs at constructed by the musicians at the moment in-house and outside. this time were staggering despite Goldrunner “Running Music by Design has the weakness of the YM chip. The taken up more time than I could YM chip had square sound – to have possibly expected. It’s now most non-dedicated ears it This was the first ST game that I ever saw, at a friend’s house before become a full-time job. The day- sounded pretty awful – yet I actually owned an ST. I was so impressed I bought an ST soon to-day running is always a hidden in there were some after. It’s also a cover of a C64 tune (Human Race sub-tune 4). challenge, as you never know extraordinary melodies. The idea what to expect from one day to behind the Atari ST album was to Tetra Quest the next. We could be negotiating bring out the greatness of these deals with a band, making melodies in a modern studio Paul Shields licensing agreements with reconstructed atmosphere. For the life of me I can’t remember the game but the music is videogame companies, investing Basically, what these tunes staggering. A high energy piece that is one of the few tunes to do time in new ideas for the could have sounded like on credit to the YM chip without using any trickery like samples. It’s website, or producing our latest today’s technology. pure YM and better for it. We hope to have this on our Revival CD. in-house product. “We have a team of over 20 “Music by Design has come a people working on the CD, with long way in its first year – we’ve many musicians working on game actually surpassed our own scores for modern videogames, >Web resources expectations. In the future we while other musicians have earned wish to produce more products, high acclaim for their remixing double our catalogue and work. The album is due to be www.remix64.com continue our work developing the released in March/April 2005. What The starting place for anyone interested in remixing C64 and website magazine section that we we have done is taken on board Amiga music. launched recently. Our aim is to the criticism and praise from both make Music by Design an Remix64 volumes 1 and 2, and we www.c64audio.com experience rather than just a are confident that Revival ST will Another source of C64 and Amiga remix CDs. Web store.” be our best remix album yet.” So, with more new products to www.mbdrecords.com Revival ST promote and produce, and with Browse the online catalogue of CDs and read features/reviews and the promise of more music from interviews with key people. A new album, called Revival ST, is remixers including Glyn R Brown currently being put together. It’s and acts like Machinae Supremacy, www.machinaesupremacy.com an Atari ST remix album and is a Music By Design is building itself a The official site, with lots of tracks to download. project that is close to Neil’s heart. big audience e

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1UP HIGH SCORE THE STORIES BEHIND THE SCORES American Mark Robichek can proudly call himself the world’s best Frogger player. After all, his high score of 442,330 has never been beaten, despite being recorded over 20 years ago

owadays, playing videogame world record games is usually holders lived in those two something that’s states. The gauntlet was done at home in thrown down, and the two private, so it’s states agreed to challenge easyN to forget that in the heyday each other to see which could of the arcade, showboating your win the most games. I believe skills was a very public affair. there were 20 games involved Mark Robichek puts his in all. If any records happened monumental achievement in its to be set during that long historical context. weekend, all the better, as “Let me start out by telling Twin Galaxies (in Ottumwa, you what brought me to Phil’s Iowa) was keeping a close eye Family Fun Centre in the first on the competition. Before that place. You see, I had never weekend, I spent hours practising Mark Robichek, holder of the played there before, as this Frogger at my local arcade. officially-recognised Frogger Southern California location “The two host arcades world record was nearly eight hours (by car) made sure that the settings from my home in Northern were identical on the machines as the game had changed California. It turns out that a in each state. Before that speeds into an impossible battle had developed between clash, the Frogger world record setting. You see, the game California and North Carolina, was only in the 200,000 doesn’t really have levels. Every as a huge number of range. On the first day of the time you finish a round of getting competition, I posted a new 5 frogs home, the cars and logs world record of around change in speed and quantity, 280,000. On Saturday, my seemingly at random. Sometimes worthy opponent broke it would change to a timing that 300,000 for the first time. just would not allow the player to Finally, on the last day, 30 get a frog into the leftmost home. August 1982, I managed to pull Fortunately, the speed changed off that renowned 442,330. I again before all six of my frogs was so focused on the game disappeared, and I managed to that I really didn’t notice who push my score up to 442,330 was watching me. However, I with those last two frogs.” know that there were a combination of friends, fans Lucky break and arcade workers watching, and the crowd was growing as Mark acknowledges that there it became clear that my game was therefore an element of was turning into something good fortune involved in his special.” record-breaking win that day, That astounding game took but that should not undermine Mark exactly two hours and 59 the hours he put in beforehand minutes, and saw him clock an and the strategies he’d amazing 300,000 with his first developed. A key technique frog, which almost beat the was putting the first frog of just-set world record. each round into the leftmost Unfortunately, the nature of home. Mark explains that he Frogger means that things can did this because regardless of change quickly... the patterns of logs and “Disaster struck! I lost four Frogger’s hop ‘n’ dodge gameplay is timeless, with versions (official crocodiles in the water, the or otherwise) still appearing on consoles and computers frogs in less than four minutes, remaining positions were

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shocked that no one has Video and Pinball Tournament. >Family Tree managed to beat this score of Mark attended for the first time mine! I know that people have in June 2004, primarily as a Frogger was developed by been trying, and I even had a celebrity guest. “Even though Konami and distributed by younger player (Pat Laffaye) I’m no longer a threat to the Sega in 1981. The game was approach me at last year’s record books, I really enjoyed an immediate success in the Funspot tournament to the opportunity to meet people, arcades, but the real impact proclaim that he WAS GOING sign some autographs and play was felt at home where TO BEAT MY FROGGER SCORE! some of the classic arcade Parker Brother released Well, he did break 400,000 (for games that I hadn’t seen for versions for all of the popular his second time, I believe), but nearly two decades, like Crazy platforms. A home sequel, my 442,330 still reigns Climber, one of my all-time Frogger II: Threeedeep, supreme. With his favourite games.” appeared in 1984, but it determination and youthful Mark’s love of arcade games wasn’t until 1991 that an Well over 20 years on and exuberance, Pat will probably led to a career in and around arcade sequel appeared. challengers still haven’t beat my score eventually, but I the gaming industry, including Entitled Ribbit and again managed to wipe that smile off kinda hope not. My videogame the position of President of released by Sega, the follow- Mark’s face skills are no longer in peak Actual Entertainment, a small up was a two-player co- form, and there is absolutely game developer that produced operative game with updated always possible to reach. Other no way that I’d be able to Gubble and Gubble 2. The graphics. Since then, Frogger than that his winning formula compete with Pat (or other up- games have been described updates (including Frogger was primarily based on the and-comers) if they beat one as “like Pac-Man in 3D,” Beyond and the recent ability to keep a cool head. of my records today.” fitting considering classic Frogger’s Adventures) have “If the pattern and speed of games are so much a part of appeared on computers and the cars wasn’t to my liking, I Mark’s history. consoles, and now our froggy would return to the start to Celebrity worship “I believe games like Frogger friend is leaping onto the compose myself. I usually got appeal to all ages and genders. PlayStation Portable and the lady frog, but if getting her Funspot (www.funspotnh.com) While shoot-em-up, fighting and Nintendo DS handhelds. meant risking death or losing is a huge arcade in Weirs driving games may appeal more too much time, I didn’t bother. Beach, New Hampshire, to the younger male crowd, One thing you may find featuring an entire floor of there will always be people who amusing is that occasionally arcade games from the olden want something different, the lady frog would become days. For six years now, they something simple, something invisible. The only way you have hosted an annual Classic that’s just pure fun.” e could tell that you had encountered her was that your feet would turn purple, and the lady frog sound effect would play. At my videogame-playing peak, I got so in tune with the game, that I’d always know where to find her, even if she wasn’t visible.” And at his peak, Mark was certainly a force to be reckoned with. He still holds the world record for Moon Ribbit appeared in 1991, a Patrol (1,214,600) and is in the decade after the release of all-time top 10 of high scores the original for Pengo, Bagman and Bezerk. His status has resulted in a little fan worship from a new generation and also the inevitable challengers to his crown, and he accepts both with admirable modesty. Classic Game Tournaments take place every year at the Funspot “Frankly, I’m really quite arcade, but no one has managed to top Mark’s Frogger score... yet

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Welcome to another eclectic gathering of retro-gaming goodness, including the rarest of the rare and the most expensive ZX81 game to date

Spotted by reader Leigh Hills in last >Spotlight month’s Retro Gamer and most S definitely worthy of A ZX81 a mention is possibly the rarest game has gaming machine ever. recently The Atari Cosmos was going raised the to be the world’s first holographic price bar tabletop game. The games for the weren’t actually holograms but whilst the other two still contain That’s a strike alright – £2,000 well-loved standard red LEDs moving behind the original electronic for a rare Virtual Boy title system. a translucent green holographic components. The example The title in foreground. At certain specific currently on auction is one of the couple of major problems with question is a ZX81 compilation moments during a game, the empty shell prototypes. the Virtual Boy. Firstly, the release by CRL, Ten 1K hologram would alter to indicate ‘Rare’ (or should that be machine reportedly gave users a Games. CRL titles aren’t a change in the gameplay. ‘RARE!!’) is a word that is headache after prolonged play, usually known for high prices, The machine, in prototype bandied around on eBay like it’s and secondly, Nintendo didn’t but when two avid collectors form, made its debut at the 1981 going out of fashion. However, actively promote the system set about each other with a New York Toy Fair where it was the Cosmos is closer to extinct once it was released. With the rabid bidding finger and a generally well received, although than rare, and the price tag set impending introduction of the steely look in their eyes you critics argued that the holography by the Canadian seller reflects N64 console, Nintendo could see the title was going involved was more of a gimmick this all too well. To own one of concentrated all its efforts on to fetch more than a couple of than an actual gaming innovation. the five known prototypes you promoting that machine and the quid. With just a few minutes With this criticism ringing in its are currently going to have to Virtual Boy became the forgotten to go a frenzied bidding war ears, Atari decided to redesign pay £9,990. At the time of sibling of the family. It was pushed the final price up to the Cosmos. But executives were writing, over 20,000 people had released and discontinued within an amazing £80.89. We’ve sweating over the viability of the viewed the auction on eBay UK. It a year of its introduction. Once seen ZX80 titles raise prices machine, so the project was will be interesting to see if there the machine had ceased like this but a ZX81 game? suddenly halted short of its full are any actual takers. production and games purchases The last few months have production run. The project was had all but dried up, the few seen ZX81 titles becoming shelved and the majority of Virtual dream games that were released were more and more popular with equipment and components were limited to short production runs. prices creeping steadily binned. To date, only five Atari Sticking with the 3D gaming That sounds like ideal northward and may very well Cosmos machines are theme, let’s take a look at one of conditions for a collectible be something to keep an eye known to exist. Nintendo’s lesser-known spawning ground. on in the future. Three are just consoles, the Virtual Boy. So, it comes as no surprise The unlucky losing bidder the empty The Virtual Boy consisted of a that some of the later Virtual Boy was later victorious in another plastic console and a headset that releases are considered to be auction however. A Spectrum casings immersed you in the 3D games ultra rare. One such title, Virtual called HRH you were playing (at least that Bowling produced by Athena in by the small Liverpool-based was the idea). The headset 1995, popped up on eBay France company 8th Day Software, contained two small separate recently. A mint-condition, caught the interest of several screens giving you the 3D effect, cellophane-wrapped edition of individuals. And with good and this worked very well. Not at the game was snapped up by a reason, because 8th Day titles Only five in the all bad considering all Virtual Boy Japanese buyer for the immensely are notoriously hard to find, world, but will anyone stump up games ran in just two colours, impressive Buy-It-Now price of hence lucky winning bidder the £10,000 required to own this red and black. £2,000. Hope the buyer has Paul Hurd paying a right royal piece of gaming history? Unfortunately, there were a stocked up on paracetamol… e £53.90 for it.

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The

RetroHave your say... Send us your letters orForum head over to the forum and shout it out!

issues. By day I’m a freelance your readers will check out my and this set me thinking about technology reporter. I also get newsletter. The vintage computing an idea for an article that the some help from Christine Finn, hobby isn’t as large as the vintage staff or readers of Retro Gamer archaeologist and author of the gaming hobby, but it’s growing all might be interested in putting book Artifacts; Sellam Ismail, the time. together in the future. owner of the Vintage Computer Evan Koblentz, via email The feature would be about Festival; Erik Klein, who runs the music makers for retro hardware – site www.vintage-computer.com; RG: Thanks for your letter Evan. the software and gizmos that and Bill Loguidice, editor of We had a look at your website and various companies have tried to www.armchairarcade.com have already subscribed to your put on the market to bring out the The newsletter is free, newsletter. We’re always on the Bach in all of us. There were publishes every Monday(-ish) via lookout for more community questionable objects like that naff email, and currently has about 670 members wanting to support the subscribers. The website (http:// retro scene, both for games and news.computercollector.com) is classic hardware. We’d recommend Vintage news purely to support the email a visit to the website to anyone publication and its design is who’s looking for some in-depth Hello from New Jersey, USA. I’m the intentionally primitive. information of vintage systems and editor of Computer Collector Anyway, I will continue to read their availability, along with some Newsletter and recently learned of your magazine, and I hope you and general news, product reviews and Retro Gamer. It looks good and it’s articles. We’re glad you like RG, it’s exciting to see the magazine sold always good to hear from fans in local Barnes & Noble stores. across the pond. About my newsletter: it was founded just over a year ago by Retro musicians Michael Nadeau, who is a former editor of Byte magazine. Mike is Recently a film has been released basically hands-off, and I edit, about Robert Moog, the primary publish and write most of the force behind Moog Synthesizers, http://from.the.web.forum Last month we asked forum visitors what their dream TV console would be and the games they’d like to see running on it. Here are some of your suggestions…

ID: keyboard into, or a keyboard with machine. It won’t allow its own the required circuitry built-in. This stuff to be emulated, so why not How about a plugs-into-the-TV shouldn’t be very expensive or make a bit of money out of the thingy for adventure games. No difficult to do. I would like to see old games. Let’s put all the honest, it isn’t that stupid an a best of Level 9, and Simulators on there, plus all the idea. There is a massive text- Scott Adams adventures etc. adventures that it was famous based adventure games for… Dizzy, Seymour, etc. community still thriving through ID: the Net and some very good ID: ‘retro’ adventure games out there. I know I’ve mentioned this on the Perhaps this could be a simple forum before but… what about a I would like to see a genuine NES box that you plug a USB Codemasters ‘early years’ one. There are about 100 rip-off

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feux-piano overlay thingy that search for a specific programming hard work with our own. And it Commodore released, which fitted listing. I’m almost certain that the would give us ideas about what we CONTACT US over the old original style CBM64 listing in question was in Your want to pursue for our own casing, and the Music Studio from Spectrum (or Your Sinclair), maybe collections and inspire us so that Rainbird that played awful even Crash. The program, when we don’t feel bad about spending email: squeeky-boink renditions of “You finished, turned your Speccy into all our money on videogames. are My Sunshine” on various 8-bit disco lights. All you did was play John Leckert, via email feedback@ platforms. Now admit it, we all music on your tape deck with the retrogamer.net tried them, gave up and went back lead in the mic socket. The affect RG: We always like to hear about to playing or some was really cool, and I’d like to our readers’ retro collections as it other more useful waste of our reproduce it. If only I could find not only lets people see what others snailmail: childhood. that listing. Please help. have got, but it also shows just how Retro Gamer George Johnson, via email Tony Steeden, via email popular the retro scene is and how Live Publishing collectable old games and systems Europa House RG: That sounds very much like Jeff have become. Who knows, we may Adlington Park Minter’s Psychedelia, which we look into this in the future. We Macclesfield believe was originally published as a might even see the same collectors type-in magazine listing before being on Antiques Roadshow one day! SK10 4NP updated and released as a full-price title. You’ll find it on our issue 12 VideoPac RG: We do indeed remember the coverdisc. If that’s not the one then Phillips VideoPac G7000, which maybe one of our readers can help. Just to say what a great magazine! arrived in 1978. Surprisingly I read it from cover to cover every though, we haven’t received any Readers’ month. I was wondering if you letters from readers showing an collections have any plans to do a feature on interest in the console’s inclusion the G7000? The machine in the magazine – until now. I am a collector from the United has quite a following, especially in So, if anyone else would like States and I have to say that I love Europe. This is what started me off us to include this cult system in your magazine. Everything is before the ZX81/Spectrum. Retro Gamer, please drop us RG: That’s not a bad idea because always well written and accurate. Rob, via email a line. it’s an area of retro computing that Here in the States, we have a many people will remember. We rather poor magazine called Tips certainly recall the appearance of and Tricks. Despite being odd gadgets that attempted to inaccurate and biased, it does have infuse the home computer market a section called ‘Collector’s Corner’ with extra ‘content’, many of which in which it mentions a couple of died a death very quickly. Who items that casual gamers probably could forget Wham! Music Box on don’t know about. In it, it has the good old Spectrum? something called ‘Room of Doom’ in which it showcases a reader’s Lost listings videogame collection. I don’t know about you, but I think a similar I’m hoping that one of your many showcase of a reader’s collection readers can help me with my would be a rather nice addition to problem. I’m a big Spectrum fan your magazine. It would let us all and I have been unlucky in my compare and contrast one person’s

NES emulators stuck inside N64 jumping etc. It could have Track buttons all the time! Just make style controllers, but Nintendo & Field, Daley Thompson’s sure it’s button based like the still hasn’t released one. I’m sure Decathlon, Hyper Sports (The original Track & Field arcade all the bits would fit inside a MSX also had Hyper Sports II machine not a joystick, as we all proper NES controller too, even and III) and Combat School to know how many Quickshots the 2xAA batteries. name a few. Plus it would those sorts of games killed make you fit hitting all those back then. ID: ID: How about a little box with a mouse coming from it, and inside the box I would like to see something there’s every LucasArts point-and- along the lines of a TV system click adventure from years ago, reproducing a whole series of such as , Monkey games from multiple systems. Island, Full Throttle, etc. You could Resident Evil TV, with the whole do the same with Revolution ID: series on one joypad would be software. A Thalamus joystick one. There could also be a would be great too, with games What could be quite different is version for the likes of Tomb like Summer Camp, Winter Camp, a Track & Field type console. Raider and maybe even a racing Delta, Armalyte, Creatures, Two buttons on the left for version with the WipEout series. Creatures II and Snare. running, one on the right for Obviously it would need a save

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it was a nightmare with those attempted. I doubt they would remember but his masterful The good old days dreadful analog joysticks. I then have even made it to the door, creations were the finest blast that moved onto the Atari VCS (real and let’s face it, people just didn’t pocket money could buy. Period. Remember the good old days Space Invaders at last) and even think about doing such Towards the middle of the 80s, when the arcade thrived and through the early 80s micro crooked things back then! I had this preposterous dream that pockets full of 10 pence coins only revolution (usually Commodore). The home arcade clones one day we would be playing had one use? In those days, it was The quest to play all those were a joy to play, with a little games where we could literally all about mastering a game and awesome arcade games in the imagination filling in the necessary appear as a character in a film like putting in a good enough comfort of your own bedroom was technical deficiencies, but they James Bond and interactively play performance to enter your name through the story. Fast forward to on the high-score table, hoping it the present day, and we are would remain immortal as due virtually at the point where this payment for all the time and unlikely dream has pretty much money invested. Unfortunately, become a reality. unless you were truly expert at a But am I ecstatic that we have particular game it would only be a made it? In a word, no. I am now matter of time before your finding the games we play today momentous achievement was are graphically stupendous, usurped, or the insensitive arcade aurally inspired and technically owner decided the machine had to accomplished but they just do not be powered off and on again. Did have any charm. What was once you notice how these disciples of just an unlikely nirvana has the devil never actually powered turned into a bit of a nightmare the cabs while anyone was as the scripted nature of games around? Too chicken I reckon! today have little or no replay These were great times that made value and, in my opinion, have English seaside holidays bearable limited appeal. In fact, the only – they were a worthy escape from just too enticing to resist. were always a step behind their genre that I find more pleasing the mundane reality of pebble The Atari VCS was a magical bigger brothers. Continual visits to today than of times gone by is beaches, fish and chips and piece of electrickery and I fondly the arcade were mandatory in that of the racing game. Pole endless rainy days. recall queuing for ages in my order to keep abreast of new Position, Monaco GP et al. just I used to ponder how great it nearest Woolworths to get a quick developments, hoping that one cannot match today’s wonders, would be to have one or more of blast on Space Invaders when it day the home experience would but OutRun still remains a firm my favourite arcade cabinets at was first released. There were no be on an even keel with the arcade. favourite. I very much doubt that home. However, apart from being gaming pods in those days, so the Although my personal preference many games of today will stand prohibitively expensive, they were machine was just perched on a was for arcade games, it would be the test of time as such classics also huge, heavy and totally stack of Ingersol console boxes naive of me not to give a well- like Space Invaders, Defender etc, impractical, as well as a complete without a security person to be deserved mention to all those even when they are eventually non-starter with the parents. And seen for miles. Anyone could take totally original games created by considered retro. The older arcade so my interest in home the machine, controllers or the bedroom programmers of the games have a certain something videogaming commenced and the cartridge and just walk off with era. My parents still haven’t that just keeps me coming back. closer the game was to its arcade them into the sunset, but they forgiven me for keeping them They were, and still are, just so counterpart, the better. I dabbled knew it was a risky proposition awake till the early hours playing damn playable, addictive, in the home Pong derivatives with the line of queuing kids likely Hover Bovver at full volume on my challenging and above all fun. So, before acquiring a Prinztronic to string them up on the portable TV. The Yak got me in even though I expect that I will console with Invaders (wow!), but bandstand by their genitals if trouble more times than I can always keep up with the Jones’ by

feature and might be slightly more expensive than normal, but the possibilities are endless as gaming becomes more franchise driven.

ID:

Well, I would love a SNES handheld, like the Radica Megadrive, and it would include F-Zero, Super Mario World, Mario Kart, Donkey Kong Country and Super Star Wars. It would also be similar to the Radica with a mini console and a SNES joypad. Well, we can live in hope can’t we? Monkey Island collection along ID: with Sam and Max, Day Of The Tentacle, The Dig, Full Throttle… I would love to see the LucasArts and throw in Grim Fandango for point-and-click adventures – the good measure.

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After all bigger is better I thought. cold drink in hell. It was like that When it came I was truly in awe – for about a year. Then, on a trip to the sleek lines, the silver strip, the America, I bought the 2600 controllers with more buttons than adaptor, on a hope and prayer that I had fingers. I was set to be the it would work – and it did! Beyond envy of my ‘Woody’ friends. I was all logic my 5200 was up and in gaming heaven. Well, at least for running, albeit, playing 2600 about three weeks. games, and not before a bit of Alas, one night as I was playing switch fiddling around the back of Want to grab yourself a quality piece of retro- Tennis, my beloved 5200 suddenly the console too. The machine now gaming merchandise? Each month we’ll select our presented me with a screen full of looked like a Star Destroyer with favourite letter – one that makes us smile or think static. The technological marvel had the adaptor sticking out of it but at – and the winner can select one of our given up the ghost. I tried all least I was gaming again. retro-themed t-shirts for free… manner of button presses/cartridge So you see, I never got to manipulation. Nothing worked. experience the ‘wonderful’ 360- than they did at mine – after all, I Sometimes I stared so hard at the degree analog joystick or the Atari Destroyer don’t think I would have gotten static I’m sure I could make out a ‘lifelike’ games. But your article has I thoroughly enjoyed last month’s anywhere with them by explaining game screen in there. So there I now made up for my missing article on the . It brought the virtues of poking and peeking. had it, the latest console sitting nostalgia. I still wonder what went back so many memories, sadly, not Nah, they wouldn’t understand beside my TV, about as useful as wrong with it. It seemed like a of gaming bliss but of what could it… heck, I didn’t even understand great console with many innovative have been. Allow me to explain. it! While they waggled the night features in its time. Pity I didn’t get I moved to Jamaica with my away with their joysticks, I made to fully enjoy it. parents when I was eight years do with playing Sniper on my David Lee, via email old. My father had brought over a membrane keyboard and boy, was I spanking new ZX81 and I did have jealous! But that was all about RG: That’s a great story David. The a dabble on it for a while, but the to change. 5200 certainly wasn’t cheap, so monochrome display didn’t exactly My dad took pity on me and those three weeks of glorious inspire me. Well, not as much as decided to get me an Atari. Ahhh, ‘next-gen’ gaming came at a fair my friends’ Atari 2600s. I spent my chance to get one up on my price. Have a T-shirt on the house more days at my friends’ houses friends. I wanted an Atari 5200! to make up for the loss!

playing the latest blockbusters, of the rainbow only to find that on their thanks for a well-overdue have had real-time bump mapping for me they will never be a upon closer inspection it has and professional retro games or polygonal pixel shading flange substitute for or attain the same turned out to be chocolate coins publication. Keep up the good work levers, they still ooze charm and respect as the originals of with gold foil wrapping. Thank and all the best for the future. originality. This is something that yesteryear. heavens for the retro revolution as Tony Redpath, via email is rapidly being lost with today’s So the moral of my story is the real nirvana for me is that I play-it-safe market, which is a that in my honest opinion, can now have thousands of those RG: It’s true that we all love to shame. New ideas are few and far progression and technical favourite old arcade cabinets at play games, and here at Retro between, and simply cloning a advancement do not necessarily home courtesy of MAME. Gamer we play new games as winning formula is an instant hit generate a more satisfying playing Good to see you guys at CGE much as anyone else. But it’s the with the corporate money men. experience. I feel like I have just UK last year, I’m sure you probably classic games that really inspire Ah well, at least we still have reached the pot of gold at the end had more than a few people pass us, and while old games may not our classics.

ID: that included Gradius, Contra 3, 1) Llamatron: even after 15 years Tetris, was one of my favourites ISS deluxe and a Legend of the it still retains a huge amount of in my ST days. A superb, but I could name a few, but the one I Mystical Ninja game, although playability and return value. It almost forgotten gem of a game. would like to see would be for that last one probably wouldn’t starts off slowly and the C64. Even then you could be possible due to the need for just sucks you in for have a few different ones. For battery back up. hours on end. example, you could have the best platform games, including games ID: 2) Xenon: this was like , Thing on overshadowed by a Spring, Trollie Wallie and Gunstar Heroes. Just Gunstar Xenon 2 but the ability Ghosts ‘n’ Goblins. Or even better, Heroes. to swap between crafts a shoot-em-up collection and the sheer including games like Delta, ID: playability makes it a Wizball, Zynaps, Paradroid etc. I shining example of a for one would go out and buy Having seen console back shoot-em-up. these as they would be great for catalogues raided I would half an hour in front of the TV probably go for something 3) Pipemania: no slightly different – an Atari ST TV compilation is ID: game. My personal choices for complete without a the three top games to be puzzle game and this I would love Konami to make one included would be: one, along with

q 105 q RETRO14 Coverdisc:RETRO14 Coverdisc 15/9/06 15:16 Page 106 RetroCoverdisc We’re particularly proud to include The Ur-Quan Masters on this month’s coverdisc. This PC/Mac port of Star Control 2 is a full, unlimited game that offers literally hours of deep, rewarding gameplay. Taking control of a powerful

star ship, you can Put the coverdisc in your CD/DVD drive and it To install and run The Ur-Quan Masters, first step should start automatically. If not, select Run step click the Install button. You’ll be prompted to explore over 3,000 from the Start menu and enter D:\browser.exe specify a folder in which to extract the files. planets and make (assuming D: is the letter of your CD/DVD Click the Browse button and choose a location 1 drive). When the browser appears, click OK to 2 (we recommend you select your Windows contact with 18 accept the declaration. Desktop). Click the Unzip button to continue. different alien races. There’s also a twisting plot to unravel, and the game features full speech and music throughout. It really is one of the finest space exploration games ever made

You’ll now have to wait for the files to be There are a number of additional PC retro step extracted and copied across. Depending on the step games on the coverdisc and these can be speed of you PC this may take up to a minute, accessed in the usual manner. Some of the so please be patient. When the process is games are stored in .zip files, so you might 3 complete, open the folder and double-click 4 need to use an archive manager like WinZip, uqm.exe to launch The Ur-Quan Masters. which is under the Utilities browser tab.

Coverdisc helpline Problem solving 01625 855051 If you’re having a problem with a particular program on our coverdisc, please [email protected] view the help file in the program for assistance. You might also consider (Monday-Friday 10am-4pm) visiting the website of the program author for further help. Otherwise, email [email protected]. Helpline for coverdisc problems only If you are having problems with the CD, first check that it is not dirty or scratched. CDs can be cleaned by holding them under the cold water tap and DISCLAIMER

gently rubbing the silver side with a tissue. Dry it carefully with another tissue. Some of the programs on the Retro Gamer disc interact with your PC on a If the disc still doesn’t work, then it may be faulty. Faulty discs should be fundamental level. We strongly advise you back up your personal data before using the disc. Due to the way the Retro Gamer disc is compiled, Retro Gamer, Live returned to Retro Gamer, Live Publishing International Ltd, Europa House, Publishing International Limited and/or any associated company and/or individual cannot take responsibility for damage to your PC or otherwise arising from use of the Adlington Park, Macclesfield, Cheshire, UK, SK10 4NP. We will replace all coverdisc. You use the programs on the disc at your own risk. genuinely faulty discs.

q 106 q RETRO14 Coverdisc:RETRO14 Coverdisc 15/9/06 15:16 Page 107

REGULAR | COVERDISC The Ur-Quan Masters It’s a dangerous universe out there, so before you venture boldly forth prepare yourself with our guide to getting your space wings Keyboard controls General game controls Planet exploration controls F1 Pause game Up/Enter Thrust F10 Exit game Left/Right Steer F12 Emergency exit Right Shift Fire stun bolt The story so far Escape Leave planet surface Menu controls Arrow keys Scroll through selections Conversation controls For the past decade, Earth and the rest of the Alliance of Free Stars has Enter Make selection Up/Down Scroll through fought the Ur-Quan and its mighty Hierarchy of Battle Thralls. During Space Up one level selections the course of the war, the Earthlings discovered a world once inhabited Left/Right Rewind/forward by the Precursors, an impossibly advanced alien race that disappeared Space flight controls Enter Make selection tens of thousands of years ago. This colony – Unzervalt (aka Vela I) – Up/Enter Thrust Space Skip, show/hide lost all contact with Earth shortly after. Left/Right Steer summary You are Captain Zelnick, a human born on Unzervalt who possesses Space Access main menu remarkable knowledge of Precursor technology. You were the one who Melee controls (player 1) worked out how to activate a mysterious Precursor installation, Space combat controls E Thrust discovering that it was in fact a huge facility for building star ships. Up/Enter Thrust S/F Steer Unfortunately, Unzervalt is an almost barren world, devoid of useful Left/Right Steer Q Fire primary weapon resources, and there weren’t enough materials available to construct Right Shift Fire primary weapon A Fire secondary an entire vessel, so a large but only partially complete ship Right Ctrl Fire secondary weapon weapon was constructed. Escape Emergency warp escape Your task is to command this huge craft – the Vindicator – and Melee controls (player 2) return to Earth to tell them of the abandoned colony and the advanced Star map controls Up/Enter Thrust technologies you’ve discovered. But you will soon discover that Earth is Arrow keys Move the crosshair Left/Right Steer a very different planet from the paradise it once was, and the Ur-Quan Enter Select destination Right Shift Fire primary are now in control of humanity… Space Access main menu weapon Keypad + Zoom in Right Ctrl Fire secondary Getting started guide Keypad – Zoom out weapon

You begin in the Sol system (that’s our solar system in case you didn’t When you reach Mercury, perform a mineral scan to pick up the location step know). Your first port of call should be Earth, although it’s not as you step of any deposits and then select your lander. Pick a landing spot next to remembered it. An Ur-Quan probe will give you a warning, but ignore it some minerals and head down. Avoiding the flames and quakes, grab as 1 and proceed to the starbase. After talking to the commander, agree to 2 much as the lander can carry and head back to the ship. Repeat until help and head to Mercury. you have plenty of Uranium.

q 107 q RETRO14 Coverdisc:RETRO14 Coverdisc 15/9/06 15:16 Page 108

Head back to the starbase. Offload the radioactive supplies and they’ll fix When you arrive at the base an Ilwrath Avenger will intercept you. step the station. When you ask the commander to join you he’ll ask you to step You can try talking to it, but it won’t do any good. When you inevitably eliminate an enemy moon base. So, head to the moon and scan it. enter battle, select the Earthling Cruiser. Immediately fire off a couple 3 Locate the base and use the lander to visit it. It’s deserted, so go and 4 of missiles at the attacker. You’ll now have your own starbase to inform the starbase commander. operate from.

Now that you’ve got a base of operations you can outfit your flagship. To You can also build new ships in the starbase. Select the Shipyard step do this, go to the Outfit Starship menu and install more pods and step option from the menu and the above screen will appear. Here you thrusters. You can also buy more planet landers if you wish. Don’t forget can re-crew your fleet, including the flagship, and build a new 5 to refuel while you’re here too. It’s a good idea to add another fuel pod 6 craft if you wish. This costs RUs though, so make sure you and possibly another couple of thrusters. spend carefully.

An important task in your quest is to meet and greet new allies, and OK, now you’ve got your ship outfitted, a starbase to operate from and a step you can meet your first on Pluto. Head to Pluto and scan the planet. step new ally, you can set out into the wide black yonder of the galaxy. Head Locate the biological reading and land there. Now talk to the Spathi out of the solar system and into hyperspace. From here you can fly to 7 captain until he agrees to join your crew (obviously, don’t opt to attack 8 other systems (white specs on the radar) or you can use the galaxy him though). map to set auto pilot.

For more information, refer to the playing manual included on the coverdisc or visit The Ur-Quan Masters homepage at http://sc2.sourceforge.net

q 108 q RETRO14 Classifieds:RETRO14 Classifieds 15/9/06 14:47 Page 110 Retro Looking for that elusive piece of retro goodness? Got a cupboard full of treasures to sell? Retro Mart is here to help

Atari for sale plus £1 insured p&p. EmailMart for [email protected] Images from classic video games! photo/details – or telephone 01255 677190 – Please contact Jacqueline Egan. Atari 6 Switch Woody Console – [email protected] Phone +001 843-412-8893 (US) or Original controller and paddles NEO-GEO Pocket game Sonic visit www.videogamesprites.net with three top games. £60. Call Strider for Mega Drive – Japanese Adventure – New game in plastic Adam on 01430 422954 version, boxed with instructions, case £15 including post. Other www.binarymemories.co.uk – pretty good condition. £6 plus £1 titles also available, please email Retro computer gaming stuff for I program new games – Titles for insured p&p. Email for [email protected] sale or auction. Come and have the Atari VCS 2600. Trade or buy photo/details – a look! Mental Kombat from [email protected] Loved Dizzy? – Then Dizzy: This Is www.quernhorst.de/atari Your Life could be perfect. The Others wanted Sega Saturn – Memory/import and 68-page book is just £4.99 with Commodore wanted cheat cart. Imports adapter and 75p going to the RNIB. Email Looking for Retro Gamer memory cart all in one. £25 with [email protected] for magazine – Issues 1 to 8 (with Dungeon Master and Captive – postage. Paypal welcome. Also, more info. coverdiscs) in good condition. For Commodore Amiga 500. Dreamcast import disc £20 with Willing to pay up to £8 per issue. Please ring Kenny on free postage. Call 01255 677190 Retro magazines for sale – ACE, Call Adam on 07731301086 0778 7151731 Edge, Amstrad Action, The Games Sega wanted Machine etc. Some rare first issues. Artists Wanted – We would like Sinclair for sale Open to offers! Call 01915 840437 to hear from visual artists who Sega Games – Streets of Rage 3, have produced work that has Spectrum software compilations – Super Hang On and GP 96. Must Alien Crossfire (includes Alpha been influenced by arcade and The Gold Collection volumes 1 & be in good condition. Willing to Centauri) for PC – Old but still computer games. For further 2 (twelve games, four cassettes) pay good money. Please call good! UK version, boxed with information please contact: £15 o.n.o. Phone 07742895287 07814 775468 after 6pm manuals/chart, good condition. owen.hurcombe@ £20 + £2 insured p&p. Email for staffordshire.gov.uk. Sega for sale Looking for a boxed Mega-CD – photo/details – Phone: 01785278345 Preferably with a copy of Sonic [email protected] Megadrive Official Plug & Play – CD. Must be in good working Disk Version of Short Circuit – Six games, including Sonic, order. Call Laurie on Retro Gamer issues 1-4 – With Developed by Ocean, Amstrad Altered Beast, Golden Axe, Flicky, 0141 556 3084 discs, condition as new. Will sell version. Complete copy preferred. Kid Chameleon and Dr Robotnik’s issues separately. Offers to Will pay £20 upwards, depending Mean Bean Machine. £20 o.n.o Nintendo for sale [email protected] or phone on condition. Call Glen on Phone 0117 9144078 07944 739743 0191 5671627 11 Nintendo Game and Watches – Sega Games for Sale – All Various titles from a private Dragon 32 game – Cruising by Retro Gaming Clubs consoles covered with 100s of collection. All unboxed and Sunshine Software. Unable to test titles, all in boxes and complete. excellent condition. £20 each, or game as I no longer own a JAMMA+ Forums – For lovers of Consoles also available, many the lot for £200. Please call Dragon. Offers welcome. Phone old retro arcade machines of the boxed in good condition. Private 0772 9593255 07956622976 80s and 90s. Come and join us at collector, moving house. Please www.jammaplus.com/forum. call 07814 775463 after 6pm Other for sale Loads of cool 70s and 80s replica merchandise for sale – Funky t- Come and check out MAME Maze Hunter 3-D for Master NEO-GEO Pocket game shirts, mouse mats, mugs, and cabinet building – Find all things System – UK version, boxed and – New game in plastic case. £15 more. email me for list – Retro at www.digitalarcade.co.uk. in pretty good condition. £2.50 including post. Please email [email protected] Site forum currently recruiting!

To advertise on this page, fill out the online form at www.retrogamer.net

q 110 q RETRO14 Endgame:RETRO14 Endgame 15/9/06 15:12 Page 114 >>>Endgame<<<

The whole mansion is about to blow and Chris is still scrapping with the Tyrant. Luckily,the helicopter pilot throws our hero a rocket launcher

Chris takes aim and fires a missile-shaped can of whoop-ass at the Tyrant. He then escapes in the chopper before the whole place erupts

As they take to the skies, Chris and Jill decide to get cosy in what could be the most unconvincing helicopter set ever produced

This month we relate the And because he’s such a goddamn hero, Chris even managed to rescue Rebecca Chambers from the house of horrors amateur dramatics that greet gamers who finish Capcom’s Resident Evil. There are several alternative conclusions to the game – here we look at Chris Redfield’s best ending With the Tyrant laid to rest, our fearless threesome head off into the sunset. Who knows, maybe we’ll see them again soon… q 114 q