A RESET MAGAZINE STAFF Production No. 07,# 06July 2015 $6

Zzap!64Zzap!64 CELEBRATING 30 YEARS ELITEELITE STILL FLYING HIGH

Reset... #07 The magazine for the casual user.

Editorial/Credits Unkle K Page 3

C64 Elite Anthony Olver Page 4

Reset Mix-i-disk Reset Page 10

Pixel Pix - An Insight Simon Quernhorst Page 11

News Reset Page 12

Games Scene Reset Page 14

Coming Soon! Reset Page 18

High Scoring Heroes The Scorelord Page 19

Let There Be Zzap! Merman Page 20

Memories of Zzap! Professor Brian Strain Page 24

Game Review - Ghosts ’n Goblins Arcade Ant, Gazunta Page 32

Blast From The Past - A Zzap! Retrospective Ausretrogamer Page 34

Game Review - Jam It Rob, Unkle K Page 40

Zzap! Back Mayhem Page 42

Reset Rewind - Pastfinder Rob Page 48

Game Review - Trance Sector Ultimate Rob, Roy Page 52

That was the Game That Wasn’t Part 2 Frank Gasking Page 54

Format Wars - Thing on a Spring Last Chance Page 60

Reset Mini-bytes! Reset Page 66

How We Brought Zzap Back PaulEMoz Page 68

The Missing Medals Roberto Dillon Page 76

Reset Q&A Reset Page 79

Lloyd Mangram’s Mailbag Lloyd Mangram Page 80

Final Thoughts Unkle K Page 82

Blow The Cartridge - Pastfinder Gazunta Page 83

Issue #07, July 2015 Page 3

Hello old friend!

It’s hard to believe that a computer One thing that really set Zzap apart was the magazine could have such a positive effect, enthusiasm of its writers, particularly in not only on its readership, but on the the early days. They had a passion for the industry as a whole. Zzap!64’s lasting C64 and gaming, and this was most certainly legacy and influence on gaming magazines reflected in the writing. Chris Anderson’s (both print and online) is a true testament decision to hire school kids with a passion to its greatness. But what was it that made for computer games (and an obvious talent Zzap so good? for writing) as staff writers was inspired and set the tone for many years thereafter. When Zzap!64 was first released, there was nothing quite like it. It was friendly, I am very proud to be able to help quirky and humorous, as well as having its acknowledge and celebrate the 30th very own, unique style (not to mention those anniversary of Zzap No.1 in Reset. It is iconic Oli Frey covers and of course, the also a reminder of how long it has actually megatapes!). I have said this before, but been, how far we have come and how things reading Zzap each month was like hearing have changed since the infancy of computer from an old friend. It was supposed to be gaming. It has been great to hear from some like that. of the ex-Zzap staff and read about how fondly they remember their time working at Over its nine year run (nearly!), the the greatest computer magazine ever. magazine’s staff and content fluctuated, but it’s probably this very reason that it I sincerely hope that you have as much fun managed to hang on for so long! With each reading the issue as we did making it. Oh, new era the magazine entered, it changed to and I haven’t even mentioned Elite yet! Oh reflect its readership and the Commodore well. gaming market as a whole. For long time Sincerely, readers this may have been off-putting, particularly near the end of its run, but it Unkle K was necessary for it to remain viable.

Credits:

Reset Magazine Staff: Kevin Tilley (Unkle K) - Editor, Staff Writer, Design Paul Morrison (PaulEMoz) - Staff Writer Anthony Stiller (Ant) - Staff Writer, art Cameron Davis (Gazunta) - Staff Writer, art Alex Boz (Ausretrogamer) - Staff Writer Rob Caporetto (Hellfire 64) - Staff Writer Andrew Fisher (Merman) - Staff Writer Shane Wood (Zap) - Webmaster

Contributors: Frank Gasking (Enigma), Roy Fielding (Roysterini), Jari Karjalainen (Last Chance), Mat Allen (Mayhem), Roberto Dillon, Professor Brian Strain, Anthony Olver (Elite Archives), Lloyd Mangram, Paul Sumner, Jason McKenzie (Kenz), Raj Singh, Simon Quernhorst (Goat), The Scorelord

Special thanks to the participating Zzap’ers: Roger Kean, Sean Masterson, Steve Jarratt, Gordon Houghton, Paul Glancey, Paul Rand, Phil King, Ian Osborne

Special thanks to the Reset Mix-i-disk contributors: Richard Bayliss (TND), Anthony Stiller (Ant), Simon Quernhorst (Goat), Ernst Neubeck (inc-x), the Darkness team and everyone else involved in the various productions.

Front cover art and design by Anthony Stiller. Back cover art by Oliver Frey.

Some screenshots, graphics and clipart © various sources on the internet. If you require an image to be removed please contact [email protected] Visit the Reset Magazine homepage at http://reset.cbm8bit.com/ Visit Reset Magazine on Facebook at https://www.facebook.com/ResetC64Magazine Find Reset Magazine Staff at the CSDB Follow us on Twitter: @ResetC64

All text remains the © of the author. Reset is a non-profit, free publication. We print Reset with best results in A5 with a 180gsm glossy cover. Produced 2015 © Reset…

Issue #07, July 2015 Page 4 C64 Elite...

Elite is one of the most iconic and recognisable computer games of the 1980’s. The C64 version was an instant hit, receiving high praise from the gaming press and has become a classic in its own right. 30 years on, Elite is still played today and the fourth game in the series, Elite Dangerous, was only released at the very end of 2014. Elite fanatic and owner of The Elite Archives, Anthony Olver, tells us all we need to know about the classic space trader on our beloved breadbin. Over to you Anthony!

MEMORIES sure all his chores were done. An early Christmas It was only a 20 minute present, he had suggested. journey home in the car, yet it seemed like an eternity. When they arrived home, he The twelve year old boy rushed to help get the wished he didn’t have to groceries inside and packed leave his newfound prize in away. He then set up the the boot of the car with the Commodore 64 on the kitchen rest of his parent’s table, with cables reaching shopping, but his father had across to the television and said that he had to wait power socket. He carefully until he arrived home before took ELITE out of its bag. he could open it. The box was bulging and as he tore the plastic away the lid The boy’s mind wandered back lifted slightly as the to the collection of games in pressure holding the contents the computer shop, and how inside eased. He removed the one game stood out from all lid and laid out the contents of the others. He had already across the kitchen table. played it at school. His computer teacher had brought Inside the box was The Space in a copy and loaded it onto Traders Flight Training one of the school’s BBC Manual, a novella entitled Microcomputers the year “The Dark Wheel”, a Quick Key before. The boy had Control Guide, a keyboard frantically searched for a overlay, a Ship copy for his beloved Identification Chart, an Commodore 64, but alas, it Elite Membership card, a Disk was only available on the BBC Upgrade Offer card, and the and some other machine called game cassette itself. He took an Electron or something. the cassette and placed it into the datasette player and Last week when he went to the reset the counter to zero. He computer shop he couldn’t took a deep breath, believe his eyes when there, excitement building inside sitting on the “New Release” him, and pressed SHIFT and shelf was ELITE. ELITE for RUN STOP simultaneously on the Commodore 64. He had the Commodore 64’s keyboard. pestered his parents all week The screen responded: “PRESS about the game. He had PLAY ON TAPE”. He did so. doubled his efforts to make

Issue #07, July 2015 Page 5

The screen lit up with the familiar flight grid scanner and other system flickering and colour changing information such as shield status, laser interweaved lines that indicated that temperature and energy banks status. He the game was indeed loading. As he was pressed “Y” on the keyboard. waiting for the game to load, he picked The screen changed to show Commander up the Space Traders Flight Training Jameson’s status and equipment. He was Manual and began to flick through the Clean, Harmless, docked at Lave with 7.0 pages. He read about the interior of the Light Years of fuel and 100 credits to Cobra Mk III, the ship he would soon be his name. His Cobra Mk III was equipped flying, and how it had seats for a pilot with a single paltry Pulse Laser. He and co-pilot, there was an escape pod, a navigated through the various menus, special suit locker, a RemLock supply buying cargo and equipping his ship as case (what was that? He had wondered), best he could. He set course for Diso facilities for an AutoDock system, and and pressed “F1” to launch from the much more. There were ‘ratings’ that station. were “a dispassionate assessment of your performance in combat so far”. The A hexagonal series of lines appeared as manual told of beginning as HARMLESS, the Cobra exited the station and and progressing through ratings such as launched into space. He saw the planet MOSTLY HARMLESS, POOR, AVERAGE, etc. on Lave spinning below him. A blip appeared your way to becoming DEADLY, and finally on the scanner as another ship launched ELITE. from the station behind him. He increased the ship’s speed to 30% and The manual had a section on navigation pulled back on the joystick. As the and flying, another on interplanetary Cobra climbed through 180 degrees he travel, intergalactic trading, a could see the Coriolis space station political profile of the universe (which that he had just launched from spinning included descriptions of alien life that on its axis. He increased the throttle you could meet). Right at the back of to maximum, the station disappearing the manual was a section that described beneath the Cobra. “Here goes nothing”, each of the various ships that were he thought as he activated the ship’s present in the game: the Adder, hyperspace drive… Anaconda, Asp Mk II (what was the Mk I?), the Boa Class Cruiser, the Cobra Mk I and Mk III (no Mk II? Apparently it had only reached prototype stage and was 30 YEARS OF ELITE ON THE COMMODORE 64 abandoned due to a design fault in the ELITE is the seminal space trading and hull). There were many more ships, 18 in space combat computer game written and total. One caught his attention, developed by Ian Bell, David Braben and THARGOID INVASION SHIPS, apparently Acornsoft. It was published by Acornsoft there were battles going on between and officially released for the BBC these and the Galactic Navy! He compared Micro and Acorn Electron on the 20th of the statistics of some of the ships September 1984. ELITE was eventually against his Cobra Mk III. Some were made available on many additional faster, some could carry more cargo, platforms including the Acorn some had more powerful weapons, and some Archimedes, Apple IIe, Tatung Einstein, didn’t even have hyperspace capability. MSX, Amstrad CPC, Sinclair ZX Spectrum, He then noticed that the load screen had , Atari ST, IBM PC, changed to show a Cobra Mk III spinning Entertainment System (NES), and of in space. The word “ELITE” above, and course the Commodore 64. Depending on below the ship the words “Load New the platform, it was available on either Commander (Y/N)?” Beneath that was the cassette or disk, and in some cases combat console that contained the ship’s both.

Issue #07, July 2015 Page 6

surface of the sun in order to remove them all from the ship.

The Commodore 64 version ran slower than the original BBC B version as the BBC processor runs at a faster speed than the 64. Vector graphics are also more difficult to program on the 64. The slow speed was particularly evident during a multi-ship battle where an exploding ship often caused the game to slow to an agonizing crawl. But this did not hinder the popularity of the Commodore 64 conversion.

As part of the deal with Acornsoft, Bell and Braben retained the rights to The contents of the Commodore 64 disk publish the game on platforms other than version of Elite. the Electron and BBC Micro. Following the initial success of ELITE, Bell and One of the better-known reviews of the Braben’s agent held an auction for the Commodore 64 version of ELITE appeared rights to publish ELITE on other in the first issue of Zzap! 64 magazine, platforms. British Telecom’s software which not only included a review of the division, BTSoft, won the rights. Eight game, but also featured the now iconic conversions were produced under British painting ‘ELITE’ by Oliver Frey on the Telecom’s Firebird label. The first of cover. Zzap! 64 awarded the Commodore 64 these was for the Commodore 64, which conversion of ELITE an overall score of was released in 1985. 95%.

The Commodore As part of the 64 conversion promotional material was written by for the initial release Bell and Braben of ELITE on the and saw the Commodore 64, ZX introduction of Spectrum, and Amstrad new missions CPC, Firebird produced including the now famous Trumble a number of promotional mission. A nod to Star Trek’s rapidly posters as well as reproducing Tribbles, the Trumbles would placing advertisements begin to multiply and start to fill the in computer magazines. The original Cobra’s cargo hold. It would not be too posters are very rare and highly long before they even started crawling collectable today. over the screen! One had to skim the

Issue #07, July 2015 Page 7

Firebird were very innovative in their cassette version and it is this version advertising for Elite and produced a of the game that is the most common. series of four cartoon images that ELITE Disk Upgrade Offer coupons were depicted players at various combat included with cassette versions of the rankings within the game. The images game. The coupons can be hard for the appeared in computer magazines collector to find as most were redeemed, individually or as a full set of four. lost or thrown out. This is typical for many of the additional inserts included with ELITE meaning a complete boxed set with all additional material still present can be difficult to locate.

ORDER OF ELITE

Firebird included a postcard with the Commodore 64, ZX Spectrum, and Amstrad versions of Elite that could be used to enter a competition to become a member of the ‘Order of Elite’. Early Commodore 64 versions said that once you had “attained the rank of ‘Competent’ or h i g h e r ”, and filled in the questionnaire, you were eligible to CASSETTE AND DISK VERSIONS enter. Later Commodore 64 versions of the card had been updated to require you Elite was released on both cassette and to attain “the rank of ‘Elite’ or disk for the Commodore 64. The original higher”, even though Elite was the top disk versions were sold in lower numbers ranking. The ZX Spectrum conversion was than the cassette versions. Many of the delayed and by the time its Order of cassette owners took up the upgrade Elite postcard was produced, you were offer that was included with all permitted to enter once having attained cassette versions. One only had to send Deadly or Elite. in their original cassette along with £4 (in the UK) which covered postage and The Firebird Elite competition in the UK packaging, and Firebird would send out a culminated in the Elite Championships 5 1/4" floppy disk version. It is common held at Docos House, Commercial Road, to find floppy disks contained within a London on the 24th of March 1986. The cassette box as a result of the upgrade twelve finalists would begin ‘from offer. scratch as Commander Jameson’ and had four hours to score as many kills as The original floppy disk possible. The winner would go on to the box can be readily USA to compete in the ‘world’ identified by the championships. The UK Elite championship placement of an adhesive was won by Colin McClinton from Belfast. sticker over the cassette He outscored a number of other finalists logo and barcode on the ending with 539 kills. His nearest rival lower right side of the managed 524 kills. Colin went on to beat box back. As they were the USA champion, Fred Bayer, after a sold in lesser numbers, the original gruelling eight hours. With around an floppy disk versions now command very hour left on the clock, Fred conceded high prices on the second hand market. defeat with an impressive score of 255 kill points. At the time Colin’s score The cassette symbol and barcode can be was almost double. found on the boxes of the Commodore 64

Issue #07, July 2015 Page 8

BOOTLEG VERSIONS warranty card was provided by Firebird New Jersey. There were a n u m b e r o f Both the first and second USA versions bootleg copies have "Strategic Space Trading and Combat o f E l i t e Adventure with Flight produced and Simulation" written across the front of sold. The the box. No other Firebird editions, pictured version with the exception of the Apple IIe (left) of Elite version, include this text on the box for the Commodore 64 was a bootleg copy cover. released by Garisoft in Italy. The Ship Identification Chart for both The cover image is taken from a versions appears to be a different Commodore 64 Elite poster of the time. printing to the UK version as it does not contain the disclaimer on the lower right corner which states "Some versions of Elite do not feature all the above GERMAN RELEASE ships." This is probably because only The German version of the Elite the Commodore 64/128 and Apple IIe Commodore 64 software was a complete versions were released by Firebird USA conversion unlike some other games that and all ships were included in both simply repackaged the English version versions. with foreign language manuals. All of The printed material in the second the in-game menus and on-screen text has version is unique to that version. The been translated from English to German. Space Traders Flight Training Manual has The only English elements remaining are been printed with a heavier stock cover, the front cover of the box, the disk but more noticeably the title block is label and the Ship Identification Chart. now an orange/yellow as used on the USA The Flight Training Manual, Quick Key box cover rather than the more familiar Control Guide, Dark Wheel novella, red from the UK release. Both the keyboard overlay and Elite membership Control Guide and the Flight Manual have form were all translated to German. This a thin laminated finish on the cover version was available on both cassette that typically shows some minor lifting and 5 1/2" disk. on the edges. The Dark Wheel novella appears at first glance to be unchanged, however a comparison against the UK USA RELEASE version reveals a lighter stock cover, although the content including a The first version of 'Printed in England' on the copyright the USA release of page appears to be unchanged. Elite contained the same versions of the The second version Space Traders Flight also underwent a minor Trading Manual, Quick variation part way Key Control Guide and through its release The Dark Wheel novella cycle. In what may as the UK release. The have been considered a box cover had been bad move in hindsight, updated to reflect Firebird New Jersey that the game could be played on the had the second version Commodore 128 as well as the Commodore boxes printed with 64. "Fly To Britain Competition" across where one would The Order of ELITE competition form now normally see the "Gold Edition" logo. provided a USA mailing address and the

Issue #07, July 2015 Page 9

Once the competition ended, there was Commodore users from the '80s recall the likely still plenty of stock left so iconic "Load New Commander (Y/N)?" Firebird New Jersey had "Gold" stickers screen music that accompanied the applied over the competition text on updated version whilst the game loaded. remaining stock. The example above shows It is unclear whether the UK release had the "Gold" sticker applied. any visual identifier between versions. The second version of the USA disk can The included registration and warranty be identified by the words "COMMODORE cards are again USA based with return 64" running across the top of the disk's addresses to Firebird New Jersey. The "GOLD EDITION" logo as shown below. Order of ELITE competition card was also specific to the USA releases.

The original UK disk release did not include a Fast Loader option. For the second USA release, firebird included the option to use a Fast Loader when loading the disk version of the game.

LENSLOK ON THE COMMODRE 64?

SEQUELS AND LONGEVITY

ELITE has spawned a number of sequels including the highly acclaimed Frontier: Elite II, Frontier First Encounters, and the current imagining, ELITE: Dangerous. Despite all of their advances, including Frontier: Elite II and Frontier First Encounters which both feature Newtonian physics, improved graphics and planetary landings, and Elite: Dangerous which features 3D Oculus Rift , online play, and the entire Milky Way Galaxy, the original ELITE still holds a fond memory Although thought by many to be unique in for many of the original players. the Elite world to the early Sinclair ZX Many Commanders still have their Spectrum versions, in a somewhat unusual original save file on cassette or disk move Firebird also implemented Lenslok and sometimes even load ELITE for technology in the first version of the another ‘one last’ trade or combat run. Commodore 64 Elite released in the USA. Even today the original ELITE still has The above screenshot was taken from our that magic that caught and held our very own Commodore 64 during the loading imagination in the mid ‘80s. of an original early USA floppy disk Right on Commanders! release of Elite, and yes, there was a red Lenslok included in the box!

Anthony Olver is the owner of The Elite Floppy Disk Version Identification Archives, and author of the upcoming The Elite Archives Book: A 30 Year History of The disk provided with the second USA Elite. version is a slightly updated version of http://www.elitearchives.co.uk/ the Commodore 64 ELITE software. Many

Issue #07, July 2015 Page 10

Reset Mix-i-Disk

The Mix-i-disk is Reset’s very own Darkness cover disk, which is available as a 2014 RGCD/Psytronik free download or as an optional We are proud to physical disk for subscribers of the present the full Reset Special Edition. version of this brilliant arcade Reset #06 Intro - adventure. Taking 2015 Reset Magazine Staff on the role of the avid adventurer This time, C64 Stan, you must trek through the forests superhero Richard and temples to rescue your beloved Megan. Bayliss takes on Featuring plenty of enemies to stop you on code, music and your way, keys and other items to collect, design duties, Darkness is 100 screens of adventuring while our good excellence. The limited Ultimate Edition friend Shine once of Darkness is still available to buy from again provides the graphics for our Reset Psytronik on tape and disk. Enjoy this #07 Intro. Enjoy the awesome music fantastic game and past Reset Ripper. composed with the classic Future Composer, neat swinging logo, raster bars and old school vibe! Phase Out V1.4 2015 Inc-x

We only reviewed it Pixel Pix last issue, and now 2015 Simon Quernhorst it’s free on our coverdisk! Ernst We spoil you again Neubeck’s tile with another swapping puzzler exclusive game, contains 50 levels this time a lovely of brain busting entertainment. Clear the little puzzler from screens by swapping positions of the gems. Simon Quernhorst. Do this by positioning the cursor, holding Use the numbers on down fire and pushing the joystick in the each row and column of the grid to help direction you want them to swap. When you you find where to place the pixels. Once have matched two or more gems, they you have used the clues to place each disappear. Use the level kill by pressing pixel in the correct spot, the picture is the back arrow, you’ll need it! revealed and you complete the level. Not recommended for the weak of heart! Abyssonaut

2015 Anthony Stiller Big Mech Alpha - Anthony Stiller 2015 Alf Yngve kicks your ass with Legendary SEUCK his winning entry master Alf Yngve in the 2015 SEUCK provides Reset with creation compo. a brand new Fully enhanced by shooter, fully Richard Bayliss, enhanced by Richard you must fight your way through the mega Bayliss. The game dangerous deep sea in your sea-scooter and comes complete with oversized sprites, discover what has happened to the Crouch kick’n soundtrack and full on mech End Research Station. Trust us, this isn’t fighting action! Hooray! Whatever you do, going to end well! don’t die! http://cloud.cbm8bit.com/resetc64/ Reset07.mixidisk.zip

Issue #07, July 2015 Page 11 Pixel Pix - An Insight By Simon Quernhorst

Finishing a level reveals the level pattern as a small icon on the menu page and finishing all levels will bring up an end sequence with a different music. Some levels also contain surprises like already set pixels, missing number values, etc. There is also a help page containing the basic rules of the game. If you want to abort the current puzzle and return to the menu screen, press the “Run/Stop” key.

My son is eight years old and very enthusiastic about videogames in general – mostly on mobile phones and his Nintendo devices. Two years ago I decided to make some small, easy to learn games for him to get him hooked on old videogames, too. The first one, called “Linus vs. Simon”, was a simple puzzle game for two players allowing for easy game controls, but still containing some possible strategies for The two exclusive music tunes were created experienced kids. That game was released by Richard Bayliss. The program, all in the RGCD cartridge competition 2013. graphics and the level designs were done Now my son is two years older and I by Simon Quernhorst. The programming was decided to make a puzzle game for one mainly done on a PC using TextPad and the player, which (to my knowledge) hasn’t DASM compiler, the title picture was drawn been available on the Commodore 64 so far… using Amica Paint, and finally it was In “Pixel Pix” you get information about compressed with the Exomizer. Game testing the amount of pixels to be set in each row was done on real hardware and on the and column of the 9 x 9 playfield. For emulators CCS64 and VICE. example, the values “3 2” tell you that I hope that you will enjoy this little this line somewhere contains a group of game, too. :-) three pixels, followed by one or more empty fields, before a group of two pixels follows again. The exact positions have to be found by combining row and column information. The correctly set pixels will reveal a picture and show a “well done” message. There is a time limit for each level and while some levels offer enough time, some later levels are a bit harder to master. However, you can always select each of the 20 levels, so you can practice each one anytime. And for the fun of it – some of the pictures are about retro gaming itself.

Issue #07, July 2015 Page 12 News

Abyssowinner It’s On! http://tnd64.unikat.sk/ http://www.rgcd.co.uk/

The 2015 SEUCK compo is RGCD have officially announced finished and winners have been (via their e-newsletter) the announced. Congratulations to 2015 RGCD 16kb Cartridge Game Anthony Stiller for winning Competition . Rules and first prize with Abyssonaut. procedures should be fairly He gets his game fully similar to what we are used enhanced by Richard, with a to, however, the deadline has front end, music and changed to the end of January Abyssonaut is conversion into Martin Piper’s 2016. Check the RGCD website available as both SEUCK Redux engine. Richard for more news as it becomes tape and disk has released a package with available. images. Yay! all of the entries, as well as the enhanced versions of the winner’s games, as a ZIP file Check This Out! on the TND homepage. Richard has also put together a Kung Fury Official cartridge image of all of the Movie: entries, which is also available to download. https://www.youtube.com/ watch?v=bS5P_LAqiVg Results:

1. Abyssonaut by Anthony The Story of the Stiller - 171 points Commodore 64 in 2. Gigablast by Alf Yngve - 158 points Pixels: 3. T-UFO by Errazking - 157 Ready Mr. Music https:// points http://sidtracker64.com/ www.kickstarter.com/ 4. Snatch McBlagger - 156 projects/47744432/the- points SidTracker 64 is a new story-of-the-commodore-64 5. S-F-S by Wile Coyote - 141 chiptune production package -in-pixels points for iPad. It emulates the 6. Shamai by Slavia - 134 Commodore 64’s famous SID points soundchip, enabling anyone 7. META14 by Errazking - 130 from novice to pro chip points musicians to create their own 8. Shoot or Die by Tommy Nine SID tunes. Featuring an - 116 points intuitive user interface and 9. Ocean Ninja by Slavia - 113 utilising modern SID points exploitation possibilities, 10. Scoff by PieVSPie - 99 the package also includes midi points connectivity and the ability 11. Naait Raider by Fritske - to export your songs back to a SidTracker Pro will have you 87 points real C64 and use them in your ripping off your favourite 12. Payback Time by Canzha productions. So, what are you Galway and Hubbard tunes in Lahgher - Disqualified! (Fake waiting for? SidTracker 64 is no time! entry) available from the iTunes App store now!

Issue #07, July 2015 Page 13

Talking ‘bout My Generation of the original game. Dino Eggs: Rebirth is set for release on Windows, Linux and Mac https://www.kickstarter.com/projects/2146199819/ generation-64-how-the-commodore-64-inspired-a- platforms later this year. gene

Generation 64 is a 188 page hardback coffee table book that tells the story of how the Commodore 64 influenced an entire generation of Swedish gamers in the 1980s. This generation of gamers, demo sceners and crackers then went to earn huge success within the games and technology sectors - going on to work for household names such as King (Candy Crush Saga), Spotify (music streaming) and Digital Illusions (Battlefield) to name Tel Me About It a few. https://www.indiegogo.com/projects/jeroen-tel- tel-me-more-c64-game-music-remakes#/story Originally released in Sweden in 2014, Generation 64 has been met with C64 SID legend Jeroen Tel has launched an critical acclaim natively in Sweden, and indiegogo crowd funding campaign to fund a even throughout Europe. It has attracted a new album of C64 remakes. The album, titled large amount of press attention within Tel Me More, will feature remakes of some Swedish media and also calls for an of his best C64 game music. It will be English translation outside of Sweden. available as a digital download, CD and limited edition vinyl. Included within the Currently, Generation 64 only exists in various pledges are t-shirts and posters, Swedish and this amazing story deserves to as well as the opportunity to get all of be told the world over. This your goodies signed. The tracklisting for Kickstarter campaign is to fund the English the CD and digital album are as follows translation and printing of the book. (with bonus tracks to be announced):

Set to be published by Sam Dyer’s Bitmap Robocop 3 Books, the Kickstarter campaign began on Cybernoid 2 Friday 17th July. Rubicon Hawkeye Myth Turbo Outrun Supremacy Stormlord Battle Valley Cybernoid Eliminator Iron Lord

Jurassic Rebirth Better Get Cracking http://csdb.dk/release/?id=139238 http://www.dinoeggsrebirth.com/

Programmer David H Schroder, creator of the Scener Mr. NOP has launched a completely classic Dino Eggs game, which appeared on indexed PDF titled Crack and Train like a several 8 bit platforms in the 80’s Pro. The 80 page document serves as an (including the C64!) has announced an entry level tutorial on how to capture update to be released on Windows, Mac and single load games and apply simple Linux. The game will feature new missions, trainers, such as infinite lives and rules, multiplayer as well as many other disabling sprite collision. If you fancy new features. It will also include a remake yourself a would be hacker, you can download the PDF from CSDB.

Issue #07, July 2015 Page 14 Games Scene

Commercial to have the website up and intro and end sequences, running as soon as possible. improved speech samples and other tweaks. P0 Snake comes Future releases include Maze on a 64kb PCB housed in a of the Mummy and the tape/ transparent cartridge shell, disk versions of Jam It, as well as a manual, Things have been very busy which is once again being co stickers and a poster. in the Psytronik camp, with -published with RGCD. Kung the publisher simultaneously Fu Maniacs Trilogy, X-Force If the cartridge version releasing Alf Yngve’s newest and Jam It all feature doesn’t suit, P0 Snake (pay enhanced SEUCK compilation stunning new cover artwork what you want) and Gravitrix Kung Fu Maniacs Trilogy from renowned artist Oliver (US$2.99) are both available (reviewed this issue) and Frey. as digital downloads at Robot Riot Games' Gravitrix itch.io. http://www.psytronik.net/ (7.5/10 in Reset #06) in late June, as well as http://binaryzone.org/retrostore/ RGCD are also set to release Richard Bayliss’ excellent Jam It on cartridge in the shooter, X-Force, a short very near future, as well as time later on the 4th July. new shooter Moonspire a All three titles have been little further down the used to launch the new track. Psytronik Premium Plus disk RGCD have had several http://www.rgcd.co.uk/ range, which takes advantage successful releases during of brand new packaging after the second quarter of 2015. the previous supplier of First up was Richard disk cases went bust. The Bayliss’ Trance Sector games are also available on Protovision have recently Ultimate (reviewed this tape and budget disk been on the lookout for new issue). The game was versions. talent to join their ranks, released as a limited but have also been cooking edition 64kb cartridge, with up a few surprises as well. the usual goodies included, at the RGCD shop and very quickly sold out. Fear not though, because it is also available as a pay what you want digital download at itch.io, for use on emulators or hardware such as the 1541 Ultimate II.

Gravitrix and P0 Snake (reviewed this issue) were Adventure game Heroes & released as limited run Cowards was originally set cartridges in June. to be released by developer Gravitrix comes loaded onto Byteriders in the 90’s, a 512kb PCB housed in a however was never finished. transparent blue cartridge Out of Order Softworks have shell and also comes with a since vowed to complete the Kenz is also hard at work on printed manual, stickers, game and it’s nearly done. the new Psytronik website. code sheets, and colour A3 Set to be released at Despite a few setbacks poster. The enhanced version Gamescom in August, Heroes & behind the scenes, he hopes of P0 Snake includes eight Cowards will published by additional screens, new Protovision in both German

Issue #07, July 2015 Page 15 and English versions. feature fast free Gem is a new puzzler from Protovision have also told directional scrolling, Ernst Neubeck. According to us that they have a few themed levels and a 3 the author, it is the surprises in store in channel music soundtrack spiritual successor to his regards to the release as with sound effects. Visit previous game, Phase Out. well! We should have a full the Knights of Bytes website Gem is due to compete in the review in the next issue of for more information. 2015 RGCD games competition. Reset. http://www.knights-of-bytes.com/news http://www.inc-x.de/

Games Scene News

Roy Fielding is busy at work on his next casual C64 game, an overhead racer called Gone in 64 Seconds. The screenshot below is a very early work in progress. Uppercase Software are RGCD has quietly released working on cutesy Aviator Arcade 2 Preview by platformer, Pickle’s Pod Mark Hindsbo. The prequel Patrol. Not a lot is known participated in the 2014 about the game yet, although RGCD compo. This game is set a rather nice gameplay video to feature 10 levels, end of was released on YouTube/ level bosses, weapon and Steve Ody’s personal armour powerups as well as website. new sound and graphics.

http://www.steveody.com/?p=836 Check out the preview download over at RGCD’s Damian Caynes (with help itch.io site. from The Mad Scientist) is working on his new light http://rgcddev.itch.io/aviator - arcade-ii cycle game, Tronscii. Featuring petscii graphics, the game will be split screen and playable for one or two players. This game has been a labour of love for Damian for a while, and Magot is a new single screen from the early preview we’ve platformer from coder Papa seen, it looks like it could Santoro, with graphics by be heaps of fun! Wizkid. Taking inspiration Retrofan is creating a new from and the C64 port of Bombjack. Called recent Guns 'n Ghosts, Magot Bombjack DX, it will be will also feature an in-game closer to the arcade game, shop and powerups. with better graphics, music

https://www.youtube.com/watch? and more accurate gameplay v=qTWzfZZUYCY&feature=youtu.be when compared with the official Elite port.

Run n’ Jumper Sam’s Journey was recently announced by Knights of Bytes, authors of the previously released Ice Guys and Metal Dust. The game itself is set to

Issue #07, July 2015 Page 16

Freeware Game Releases Bruce Lee II, would be honoured! Jonas Hultén, 28/3/2015 and Previews http://csdb.dk/release/? Jonas Hultén surprises the id=137655 Commando Arcade Special C64 community with this Edition, wonderful PC conversion of Nostalgia, 21/3/2015 Bruce Lee II. Extremely Nostalgia give Commando challenging yet stays true Arcade a complete graphical to the spirit and atmosphere overhaul, to match the new of the original Bruce Lee graphics included with the game. original release. An http://kollektivet.nu/ absolutely stunning adaption brucelee2/ based on Chris Butler’s original Commando conversion Outlaw, from all those years ago. Vial, 19/4/2015 http://csdb.dk/release/? Simple two player variation id=137173 of the classic Gun Fight game.

http://csdb.dk/release/? id=137885

Trance Sector Ultimate, RGCD/TND, 28/3/2015

Richard Bayliss’ manic collect’em up, completely remixed and upgraded with

Ultima IV Remastered, new graphics, sound and Genesis Project, 28/3/2015 presentation. Frantic, fun gameplay makes this Minter- MagerValp and Mermaid esque game well worth a Aviator Arcade II Preview, release their stunning look. RGCD, 19/4/2015 remastered version of Ultima http://csdb.dk/release/? IV, with new graphics, A follow-up to Aviator id=137330 bugfixes and a massive list Arcade. New graphics, sound, of improvements and extra levels and a host of features. Available to play improvements compared to the as a cartridge or disk original game. Check it out! image. Already a stunning http://rgcddev.itch.io/aviator- game, now made even better. arcade-ii http:// magervalp.github.io/2015/03/30/ u4-remastered.html

Kim Pong - The Fair and Democratic Tele-Football, Technische Maschinenfabrik, 11/4/2015

It’s Pong, dedicated to the Supreme Leader himself! Up Break 64, to 4 players (using the 4 Wanax, 25/4/2015 player interface) and 108 levels of difficulty. Kim Neat Breakout variant with colourful graphics and a

Issue #07, July 2015 Page 17 nice soundtrack. Another original arcade conversion nice game from Wanax. of Ghosts’n Goblins by Chris Butler. Superb effort! http://csdb.dk/release/? id=138021 http://csdb.dk/release/? id=139257

Hessian V2 Preview, Covert Bitops, 15/6/2015

Hessian is Cadever’s current project. A side scrolling,

story driven arcade

The Marlo Files - Remastered adventure in a similar vein Edition, to his previous Metal Brilliant Maze V1.1, Binary Legends, 11/5/2015 Warrior series. This preview Geir Straume, 20/6/2015 is fully playable. A compilation of two Update of Geir’s 2014 RGCD adventure games created with http://csdb.dk/release/? compo entry, making some Quest Writer. The Marlo id=139153 minor adjustments and Files has our protagonist, improvements. Well worth a Jonny Marlo (Private Eye!) look! Improvements include searching for stolen various level tweaks, new paintings, as well as going speed power - u p a n d on the trail of a missing continuous movement of the scientist. This remastered player. A fantastic game! version includes “a new http://csdb.dk/release/? title screen, tweaks and id=139249 corrections to in-game text, and some changes to some of the puzzles”. One for the adventure fans! Chest Bump, Sos Sosowski, 17/6/2015 http://csdb.dk/release/? id=138347 Silly one on one fighter based on chest bumping!

http://csdb.dk/release/? id=139191

Escape-Man 87 [2015], Iceout, 24/6/2015

Funny little game from coder Charles Grey, originally coded in 1987 but tweaked Dungeon Crawl, and released in 2015. The TWW, 24/5/2015 player has to escape ny Nice little dungeon crawler reaching the exit, with the mini-game that the coder put Ghosts’n Goblins Arcade, screen randomly filling up together to demonstrate Nostalgia, 20/6/2015 with characters to block the programming to his stepson. player’s path. Scene group Nostalgia’s http://csdb.dk/release/? latest project, which built http://csdb.dk/release/? id=138648 upon and improved the id=139331

Issue #07, July 2015 Coming Soon! Page 18

Game Developer Publisher

Armalyte II Cyberdyne Systems ?

Atlantian Smila/Achim Psytronik

Aviator Arcade 2 RGCD RGCD

Barnsley Badger Smila Psytronik

Blob Prime Suspect/Saul Cross ?

Bombjack DX Retrofan Freeware

Catnipped Smila/Endurion Psytronik

CBM Asteroids* Commocore Commocore

Crimson Twilight Arkanix Labs TBA

Cryme Commocore Commocore

Electro Gates Hokuto Force ?

Faster Than Light Faque ?

Fire Frenzy Babyduckgames ?

Gem Inc-x Inc-x

Gone in 64 Seconds Roy Fielding Freeware

Gravibots RetroSouls Freeware

Heroes & Cowards Out of Order Softworks/Byteriders Protovision

Hessian Covert Bitops ?

Honey Bee Enhanced TND Psytronik

Hyperion Smila/Endurion Psytronik

Immensity Dév ?

Imogen John CL/Saul Cross ?

Jumpy 64 Roy Fielding ?

Lawless Legends ? ?

Magot Papa Santoro/Wizkid ?

Maze of the Mummy Magic Cap Psytronik

Oolong ? ?

Outrage Cosmos Designs/? Protovision

Pac-It Protovision Protovision

Pharaoh’s Return Lazycow ?

Pickle’s Pod Patrol Uppercase Software ?

Pushover Magic Cap ?

Rocky Memphis Wanax Freeware

Sam’s Journey Knights of Bytes ?

SEUDS 4 Alf Yngve Psytronik

Steel Duck Commocore Commocore

Super Carling the Spider ? Psytronik

Tronscii Damian Caynes ?

Ultimate Newcomer CID Protovision

USSR League Commocore Commocore

Wonderland Endurion Psytronik

* Release imminent

Every effort has been made to make this list as accurate as possible. Please support the developers and publishers by sending them messages of support and buying their games when released.

Arnie Pastfinder 1992 Zeppelin Games 1984 Activision

#1 - hammerhead (22900) #1 - hammerhead (111630)

#2 - shinjide (17300) #2 - mitchfrenzal (58915)

#3 - ? #3 - ?

Assembloids Rocket Smash EX 2012 RGCD/Psytronik 2015 RGCD/Psytronik

#1 - virtualele (8010) #1 - uridimine (240580)

#2 - uridimime (5360) #2 - yaztromo (235793)

#3 - mh20 (4230) #3 - shinjide (183535)

Thing On A Spring Batty What year is this? And why have those irksome 1987 Hit Pak 1985 Gremlin Graphics flatworms at RESET magazine dared to wake me #1 - gameznut (1816) #1 - endurion (235400) from my cryogenic bath of sodium hypochlorite? #2 - yaztromo (122475) One moment I was dreaming of Rignall's Mullet - #2 - el_pasi (1751) the last human settlement I destroyed on Rigel #3 - mitchfrenzal (4700) #3 - yaztromo (1070) IV - and the next I was brutally woken and asked Bubble Bobble to contribute something to this ZZAP! 30th 1987 Firebird anniversary tribute. The poorly-fragranced youth 1986 Hewson

#1 - el_pasi (582090) of today have no respect for their intergalactic #1 - uridimine (108685) masters! However, since they won't leave me #2 - mitchfrenzal (473520) #2 - mitchfrenzal (73795) alone and I can't be bothered to annihilate #3 - gameznut (270710) them, I might as well spew a few words in their #3 - el_pasi (49895) direction. The first thing I notice about this Bumping Buggies Volfied list of so-called 'scores' is how few of them 1984 Bubble Bus 1991 Empire Software there are! What's wrong with your species? Do #1 - gameznut (65490) you really want a future festering with #1 - virtualele (6162730) #2 - el_pasi (42960) exploitative freemium mobile junk? No matter. #2 - roysterini (2019570) The heroes below deserve your attention and #3 - mitchfrenzal (33010) #3 - mitchfrenzal (689840) respect, particularly gameznut, hammerhead, C64anabalt virtualele and endurion, who obviously STILL Wizard of Wor 2011 RGCD CARE, and the enigmatic '?' who is so elite he 1983 Commodore

#1 - virtualele (11388) or she can't even be bothered to submit a #1 - el_pasi (151700) meaningful score. I salute you all, noble #2 - virtualele (106600) #2 - gameznut (10758) warriors of the Commodore 64! Now go away and #3 - shinjide (7222) leave me alone. #3 - yaztromo (93500)

Commando Arcade Ghosts ‘n Goblins Arcade Miner 2049’er Wizball 2014 Nostalgia 2015 Nostalgia 1983 Big 5 Software 1987 Ocean

#1 - hammerhead (135700) #1 - gameznut (38000) #1 - endurion (32890) #1 - hammerhead (812760)

#2 - mitchfrenzal(128300) #2 - reflectiveroot (28100) #2 - disk_mizer (23660) #2 - ina666 (761630)

#3 - shinjide (108500) #3 - mitchfrenzal (17500) #3 - shinjide (20655) #3 - mitchfrenzal (254700)

Donkey Kong Junior H.E.R.O. Nebulus Zaxxon 2015 Mr Sid 1984 Activision 1987 Hewson 1984 /US Gold

#1 - thrash 75 (326000) #1 - shinjide (606323) #1 - gameznut (59640) #1 - gameznut (91350)

#2 - macc (308600) #2 - el_pasi (77680) #2 - endurion (28880) #2 - el_pasi (48000)

#3 - sys64738 (245300) #3 - virtualele (51389) #3 - el_pasi (10730) #3 - mitchfrenzal (33900)

Flappy Bird Happy Flappy Paper Plane 2014 Sos Sosowski 2014 Roy Fielding 2014 Roy Fielding Post your high scores at http://cbm8bit.com/highscores/ #1 - cabman (51) #1 - roysterini (51) #1 - roysterini (428) for inclusion in the next issue of #2 - el_paso (29) #2 - virtualele (29) #2 - resetc64 (168) Reset to be a High Scoring Hero! #3 - virtualele (22) #3 - virtualele (118) #3 - el_pasi (27) And remember, no cheating!

Issue #07, July 2015 Page 20 Let there be Zzap! By Merman

Writing a with a special ZZAP! 100 pull- straightforward out, providing a roundup of the history of ZZAP magazine's history, greatest would be boring for games and people involved over reader and writer - the years. and would not The fan-made tribute Issue 107 reflect the dynamic, changing was launched in 2003 and had a nature of one of the truly limited print run. The PDF is great computer magazines. still available to download Instead let's mix up a Bible from www.zzap64.co.uk and reference, a literary metaphor featured new games reviewed in and surprise a few people with a ZZAP! style, a technical some facts you may not know... column and tips. We awarded Zzap!64 an overall

score of 98%, giving it a Gold The Def Guide to ZZAP! 64 Medal. In return, Zzap gave us GENESIS appeared as a supplement in issue 18 of - the the wet kipper of the month In the beginning was the last issue before Live award. We’re so proud! computer magazine. Publishing folded and Imagine And it was grey and lifeless. Publishing took over. A new team of reviewers looked back Then there was a title known as “Issue 23's big at classic ZZAP! reviews and Personal Computer Games. provided opinions on whether editorial from Gary And it was good. ZZAP! had got it right or Penn shows that wrong, and why. Then came the noble leaders of growth, looking at , heading the tribe of And the fifth incarnation? We the trends emerging Spectrum with their cry of turn to Roberto Dillan to tell CRASH! the story of ZZAP! Italia... and bemoaning the And the tribe of Commodore "ZZAP! didn't only make waves lack of original wanted their own leader, and it in the UK but its fame quickly games. arrived with a ZZAP! spread around Europe - so much so that people even considered

localising it in different THE FIVE INCARNATIONS OF languages. One such case was ZZAP! Italy, where the official Italian edition created by The original magazine existed "Edizioni Hobby" in Milan, saw between 1985 and 1993, covering its first release in May 1986. 90 issues. Initially to be The magazine had about 80% of known as Bang (to follow Crash, the same content as the British meaning the Amstrad magazine original but only reviewed could have become Wallop!) or games that were officially Sprites & Sounds (highlighting imported into Italy. the best features of the C64), Moreover by realising that the Newsfield eventually launched new-born home computer market the magazine as ZZAP! in April in Italy wasn't as big as the 1985. UK counterpart, the editorial The magazine Commodore Force board decided to add some Zzap!64 issue 1 - The first incorporating ZZAP! 64 lasted original content dedicated not for 16 issues. Issue 10 came only to the C64 but also to age of Zzap! begins.

Issue #07, July 2015 Page 21

other popular 8-bit machines, like the ZX failure of general Spectrum, Amstrad CPC, MSX etc. This interest magazine quickly turned ZZAP! into a reference LM, a lad's mag point for all computer enthusiasts. several years ahead of its time. The last standalone issue, #73, was published in December 1992, after which Issue 23's big ZZAP!'s Italian life continued for one editorial from Gary more year as an insert in the similarly Penn shows that localised edition of The Games Machine." growth, looking at the trends emerging

and bemoaning the THE SEVEN AGES OF ZZAP! lack of original games. The first age is youth (issues 1-16), Our game of the represented by the enthusiastic young Zzap!64 issue 23 reviewers. Schoolboys from turned second age is into writers for CRASH, but it was a WIZBALL from Sensible Software, denied a dedicated group of gamers that set the Gold Medal at the time but beloved tone for ZZAP! The editorial team was nonetheless. Runner-up is The Sentinel for split between Ludlow and Yeovil, where being state of the art. Chris Anderson was in charge. He would The third age (issues 35-50) is fun with leave in that first year, setting up an exclamation mark. With the brain drain Future Publishing with its own stable of of key staff to EMAP, the new team headed computer magazines. The White Wizard by Gordon Houghton oversaw an increase in handled the adventure column and the one the fun and colour of ZZAP. After the and only Lloyd Mangram answered reader's short-lived Harlequin, Chuck Vomit the letters from issue 4 onwards. In those troll took over adventure duties. Amiga early issues a game only needed 85% to get reviews became a regular part of the the coveted Sizzler. magazine. The experimental first tape Our game of the first age is ELITE, tested given away with issue 26 had been a in that first issue and still a classic - success and so the cover tape became a given a new lease of life in the form of regular feature; issue 42 was badly Elite Dangerous. Runner-up is Impossible delayed by the withdrawal of Katakis (due Mission, a game that was given a to a lawsuit from Activision) and Masterblaster award in a later issue. replacement with Time Tunnel. Newsfield launched the horror mag FEAR, its spin-off Issue 1 represents that first age, with so Frighteners suffering delays after an many familiar elements already in place. issue was pulled due to the controversial Although much of the game photography was cover. in black & white, the stylised layouts (often created by Oliver Frey drawing The mammoth directly on the layout boards before they Christmas Special were photographed) set the tone for the number 44 is our future. landmark issue, filled with The second age is growth and maturity features, madcap (17-34), under the leadership of Gary antics and great Penn. There was still a lot of humour, but games. the standard of writing and feature grew. Mel Croucher represented a lot of that Our game of the humour, even when much of it would go over third age is THE the heads of the young audience. A spat GREAT GIANA with Commodore User did not diminish the S I S T E R S , growing sense that ZZAP! both reflected controversial but the growing industry and influenced it. proof the C64 could Zzap!64 issue 44 Newsfield suffered a setback with the beat the consoles

Issue #07, July 2015 Page 22 at their own game. Runner-up is Armalyte, secure an exclusive review. an amazing shoot 'em up. TURRICAN II: THE FINAL FIGHT is the superb The fourth age (issues 51-62) is the game of the era, a deserved Gold Medal deeper age, after the dramatic axing of awarded for its huge scale and outstanding the editorial team at issue 50. The on- action. CJ'S Elephant Antics is the runner page fonts became more serious, the -up, a brilliant budget hit. writing style deeper and the Amiga was now The sixth age (issues 75-90) is the ever present. A short-lived comics feature change age, marked by the appointment of typifies the desire to cast the net wider. Lucy Hickman. Going after the new, younger Professor Norman Nutz became the adventure readers, a smutty sense of humour began to reviewer. Newsfield followed up the multi- take over. The page layouts became bolder format The Games Machine with The One, and sharper, the reviewer's heads more concentrating on 16-bit machines. cartoon-like. Bash the Barbarian sharpened Issue 55 typifies his axe on the adventure reviews, while t h i s e r a , also trying to keep the naughty Miss reviewing Batman Whiplash in line as she turned her sharp the Movie. Despite tongue on the readers who wrote in. the late arrival Sadly things were of the Amiga not well for version, resulting Newsfield, and in a condensed one issue 78 looked -page review close like the end of to deadline, it the line even with was a state-of-the its excellent -art game. Terminator cover. THE UNTOUCHABLES New company is our game of the Impact Zzap!64 issue 55 fourth age, stepped in to perfecting Ocean's continue the movie tie-in formula and so atmospheric on magazines, leading the C64. Runner-up is Stunt Car Racer, a u p t o t h e brilliant adaptation of Geoff Crammond's rebranding as ambitious racing game. Zzap!64 issue 78 Commodore Force after issue 90. The fifth age (issues 63-74) is the uncertain age. The launch of the C64GS and CREATURES II: TORTURE TROUBLE sums up the cartridge games changed the landscape of sixth age, heavily hyped by the Diary of a C64 gaming, while the Amiga would be Game feature, and ultimately earning a dropped again. Future Publishing launched Gold Medal for Thalamus. The diary Commodore Format and the two magazines switched to Commodore Format after the clashed over fateful issue 78. Battle Command is the s t y l e a n d runner-up, taking full advantage of the reviews. cartridge format to serve up solid 3D tank warfare. Issue 66 changed the tagline to The seventh age is the rebirth age, and include the GS Commodore Force (lasting from issue 1 to console, and the closure after issue 16). Some featured the considered it a let-down after the heady review of Ivan days, but the reality was the decline in "Iron Man" the market (increasingly reliant on budget Stewart's Super re-releases) meant there was less for the Off-Road Racer - magazine to cover. Robin Hogg LEMMINGS is the game of the seventh age, a travelled to truly astounding conversion from the Amiga Graftgold to original and testament to what the C64 Zzap!64 issue 66

Issue #07, July 2015 Page 23

could do. Runner- the adventure column writers. (In fact it up is Mayhem in is easy to correlate the column changes Monsterland, the with the staff changes...) stunning Rowlands

Brothers creation that aimed to ZZAP! IN REVIEW bring console- style platforming And so we end with a review of just what it was that made ZZAP great - in the style to the C64 and of a ZZAP! review. achieved so much.

Issue 12 of Commodore Force PRESENTATION 97% brought a trio of The reviewer heads and the summary box were just incredible reviews Commodore Force issue 12 part of what made ZZAP special. Let's not forget - Mayhem, Lemmings and Alien 3. From there the page count that even the margins were fun. dropped and the writing was on the wall. But the fans would not let that be the GRAPHICS 99% end, with the incredible Issue 107 and the ZZAP was always stylish, from the black & white Def Guide To ZZAP! appearing years later early days through to the later full-colour spreads to renew the brand and relive the done with DTP. And the first thing you saw on so memories. many issues was the gorgeous cover artwork by Oli Frey. (2000AD artist Ron Smith created the brilliant Time Machine cover for issue 64, one of the few DID YOU KNOW? issues Oli did not draw the cover for). Lloyd Mangram contributed to the most issues with the help of his trusty Hermes SOUND N/A typewriter and the LMLWD (Lloyd Mangram What does a magazine sound like? Perhaps we can Long Word Dictionary). Phil King stayed give bonus points for the exclusive mix of Rob with the magazine for the most issues and Hubbard's Thalamusik on the first ZZAP Sampler Julian Rignall was the last survivor of tape, or the great musician interviews. the original team.

Issue 44 was the largest with 228 pages, HOOKABILITY 95% issue 16 of Commodore Force had just 52. ZZAP always had a playful side, and while some “Continued on p202” became an on-running found later issues juvenile the humour made it editorial joke. stand out on the shelves. Subscriber offers and the Among the characters in the margin where free cover tapes also hooked people in. Rockford (under license from First Star), Thingy (from Gremlin’s Thing On A Spring), LASTABILITY 99% Nose and Pantomime Horse. In issue 50’s I still go back and re-read old issues. And when the last few pages the characters were paper copies have disintegrated the online archive abducted by aliens, a metaphor for the and DVD available at www.zzap64.co.uk will keep sudden “disappearance” of the editorial the memories alive. staff.

Ken D Fish refused to be drawn on VALUE FOR MONEY 96% speculation that he was the father of The price was right of ZZAP throughout its life, and Harry Haddock, the mascot of Grimsby Town Football Club in the late 1980s. the cover tapes added real value.

Steve Shields took his editorial skills to OVERALL 98% - GOLD MEDAL! a well-known publication found on the top shelves of UK newsagents. ZZAP was a trailblazer in the computer magazine industry, launching careers and cementing the If you GO NORTH three times, USE LAMP and reputation of the best games. DIG GROUND you can reveal the identity of

Issue #07, July 2015 Page 24 Memories of Zzap! Edited by Professor Brian Strain

The legacy of ZZAP! has lasted well beyond the eight years that the magazine was on the shelf. Part of what made the magazine work so well was the varied and in- teresting people who made up the staff. Commodore Force Techie Tips guru, Professor Brian Strain, has been in touch with some of the key editorial staff, including Roger Kean, founder of Newsfield. Here are their memories of working on Zzap!64. Enjoy!

Professor Brian Strain helmed the techie tips in ROGER KEAN Ludlow with issue 4, but Gary Commodore Force for 16 Co-founder & director of Liddon was an inspired choice issues. Now he’s retired in his place. Newsfield. and breeds chickens in his Editor, 1985-1986 (Issues 4 In short order, Jaz and the two spare time. Lucky chap! -17) Gazzas made C64 gaming their own, and in a manner destined RK: After the to drive the more serious- “A close launch of minded London - b a s e d CRASH the publications to a state of association with course of sometimes incandescent anger. ZZAP! 64 benefitted 1984 proved "ZZAP! 64 is a fluffy lollipop t h a t a rag," raged one publisher. To many software m a s s i v e which the reply was Oliver publishers like demand for Frey's cover for the US Gold knowledgeable reviews existed, hit Leader Board depicting Hewson Consultants and that targeted computer hormonally charged teenage boys when Andrew games magazines were the way goggling at the luscious babe forward. It was inevitable that sucking on her lollipop, the Braybrook diarised Newsfield would launch a twin images of a golfer teeing the development of "Crash" for the Commodore 64 as off reflected in her so-cool sales of the machine sky- sunshades. .” rocketed. US Gold's Tim Chaney later In exploratory discussions with recalled that when you launched Chris Anderson - then editor of a game the journalists you VNU's Personal Computer Games wanted along had to be: magazine - we agreed that the "Newsfield, if you could get new title would be staffed by a them, and for a C64 game Julian permanent team of reviewer- Rignall and Gary Penn, the staff writers, unlike CRASH ZZAP! 64 hot-shot boys who were Rockford, Thingy and co. which relied on input from a incredibly influential at the adorned the Zzap!64 borders sizeable pool of local Ludlow time." schoolboys for review opinions. from the very beginning. A close association with ZZAP! And so Zzap!64 launch-editor 64 benefitted many software Then, in issue #50, they were Anderson unleashed the raw publishers like Hewson abducted by aliens, never to talents of Gary Penn, Julian Consultants when Andrew be seen again. Some of the Rignall and Bob Wade on an Braybrook diarised the editorial staff went with unsuspecting Commodore world. development of Paradroid. Such them it seems. Bob didn't make the move to

Issue #07, July 2015 Page 25 serialised features were equally valuable SEAN MASTERSON to the readership, eager for intimate Staff writer / strategy specialist, details of how games were put together. 1985-1987 (Issues 7-21) While Newsfield's style was deadly serious My memories are pretty when it came to gaming, it was decidedly vague, I'm afraid, irreverent of life matters, and the ZZAP! though a fair few of 64 crew lived up to that with a happy them involve me being vengeance. And so the magazine did more an utter cock, I must than review and rate games with a higher admit. It's difficult degree of perceived accuracy than perhaps and in fact pointless any other in the same market, it also to explain, so I became a way of life for readers who won't, but I was an engaged with Lloyd Mangram's ZZAP RRAP, insufferable prat most the tips 'n' cheats pages, the daft stuff of the time. like Shadowspiel, the reader challenges under the auspices of the demented Graeme Kidd and Jeremy Spencer, when they Scorelord, the digital art pages curated weren't ripping the piss out of each by the equally deranged "noted art critic" other, took me under their wing and taught Brigitte Van Reuben (I confess, I loved me a lot, for which I will be forever writing all that arty crap-speak - "The grateful. employment of colour in this work is of The number of hours and amount of work paramount importance. A first glance each issue took was insane. Yes, we were reveals very little colour in fact, and all buzzed to be doing what we were doing herein lies the fulcrum of the artist's but, looking back now, I don't know where angst of life!"). we found the energy. Yet the serious side of ZZAP's commitment We drank like champions. to gaming is exemplified in the saving of The Dam Busters, a sim that "stunned the I couldn't believe I'd got the job. I went team by its great graphics, superb for an interview with Roger and Oli but authentic atmosphere, etc. - but..." There then didn't hear back from them. Two weeks were some unnecessary frustrations later, I apprehensively phoned Roger and detected which were passed on to publisher he said, "Glad you called. We'd lost your US Gold who contacted the Canadian number. The answer's "yes"." programmers at Sydney Development, who in I didn't understand why I was having my turn telephoned the Newsfield offices and photo taken. I didn't think I'd be writing established that the review copies sent to reviews. So they only got one expression. Britain were defective (not something I could like a game or hate it; it didn't other magazines discovered or noted so far matter. Either way, there I was, a as we knew at the time). A correct version grinning idiot. was expressed from Canada and The Dam Busters received its coveted Sizzler Jeff Minter was in the office once for a status. programmer challenge. While everyone else was watching whoever was playing at the Few, if any other magazines achieved the time, Jeff helped himself to a couple of status of ZZAP! 64 throughout its life or workstations and edited several articles enjoyed such a close relationship with the with the aid of find/replace. I can't games publishers while maintaining an remember what word he chose - probably enviable impartiality toward the products something frequently appearing like "C64" under review. Along with CRASH, ZZAP! 64 or "ZZAP!" - and replaced every instance established an entirely new form of with "sheep". Surprisingly not "llama", if committed journalism in which the sheer I remember correctly. enjoyment of writing and producing it shone from every page every issue and lit Newsfield broke the mould. In terms of up the lives of so many games players. ZZAP! in particular, I think Chris

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Anderson's decision to hire Julian Rignall large, with a partial dividing wall: on and Gary Penn for their game playing one side sat ZZAP! 64, on the other was skills was inspired, but the whole CRASH, the ZX Spectrum magazine. The place Newsfield approach steamrollered was a total mess: walls were lined with everything there had been up to that C64 cassettes, boxes of 5.25-inch point. floppies, broken C64s, joypads, disk drives, power supplies, cables and old TVs Having multiple reviewers share often and magazines. Likewise, desks were differing opinions on each title was just covered in food wrappers, cans of drink, one masterstroke that set ZZAP! apart. It games and ashtrays, and the room was had a better tips section than any of the usually filled with cigarette smoke, which competition. It had Ollie's brilliant just added to the unearthliness of the covers. It was just a unique combination place. It was like Santa’s grotto through of brilliant ingredients and it was fun. the eyes of Tim Burton. Although I didn't appreciate it properly My job, if you could call it that, was then, it really was a privilege to have simply to play games and write about them. been a small - in more ways than one - Review samples came in, I played them for part of. as long as was necessary (thankfully, we After Zzap, I became 's didn’t have games like Dragon Age: games editor and White Dwarf editor, did Inquisition, into which I’ve just poured time at Future Publishing (mostly [cough] 130 hours), and then I’d generate some Commodore Format[/cough] but lots of other fairly amateurish copy. Fortunately I got titles there, too), enjoyed huge amounts better at the make-words thinky-uppy part, of creative freedom making games with although I still can’t type for shit, Bullfrog, took lots of weird, freelance nearly 30 years later. games and writing jobs for the most I loved my time on the mag, during which I unlikely companies and currently working went on some cool press trips (drove a on an indie game project with a few Formula Ford racing car, flew in a light friends and colleagues. plane, went to a private showing of Still playing far too many games. That'll Robocop before it was out in the cinemas). never change. I also got to play Tetris before anyone else in the UK, met some really great

developers, and shagged one of the PR STEVE JARRATT girls. Ah, those were the days... Staff Writer, 1987-1988 (Issues 24-37) Later on, when things started to go pear- shaped at Newsfield, I was rescued from SJ: I think it’s impending obscurity for a second time by fair to say that the late Graeme Kidd. The brilliant ex- getting a job on editor of CRASH and Computer Shopper, ZZAP! 64 completely offered me a job on ACE magazine at Future changed my life. I Publishing down in the Edwardian city of was probably Bath. From there I went on to have some destined for an success with mags like Commodore Format anonymous life in and Edge, but I’ll never forget my time on the industrial West the world’s greatest C64 games magazine. Midlands, eking out a moribund existence in some menial job (assuming I’d even have one). That all changed when I landed the role of staff writer – my best mate genuinely wouldn’t believe me when I told him.

The office was based on one floor of an old townhouse in the middle of Ludlow above a wine shop. The room itself was

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GORDON HOUGHTON with fantastic memories and a gang of Staff Writer, 1987 (Issues 36-39) great friends. Albeit friends that, due to Editor, 1987-1989 (Issues 40-50) congenital misanthropy, I rarely speak to these days... Thanks anyway, guys - it was GH: What was it like great. to work at ZZAP!? It

was like being trapped in a giant PAUL GLANCEY frothy bubble of Staff writer, 1988-1989 (Issues 35-45) joy. Tips section - PG's Tips (Issues 40-45)

Part of the reason PG: My part in was the people I ZZAP!'s history is worked with: the relatively small, ubergamemeister but if you insist Rignall with his I'm happy to milk infamous mullet, the hilarious Jarratt it. with his impenetrable Brummy accent, the inimitable and unavoidable Glancey, the I was one of those magnificent but mysterious Maff... They kids who had been a transformed ZZAP! Towers into the closest long -time ZZAP! thing I've seen to an ideal workplace. We reader who dreamed all had a mutual respect for, and love of, of working on the gaming and gamers, and any idea of magazine. There were a few times I applied hierarchy was largely subordinated to this for those Staff Writer jobs that used to common bond. appear on the editorial page. When I finally made it on board the culture shock All the reasons people generally give for was insane, but it was fantastic fun. the magazine's success are true: the failsafe three-reviewer system, the chatty After I had been at work for a week the but knowledgeable style, Oli Frey's lovely whole company was piling into minibuses to margin illustrations, great characters go to a private screening of Robocop that such as The Scorelord... But on a more Ocean had arranged for us. Jaz was next to general level, ZZAP! was unique because it me and I think Roger (or it might have didn't take itself too seriously. It had been Franco) was actually driving the bus! character, charm and wit in an industry I thought, "WAAAH! This is IT! THIS IS that, at the beginning of the magazine's IT!" life, still regarded the Commodore 64 as a Every morning Carl the crazy post guy (I business machine. can't understand why he never featured in Roger Kean and Oliver Frey were the mag) would haul up a massive sack of responsible for that tone, and any success readers' letters and Jiffy bags full of the magazine enjoyed is ultimately down to games. Sifting through them was the Staff them. They made Newsfield feel more like a Writer's job and after years of scrimping family than a company: you knew everyone and saving for games it was amazing to who worked there, and there was genuine have them just turn up in front of you. warmth among the staff. It wasn't always Without having to pay for them! easy - most families have that weird uncle I loved the job but I was pretty bad at with dog breath and a comb-over that cries being a journalist. Not because I couldn't on the sofa at Christmas - but there was a write (disputable), but because I was sense of co-operation and a common desire reeeally slow at it. As a writer I was for success, which I haven't experienced vulnerable to displacement activities - anywhere else since. Mainly because I've how could I not when I was surrounded by been self-employed as a writer and copy- all these awesome games? I was always editor since I left. behind schedule, so when Julian left and I I arrived in Ludlow as a C64 fanboy with a tried out as Gordon's Deputy Editor I was desire to write for a living, but left a disaster. Just writing picture captions

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took hours, when I should have been The transition from avid reader of the knocking them out in minutes. greatest games mag of all time to actually working for this illustrious tome was odd. Some of that may have been why we often I'd actually been to the fabled King had to work insanely long hours and Street offices a few months before, for an weekends to get the mag out. Sorry guys. interview with Jaz Rignall for the But for me at least, it was usually more position that Paul Glancey eventually won. fun to be in the office of an evening with In fairness, he was very good. your mates than sitting in your landlady's parlour watching Summer School with Mark A new team was in residence by the time I Harmon and Kirsty Alley on VHS after a returned in triumph to sleepy Ludlow. Jaz dinner of faggots and peas. and Paul had headed off to the bright lights of that London and Gordo, Kati and The worst bit I remember was when the Maff had settled in and made ZZAP! their whole Katakis thing kicked off and I was own baby. For all of a month. Then the in the office on my own, not knowing what fabled "Night of the Long Knives" and the hell to do. Before anyone mentions it, there was poor little me, the sole though, I WAS too junior to take the blame survivor. Alone and afraid. for the Time Tunnel tape. Well, not quite. The best bits were meeting people I'd only read about like Chris and Jops from I'd imagine the rest of the team probably Sensible and Andy Braybrook, and of saw me as "hard work", although I never course, legendary folks like Roger and Oli heard a bad word said. Which is credit to and all the other guys who have been them as, in hindsight, I was. I did my own friends ever since. thing, wasn't mad-keen on the way things were going and got away with an awful lot I was at ZZAP! for less than a year, and for the short time I was there. The tips they paid me hardly anything, but those section became a particular bone of guys set me up for a great life in video contention as I remember; not a lot of games and I'll never forget it. They were people were overly enamoured with the inspiring days for me, and it's always Wedding Spectacular (a few tips nice to be reminded that, over 20 years interspersed with a running photo later, there are players in the C64 commentary of my brother's nuptials). community who still find ZZAP! 64 an "Self-promotion" was a term I heard; in inspiration. fairness it was meant as a touch of daftness to lighten up what was rapidly becoming stale. PAUL RAND Staff writer, 1989 (Issues 48-54) Perhaps with a touch of self-promotion. Tips section - Tips oot for the lads, Killing off the margin characters was a 1989 (Issues 51-54) bit naughty, too. I seem to remember Marky Kendrick (Art Editor) and myself cooking PR: Ok. Right that one up, probably in the Starlight from the off I Club (aka The Sticky Carpet, Ludlow's b e a r n o premier only nightclub). I've since read responsibility it was a decision made from higher-up. for the accuracy Having them taken away, Colbys-esque, by a o f t h e s e UFO wasn't. ramblings. We're talking 25 years Best parts? The people, undoubtedly. Some or so ago, it was clever, some intelligent, some downright all a bit of a out there. All absolutely committed to whirlwind and The doing the very best job they could. Nobody Bull Hotel may does a 30-odd hour stint playing Zak w e l l h a v e McKracken without being serious about what assisted in distorting some of the they do. "facts". But hey, let's give it a go. The freedom to try new things, whether

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they work or you end up falling flat on just broken my ankle after falling off my your arse. Ideas were embraced, even from nephew's skateboard and recall having to snot-nosed kids from The North. haul myself slowly up several flights of stairs to the ZZAP! office on the top Worst parts? Sundays after the Bull had floor every day. shut at 2pm. Woolworths and the takeaway pizza hole-in-the-wall did little to Working with Stu and Robin was a pleasure; excite an 18-year-old. Although looking we all got on famously. In those days, back, I suspect Roger and Oli may have before desktop publishing, we had to take organised the wholesale shutdown of the a floppy disk with our text on it down to town in order to get us to do a bit extra Tortoiseshell Press to get it printed out free work. on special paper for the designers to lay out - they physically had to cut and paste And the lodgings. God, the lodgings. They it into place. Anyhow, on one occasion I still bring on cold sweats to this day. If failed to cancel some italics in the text, the landlord hasn't been locked up for so it all came out slanted and Stu stuck Fritzl-style offences I'll be amazed. it on the wall as a reminder - thanks Stu! It was only eight months, but eight months I have to admit I preferred our separate at Newsfield were like cramming a Masters. magazine office to the open-plan layout Sure, there were mags with bigger ABC when we moved to Case Mill - or Stalag figures. This stable of iconic mags was ZZAP!, as we called it. Still, we had sadly on the wane. But to be there, to be great fun playing Kick Off every lunchtime part of an institution which not only and I recall dropping some joysticks from changed the way games magazines would be, the first-floor window onto the car park but also inspired so many young people to gravel below to test their robustness. The go on to so many excellent things - and advertising department were a pretty wild that's not hyperbole - is something that I bunch, too, and I remember them giving look back upon not so much with pride. each other horsey rides around the office More joy. And immense luck. - some sort of team-building exercise, I assume! The fun came to an abrupt end when a George Lucas lookalike arrived one PHIL KING morning and told us Newsfield was bust - a Staff writer, 1989-1992 (Issues 51-90, huge shock - but we were soon back in the Commodore Force issue 1) same building, working on the same Editor, 1992 (Issues 81-83 under magazines (and new ones) as Europress Managing Editor Lucy Hickman) Impact, and still had plenty of laughs. Great days. PK: I'm sure we must have done There's no doubt that Newsfield some actual work revolutionised computer magazines, most of at times, but my which (with the exception of C&VG) had main memories of been pretty dull affairs up until the ZZAP! are of lots launch of CRASH. Computer games were all of fun, playing about having fun, so there was a need for games and having a magazines to reflect this. We certainly laugh. I was had a lot of fun writing the mags and I actually a think this came over to the readers. Spectrum fan After ZZAP! (and Amiga Force), I moved growing up and had started my magazine down to Bournemouth in 1993 to join career on CRASH. In fact, my first Paragon Publishing, working mainly on tips 'interview' for that job turned out to be magazines such as PowerStation. Since in the ZZAP! office, reviewing a C64 game Paragon's demise, I've been a freelance - I'd never even touched a C64 before, so writer and sub-editor. My current work it was all very disconcerting. Strange includes subbing and writing for The MagPi then that about a year later I ended up on - the official Raspberry Pi magazine. I ZZAP! when Gordon, Kati and Maff left. I'd love the Pi, as it reminds me of the

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golden age of 8-bit computers, when course, delivered on cassette tape. Every everyone was mad about programming, and month, we'd get a fistful of pre-release some of the projects it's being used for copies from our duplicator, and had to are amazing - many of them by youngsters. load in every game on all the tapes before It's like the 1980s all over again, but signing them approved. We still had a few without the mullets! problems with readers who just couldn't load up the software, whatever they tried.

But loading problems pales next to the IAN OSBORNE experience of one reader, who once found Staff writer, 1992-1994 (Issues 80-90, his covertape contained no games at all - Commodore Force Issues 1-10, 14-16) just hymns. At first, we suspected he'd recorded the hymns himself over a regular IO: I joined covertape, but comparing the cassette he'd Newsfield in returned to us with a working copy, we September of 1991, found they were different lengths. Perhaps to work on the he was telling the truth after all. pending launch of In these pre-internet times, the tips two new console section was largely made up of hints and titles, Sega Force guides sent in by readers, or cheats given and Nintendo Force. to us by the software companies behind the Unfortunately, games in question. Having kids write out around two weeks after arriving, the tips from rival publications and then send company ceased trading and we were all them to us was always a problem, but one made redundant. I almost changed my name reader went a step further and literally to "Jonah". cut the tips pages from an issue of But all was not lost. The directors gained Commodore Format and posted them to us. funding from Europress to buy back Not sure how he expected to get away with Newsfield's profitable titles, and I was that. invited back as a staff writer for the new Talking of readers, one young man (who company, Europress Impact (later Impact shall remain nameless) developed an Magazines). During the month or so between unhealthy obsession with the team, phoning Newsfield closing and Impact launching, us every few days with pointless questions Nintendo had sent a legal threatening to and meaningless discourse, even after sue if Nintendo Force was published, so of being told not to. We lost count of the the two console titles I was originally number of times he rang up and asked when recruited to work on, only Sega Force was the next issue was coming out, only for us actually launched. After contributing to to tell him to look at the last page in the first issue, a reshuffle saw me moved the current issue. We once got a letter to ZZAP! 64 to work with Stuart Wynne and from him that started, "This is the 38th Phil King, which was fine by me. I always time I've written to you" (or some such preferred computers to consoles anyway. ridiculously high number). As interest in The investment from Europress meant our the C64 waned, he insisted he would save equipment was upgraded. Out went the old it by learning to program so there would Apricots that needed to be booted from a still be games released. In the end, Steve three-inch floppy disk. In came shiny new Shields lost his temper and told him to Apple Macs. Not that they always booted piss off, then slammed the phone down on without difficulty. Designer Claire Morley him. (now Kendrick) had a particularly dodgy Of course, as time went on, ZZAP! 64 Mac. On cold days she had to remove the morphed into Commodore Force, gaining an cover and batter the hard drive with a extra covertape, albeit now unboxed. Sales florescent marker pen until it started had fallen quite badly, with a new turning. Seriously. editorial outlook that valued humour Working on videogames magazines was very (usually based on bodily functions) more different then. Our covermounts were, of than solid information going down poorly with the readers. To reverse the decline,

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and bring the magazine into Impact's Since ZZAP!/C-Force, I've personally "Force" stable of titles, the magazine was worked on other videogames titles, a local relaunched. paper, tips books and Apple magazines, as well as a short stint in PR. Commodore Force isn't fondly remembered by Interestingly, two former ZZAP! staffers many former ZZAP! readers, but I think have gone on to found publishing companies some of the criticisms are unfair. of their own. Chris Anderson, of course, Remember, the age of the average C64 owner famously founded the once-mighty Future was falling, as older gamers with higher Publishing, while Markie Kendrick was a incomes moved onto the Amiga or consoles, founding director of Imagine Publishing. and their younger siblings got their old Commodore 64s to play with. It's inevitable that the magazine had to follow this demographic change. Also, the early editions were pretty solid, with interesting features, useful regular columns and a good selection of cover games. Reviews and previews were getting thin, but that was the market, not the magazine. It's the later issues that really sucked, when the magazine was understaffed and put together with very little editorial effort. At that stage in the C64's lifespan, decay was inevitable, but the magazine certainly fell from greatness much faster than was necessary.

But a second late-life turn-around wasn't to be. The company went bust, just like its predecessor, and the staff was made So, there we have it. The inside redundant despite our financial director story on the great people who made making a fool of himself by running around up the staff of ZZAP! and made it telling everybody their jobs were safe. Interestingly, since Impact, this such a hit. I hope you have particular individual was jailed in the UK enjoyed reading their memories. for bilking a contract publisher out of lots of money, and in 2008 pleaded guilty Professor Brian Strain, to doing the same to an educational aka The Mighty Brian. software company in America, but went on the run before he could be sentenced. He's just been arrested again. I wouldn't like to be in his shoes.

So why were ZZAP! and Newsfield so important to the magazine industry? It could be argued videogames magazines start here. Newsfield's titles were certainly the first to take gaming seriously as a hobby, with games taking centre stage instead of occupying half a dozen pages at the end of a general computing mag. ZZAP!, and its sister title CRASH!, also offered a refreshing editorial neutrality that's been sorely lacking in far too many magazines since. If a game required a good kicking, it got one, and no one worried about what the software company would think of the review.

Issue #07, July 2015 Page 32 Game Review

Game: Ghosts ’n Goblins Arcade Developer: Nostalgia/Chris Butler Release Date: June 2015 Available: http://csdb.dk/release/?id=139257 It’s a bit like: The arcade version, much more so now! Score: 8.5/10 What is there left to say about Ghosts ’n Goblins? Known for its insane difficulty level, high frustration inducing, If you could buy Ghosts ‘n yet endearing gameplay. The original C64 conversion by Goblins Arcade in the shops, it Chris Butler was a great game, but was missing levels and would look something like that special polish. In come Nostalgia, fresh from their this. Commando remake, here to rectify things again. They must really love us! “As I often say, Game Overview it’s a wonderful Scene group Nostalgia strike that were already present. The time to get into back with their improved graphics have been completely retrogaming. The version of Ghosts ’n Goblins. overhauled by Steven Day and Originally released by Elite Carl Mason, as well there are sheer amount of Systems in 1986 and coded by various improvements to the talent and the legendary Chris Butler, it presentation, including adding was a fine conversion of the in the intro sequence at the dedication in the original Capcom arcade game. beginning of the game. Each community Unfortunately, like so many level now has its own 3 C64 conversions, there was channel music as well as sound constantly something missing. Probably effects courtesy of GNG and impresses.” due to both deadline pressures Laxity, while the original and the fact that it all had Mark Cooksey theme has been to fit in a single load, the retained on the title screen. game was missing entire levels Various bugs have been fixed and always felt incomplete. and controls tweaked to make this version of the game much Nostalgia have slaved away more playable than the over the past year, trying to original. right the wrongs of the original conversion. Using For those of you that aren’t Chris’ original code as a quite up to the game’s starting point, they have infamous difficulty level, improved upon, re-written and Nostalgia have kindly included enhanced the original various trainers such as conversion to come up with infinite lives, Ghosts ‘n Goblins Arcade, a invulnerability and level skip true conversion of the arcade to help you get through the original. game.

Previously, this machine The list of enhancements is Ghosts ‘n Goblins Arcade is impressive. Most importantly, available as both disk and would give you the most the game now includes all six cartridge images, playable on authentic GNG experience. levels from the arcade as well a C64 emulator such as Vice, Not any more! as extending the four levels or transferrable to use on a real C64.

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Gazunta - 7/10 Ant - 10/10

OK, let's get this out of the way first: I As I often say, it’s a wonderful time to have never been a fan of Ghosts ’n get into retrogaming. The sheer amount of Goblins. In fact, I'm of the opinion that talent and dedication in the community with its player-hostile level design and constantly impresses. Ghosts 'n Goblins enemy movement patterns, coupled with an Arcade is no exception, and it’s AMAZING. unwieldy and restrictive control system, it's actually a pretty badly designed There’s not enough room here to go into game. However, boy oh BOY is this a all of the spit and polish that has been fantastic conversion of it. done to this already great game (sorry, Cam!). Everything added to this new The attention to detail bestowed upon it version of GnG is like loads of extra by the new developers shows that these icing on an already delicious cake (that a people really do care about the game, and zombie then erupts out of). Arcade quality wanted to see a C64 version that does the sprites. Gameplay changes. New and original justice. I never thought Chris expanded levels! Options galore! Butler's effort deserved any widespread derision - by all means, it certainly was Honestly, we’re just being spoilt here. as good an arcade conversion as you could While the enhanced graphics are one of the expect in 1986 - but it's just plain first things you’ll notice (now shown off fantastic to see what an extra 30 years of as part of the newly added intro scene) it community C64 coding knowledge can bring is the improvements to the controls that to the table. I love the new intro really make this a gem for me. Arthur no sequence, the richer backgrounds, the longer gets stuck on the bloody tombstones extra little flourishes shown in all of all the time and he can change the the sprites. It really does feel all direction of fire in mid-air. Zounds! polished and fresh. Despite these new improvements the game is What surprised me was how much better it still cruel in difficulty. Tweaks have plays than Elite's effort. It just feels been made to make enemies deadlier (in nicer to jump, and not every death makes line with the arcade version) and, yes, you curse an unresponsive joystick input. you will still fall to your doom over and The pace has been sped up too, which is over in the damn Ice Palace level. good for a game that demands constant rote learning of previous levels in order to Oh, the music! Each level now has a new stand a chance with later ones. Yes, it’s tune and each one sounds wonderful in it’s still frustrating for so many wrong own right (thankfully the iconic original reasons (so many leaps of faith in level music by Mark Cooksey, is still there). 2…) but it’s not always like that now. The new music for the Underground Passage level is particularly chilling, I just love the fact that this was made at reminiscent of Ghouls ‘n Ghosts. all, and so I'm hesitant to bash the game for, frankly, Capcom's initial mistakes. The amount of love poured into this work However for my money (hang on, wasn't this strikes me as something quite incredible. a free release? -ed), it’s an incredible That people use their free time to make display of the modern C64's abilities, but something like this. That’s inspiring. it's actually also a great game to play. Time to don that armour once again!

Issue #07, July 2015 Page 34 Blast From the Past

A Zzap! Retrospective. By Alex Boz

In issue 6 of Reset, it was abundantly clear which C64 related magazine the staffers held most dear - the one and only, Zzap!64. How apt then that we are celebrating all things Zzap for this issue of Reset!

While indulging in Zzap!64 nostalgia, we take the staffers down Memory Lane to reminisce about this once- mighty British gaming magazine and how we discovered it all those years ago. The first cab off the rank with their story is yours truly!

Upon discovering micro computers in the mid 80s, I was thirsty to learn more about these new machines and their wares. Once I found out that there were magazines filled to the brim with news and game reviews dedicated to these computers, I knew I had to hit my local newsagency to see what was on offer. Since I had a C64, my natural inclination was to look for the latest C64- centric magazine. Being in Australia, it meant that the latest British magazines were always three months old. We didn’t care about this, we just wanted to get our grubby mits on the latest issue, no matter how old it was. Among the gaming magazines on the newsstand, one mag stood out head and shoulders above the rest - well, its cover stood out! The magazine in question was Zzap! 64 (oh those beautiful Oli Frey covers!). All wide- eyed, I immediately grabbed the issue and started flicking through its pages. The newsagent wasn’t impressed with me being in there for over an hour reading the magazine cover to cover. The secret to the Zzap!64 formula was its great writers - they knew how to draw you in and hang on their every word, guys like, Julian ‘Jaz’ Rignall, Paul Glancey, Gary Penn and Gordon Houghton were wordsmiths like no other. To say I was hooked, would be a great understatement. From that day forth, Zzap!64 became my monthly bible for C64 information (well, it was till its demise).

As we keep traveling down Memory Lane, I realise I have rambled on for too long and ask the rest of the Reset staff to share their personal Zzap!64 stories. Here we go!

Issue #07, July 2015 Page 35

Rob Caporetto (Hellfire64): studied those Usborne “write your own game” books for every technique I could Coming late in the grand scheme of things find and entertained the notion I could (1989), I missed a lot of the early buzz make my own games one day. around Zzap and its early peers. So, the first time I heard about it was after My parents had heard that older siblings buying some other mag, which after showing often felt left out when a new baby to my 'cool' cousin at the time, told me arrives, so they bought me my very own was rubbish and I should have gotten Zzap Commodore 64 to help keep me entertained. instead… It was the C model and had a tape drive and I could plug it into the dodgy 14” TV Advice I'd forgotten about… until early I was given a year previously and I could 1992. I was at one of my local not think of anything I could ever want newsagencies, and I saw Issue 79 - the more again. I told my parents that the first of the post-Newsfield issues. Seeing only games I would be playing on it would that Oli Frey art (tying into the Smash TV be ones I wrote myself. They smiled review in the issue), and of course politely and had no idea what I was Megatape 23, with Boulderdash 4 (and talking about. I guess they were just glad Construction Kit) & Spy vs. Spy 2 both I wasn’t riding BMX bikes to breakdancing giving me plenty of play time. parties while huffing paint or whatever kids did back in the ‘80s. As a kid without much pocket-money, especially in an era where finding C64 I spent that summer holiday laboriously titles to purchase was becoming tougher, typing in all those BASIC games I wrote, it rapidly became my source for reading trying to run them, debugging them and about the newest releases & other aspects then saving them to tape. They were all of C64 life. terrible. Text adventures that were more like simple Choose Your Own Adventure Whilst it had its ups & downs, when it stories with worse writing. Overhead made the transition into Commodore Force, racing games that stored every possible it stabilised and became a solid read each outcome as a separate screen (what the month. Despite the name not having the hell was I thinking?!). A strategy game same character, features like "Back to the where you choose which country to nuke and Feature" covering earlier years of the then saw where the radiation cloud went (I C64's history (and some of the hits & worried about Chernobyl a lot). And so on. misses of the era), along with peeks into Rotten stuff but good God I was a happy the demoscene, and the return of "Diary of camper for the first few weeks. a Game" to cover the development of Lemmings. It seemed like half the kids in my school had gotten a C64 over the Christmas break I've been lucky to read some of the early - schoolyard conversations changed from issues recently, and whilst I'd have loved Ghostbusters the movie to Ghostbusters the to have been old enough to enjoy it during game, and copies of Commodore User, C&VG the C64's heyday, I think it's as special and Zzap! 64 were passed around and in its own way to be there at the C64's devoured like they were made of curry, hot twilight. dogs and pizza at the same time. This was valuable intel. Nobody seemed to know where the magazines came from, but we knew Cameron Davis (Gazunta): they were full of powerful secrets that we had to keep safe at all costs. I blame my baby brother for all of this! He was born in 1985, and I was eleven Curious, I started peeking over people’s years old at the time - a once-promising shoulders while they read the latest smart kid who had been bitten by the issues. It wouldn’t hurt to see what games gaming bug and spent his weekends alone in are out now, right? Just for research his room writing imaginary BASIC programs purposes of course, to inspire my game on dozens of exercise pads. I didn’t programming skills. actually own a computer, but I excitedly

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I didn’t know what most of the games were my brother and I got to spend years about, but I quickly learned which ones playing all the great games that Zzap! 64 were worth playing, and which magazines introduced me to. were worth reading. Those wacky reviewer heads and in-jokey cartoon drawings of Thingy and Rockford in each Zzap! 64 review were so much more inviting than the text-heavy competition. C&VG felt like a bore in comparison. Heck, CU felt more like a games-themed issue of Smash Hits magazine than a gaming publication. Zzap! 64 was filled with photographs of reviewers and developers hanging out and playing games all day - how cool would that be to do, we all thought!

I started playing the real games that got the coveted Sizzlers and Gold Medals. I had to know. How were such amazing things as sprites and sound effects and scrolling possible? I kept hoping that if I pressed Run/Stop I could get a LISTing of all the program to study. I had no idea about Machine Code. There were no books in my library about this stuff and I didn’t know anyone I could learn from. I quickly hit a wall in my fledging game programming career so started picking up the joystick for a quick game of whatever I could find or borrow more and more often.

C64 magazines started appearing next to the comics at my local newsagent. The first issue of Zzap! 64 I picked up was Frank Gasking (Enigma): issue 35, with Apollo 18 on the cover, and it was a revelation. All these games I I was very late to the Zzap party (as I could buy! All the lingo to learn. Shmup. was to the C64), and didn't discover the Aardvark. Coin-op conversion. Oh man. magazine until issue 78, where the cover depicting Terminator 2 had grabbed my Every month a new issue of Zzap! 64 attention. I was starting to get into appeared, containing all the reviewer’s magazines, as being on a small budget - worldly wisdom that I just had to know. the cover tapes were a real draw, and What games were cool now? Which ones were Zzap's was no exception that month. It was to be avoided? In the wild west of early here that I discovered Spy Vs Spy for the computer gaming, Zzap! 64 was the law first time and fell in love with the book, and I was a devoted reader. It’s series and then got to enjoy a magazine hard to pin down my favourite era - I which was very different to Commodore stuck with the mag from that point on - Format (which I had also started getting but it’s hard even now for me to put down around the same time). The magazine felt an issue from the Gordon Houghton era. The glossier compared to Commodore Format, but energy, humour and giddy enthusiasm for the content not quite as good and seemed gaming is still infectious, and the C64 to be aimed at the older reader. What I played host to some tremendous games that didn't know at the time was that Zzap had I still fire up today. been on a decline and wasn't anywhere near as good as it used to be. Still, I My career as a game programmer was clearly enjoyed the magazine and took to the idea doomed from that point on. On the upside

Issue #07, July 2015 Page 37

of getting both Zzap and CF every month. In issue 28 there was a subscriber's offer Issue 78 was ironically though to be the - buy 12 issues and get a FREE Quickshot last issue published by Newsfield, so when VIII Joyball. This looked like a giant I couldn't find the next promised issue - trackball but acted like a stick, rocking I had assumed it had died a death. A few in four directions. Our subscription months later, and missing an issue - I started with issue 31 and the 3D tips discovered the magazine had supplement. resurfaced. So my (short) journey with Fast-forward to a much later issue and a Zzap began. reader's survey - what did readers want? A Things got a little crap unfortunately suggestion for a technical column lead me with the inclusions of Miss Whiplash, but to write to the editor Phil King, I managed to see a period where things suggesting I could write it - enclosing a improved vastly. The magazine went full dummy column illustrated with pictures cut colour, and then expanded in page size and out of back issues. Steve Shields replied, doubled its cover mount. Due to mostly telling me I would start work when the buying the magazines for their cover magazine rebranded as Commodore Force. I mounts, this was my favorited period of wrote as Professor Brian Strain for 16 Zzap at the time - where I discovered issues, then made my reviewer debut in games like Silkworm, Cops and Ninja 2005's Def Guide to ZZAP! (given away with Warriors for the first time and for a Retro Gamer magazine). bargain price. The journey was short, as My favourite era has to be 1988, issue 90 was to be the last ever issue of culminating in the immense Christmas Zzap. Next issue saw a transformation into special (issue 44). A great year for games Commodore Force, which was an era I including Armalyte and Great Giana actually enjoyed very much (even though Sisters, plus so many great features the ardent Zzap readers were not so keen). alongside the reviews. The cover mounts were even more impressive, but little did I realize was it down to the dwindling market! It wasn't until the later years that I picked up back issues and saw the amazing 1986/87 era, where the pages were full and alive and so many games were coming out every month. It was then I realized the truly great era of Zzap and just how much I had missed.

Andrew Fisher (Merman):

We got our first C64 in 1985, and we'd read a few issues of Your Commodore. Then one evening Dad brought home a different mag - issue 18 of ZZAP!, with the gory Beyond the Forbidden Forest cover by Oli Frey. It looked cool and there were so many great games reviewed in that issue, including Super Cycle. But it was almost a year later when I next bought a copy - while on holiday, issue 28 was purchased and read repeatedly. That issue had two amazing games, Head Over Heels and The Last Ninja.

Issue #07, July 2015 Page 38

Jason McKenzie (Kenz): moments in the running of Psytronik Software has been getting permission to I was a big Sinclair ZX Spectrum fan feature amazing artwork by Oli on the before I got into the C64 scene and was an Psytronik releases 'Ultimate Cops', 'the avid reader of CRASH magazine. This was Shoot 'Em Up Destruction Set 3' and the until a friend of mine showed me his C64 upcoming releases of the 'Kung Fu Maniacs and I was totally blown away by games like Trilogy' and 'X-Force'! Uridium and Paradroid etc. From that moment I desperately wanted a C64 but life dealt me an unexpected card - my dad Kevin Tilley (Unkle K): bought me an Amstrad CPC!! Although it wasn't the C64 I craved I duly immersed I first discovered Zzap!64 after exploring myself in the Amstrad scene and migrated a newsagency in Ocean Grove after a school from CRASH to AMTIX magazine. I excursion. At the time, I had no idea eventually saved up enough money myself there were magazines like Zzap!64. and bought my beloved C64. It was a very Instead, I was used to the more serious exciting time for me as I was now nature of mags such as Compute! and officially a C64 owner and so I went out Australian Commodore Review. This was just and bought the current issue of Zzap!64 about the time I was earning my own money that was available - issue 13 (the one from my first part time job while still at with the zombies on the cover). I still school, and I was beginning to buy my own have that very issue (carefully stored in original C64 games from the local K-Mart a proper Zzap! binder) and still get a after years of pirating (not having any buzz looking through it as it brings back clue of how naughty it actually was!). memories of when I first became a proud C64 owner. I remember in the weeks before at a computer club meeting my father had taken My favourite era of the mag is definitely me to, some of the older guys were the early few years (the Julian Rignall / demonstrating the brand new, just released Gary Penn / Gary Liddon era), those early C64 Terminator 2, and I was blown away. issues had a great sense of fun to them THAT INTRO!!! Well, imagine my surprise and I loved the wacky photos depicting the when I saw that cover, Zzap!64 issue #78, shenanigans that went on behind the with Terminator 2 on the front and a scenes, it looked like everyone involved tape!! Yes, a freakin tape, they were with the mag was having a great time! I giving away games!! Jackpot! After would buy every issue as soon as it came flicking through the mag, I was stunned at out and scour the reviews to see what C64 the amount of games there were and I felt games were worth buying (usually anything like I wanted them all! In the months to with a sizzler or gold medal award). I come, I actually bought a few from that would also pay particular attention to the very issue! But, it was Terminator 2 that rating the sound received as I was (and I wanted the most, and loading up the demo still am) a huge SID music fan. There are from the megatape and seeing that intro on plenty of games in my collection that I my own C64 was a magical moment. My next bought purely because Zzap! gave the music original game purchase was indeed a high rating - including some dubious Terminator 2, which I still proudly have games with AMAZING soundtracks on my shelf to this day. This was to be (Knucklebusters, I'm looking at YOU!). the last ever Zzap issue under the Newsfield banner and I think in the end I Something else that comes to mind when I only ended up with a handful of issues, think about Zzap!64 are the AMAZING maybe a few more when it reappeared under airbrushed covers painted by Oliver Frey. publisher Europress Impact. I was lucky enough to meet Oliver (along with Newsfield co-founder Roger Kean) at My favourite Zzap era? In retrospect, the Revival retro events and it was great having read through the classic issues to chat with them both about the good old years later, the best era for the mag is days of Zzap!64. One of my proudest clearly when Jaz Rignall was at the helm.

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However, those few issues of Zzap I got for my thin wallet. will always remain prized possessions, As time passed I would continue to cherish given that they introduced me to C64 games each Zzap! 64 mag and I can still recall magazines and opened up a whole new world the anticipation of hoping to see a new for me. After that, it was Commodore Oli cover standing out on the shelves. Format all the way, although I did also get Commodore Force for their excellent The Houghton era would be the one that I cover-tapes ;-) would come to love the most. The gang seemed just like regular people, like they

could be your mates, having a bit of a Anthony Stiller (Ant): laugh while you play Spindizzy together.

I always loved going to the newsagency. But for now I paid the newsagent five Comics, magazines, books. I could spend dollars and took my Zzap! 64 issue 1 and hours in there. stepped out of the store and into the sun.

Our family had only just bought our first C64 (ok, our second as the first was Ah, the love of Zzap!64 shines through and faulty) which in itself was a bit of a through! Even after 30 years, everyone story. I loved it dearly and the games on that remembers the mag speaks fondly of it it, even the bad games, were amazing. - that is a true testament to a great But, while my friends also had C64s magazine! Zzap! (and everyone involved (except for that one guy with the Speccy) with it) has always been deserving of all they weren't really into it like how I the plaudits thrown its way. The mag was. I read every scrap I could about it always knew how to engage with its target and the games on it. I wanted to know what audience and by doing so, it was an expert was being made for it. Who made them. How. at extracting your hard earned out of your pocket to feast your eyes on its pages. I’d seen other “personal computer” Long live Zzap!! magazines, of course. Some seemed very adult and business-like and boring, others were full of listings and short reviews and that was great and all but …

Oh, what is this?

Glossy. A beautiful painted cover of spaceships and explosions. Zzap! 64? That sounded ... exciting. It looked like a comic book. But for the C64. That cover art.

I flicked through the magazine. Immediately found the Elite spread.

I already knew that I would love that game.

Onwards, blurring through the pages. Stopping at more sketches of people, like in a comic book.

Wait. Those are the reviewers! It’s like I Alex Boz is the owner and editor of the wonderful knew them already. There’s the grumpy one Ausretrogamer E-Zine. and there’s the cool one. You owe it to yourself to check it out! Back to the cover. The Elite review. Back http://www.ausretrogamer.com/ to that beautiful cover again. I reached

Issue #07, July 2015 Page 40 Commercial Release! Game Review

Game: Jam It Developer: Throwback Games Release Date: July 2015 Available: Throwback Games (digital download), RGCD (Cartridge), Psytronik (tape/disk) Website: https://www.throwbackgames.net/ Score: 8.5/10

Tweeters Vs Slackers… As the tension mounts, the players warm up their fingers and the pre-game sledging begins. With weapons in hand and teams selected, four warriors tough it out in one of the biggest, most “If it's one thing anticipated battles of the year. This is no game, this that defines the 8 is basketball, on the Commodore 64. After all, winners -bit (and even the are grinners! 16-bit) era of Game Overview gaming, is having Jam It is a brand new, arcade as posting to trick opposition friends around, style basketball game by C64 players. Passing is a quick joysticks in hand newcomer Throwback Games. double tap on the fire button. Defensively, players are able The game is played with two and battling head to steal the ball of their players on each team, over half opponents and block shots. Each to head for the a court. When a defensive player has an energy bar that player rebounds or steals the thrills.” decreases when the player is ball, they have to return it moving with the ball or over the half court line to be attempting to steal. Energy is able to score again. regained by quickly pressing The single player game is your joystick buttons at half playable against four computer time while being entertained by skill levels, ranging from the lovely cheerleaders. hopeless to brutal. With two Fouls are possible when players on each side, you can attempting to steal or blocking either select for the computer shots, resulting in to control your team mate, or repossession of the ball or you can control both players foul shots. Amazing plays are yourself, switching between the rewarded with replays. two when you pass the ball. The game is stat heavy, with Jam It has an assortment of plenty of numbers to keep track offensive and defensive moves on and various types of plays at the player’s disposal. to make. Shooting is possible from Jam It is available at itch.io anywhere on the court by as a digital download. RGCD There is a really nice interview holding down the fire button will also be releasing a with Jam It creator, Leigh and releasing it at the jump cartridge version, while White, over at Ausretrogamer. peak. Slam dunks and alley oops Psytronik are releasing the can are also possible, as well Go take a look! game on tape and disk.

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Unkle K - 8/10 Rob - 9/10

Great basketball games on the C64 are few Sports games and I don't exactly share much and far between, so it was with great common ground. At least ones which aren't anticipation and high hopes that I play Speedball anyway. So when I was asked to tested Jam It. take a look at Jam It, I wasn't entirely sure I'd enjoy it. Presentation is minimal, with a nice title screen (complete with an animated players I'm happy to admit, I was totally wrong and cheer leaders flying through the with that train of thought as Jam It is titles) and options menu (including game easy to pick up and play for those who instructions). Graphics are simple, but aren't into sports games. The controls are work well. The player sprites are blocky tight, and incredibly nicely thought out, although they move and animate nicely. The meaning it's easy to move around the court, backgrounds, once again, are sparse but pass the ball to your teammate, and line up work. Everything is recognisable and looks for a winning shots. like it should, although there is nothing Whilst the front end is simplified - this there that will blow you away. The sound is means there's more room for in-game there, the usual whistles, cheering, presentation, ranging from the mid and bouncing ball noise and simple title screen post-game stats screens, the intermission ditty. (giving you time to recharge), as well as But even if the presentation is sparse, Jam the optional instant replays. All of these It excels in the most important area, details add to the experience, bringing it gameplay! The game is a stunner and above what most other sports games on the particularly great fun to play in C64 offer. multiplayer. The three single player levels If it's one thing that defines the 8-bit make it accessible to play for beginners (and even the 16-bit) era of gaming, is and will still provide a challenge for having friends around, joysticks in hand experts. We actually play tested a pre- and battling head to head for the thrills. release (but complete) version of the game That experiences is not just replicated in at a Commodore Club meeting in Melbourne, Jam It, but enhanced thanks to the support and there were lots of laughs to be had. for Protovision's 4 Player Adapter. Teaming Adding in the option of simultaneous 4 up with one friend against an opposing duo player action using the Protovision provides ample opportunity to show who is Interface was a stroke of genius and this the best on the court, and makes it one of is where games like this excel. As playable the top games worth firing up at your next as the single player mode is, the most fun C64 multiplayer party. is to be had in multiplayer, which really As a single player game, Jam It is well put applies to any sports game on any system. together and will provide a lot of polished The half court gameplay itself is well fun, but grab a Protovision adapter, and thought out and implemented. play multiplayer with some friends? It's an Another thing that impresses is the amount essential C64 experience. of stats available. Everything you need is there and trying to beat your stats is good fun. Unlockable moves and Easter eggs are present and you’ll have a great time finding and unlocking them.

The only criticisms relate to customisation. I would have liked to have been able to input my own team/player names, as well as have the ability to change how long each game goes for.

Jam It is probably the best basketball game on the C64. Fun and challenging arcade style gameplay makes the single player mode worthwhile, while in multiplayer the game is an absolute hoot! Highly Recommended.

Issue #07, July 2015 Page 42 Zzap! Back By Mat Allen

One of the most interesting features to appear in Zzap!64 magazine was the Zzap! Back section. Here was where the current reviewers of the day would look back at the significant games of a particular past issue, and re-assess if the original scores held up, or should be changed with the passage of time. That didn’t always mean lowering the numbers; occasionally it was argued a game might have been under-rated. With one of these, you could go back in time and With that in mind, and given it is the 30th change the original reviews! anniversary since Zzap!64 began, Mat Allen and Paul Morrison cast an eye over some of the highest (and

“Arguments and lowest) profile games that the magazine reviewed, and assess how the games fare in 2015. debate erupted

following the Impossible Mission Professor Atombender and his review of this 1984, Epyx/US Gold minions is a classic tale of slice of Sensible Zzap!64 #25, page 68 good versus evil, and it endures to this day. Software While it might have been late to the party, reviewed some surrealism, as it three years after its release, somehow failed to that didn’t stop this classic secure a Gold combination of Cold War era inspired platform and puzzle Medal and merely action from garnering some scored a Sizzler seriously impressive comments. Steve Jarrett described it as instead.” “damn near flawless”, Gaz enthused how far ahead of its time it was, while Jaz simply summed things up with “one of the greatest programs ever written.”

MA: Jaz was correct, in my opinion. The graphics, the speech, the gameplay, they are all in perfect balance, and there isn’t really any way the game could be made better given the constraints. Simple to pick up, devious to play, devilish to master.

PM: Not many games become

icons, but Impossible Mission Not impossible, just really is one that did. The battle freak’n hard! between Agent 4125 and

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MA: Presentation, Graphics and Sound down wrong, but time can reveal many things not by about 5% each, however the other scores initially seen. It IS a brilliant game, are still spot on. A master class of but slightly flawed, and a bit easy with design. It’s a classic game, and one I practice. It didn’t take that long to max return to play again every so often. it out at 999,990.

PM: Not much to change here. Lastability PM: I liked Wizball a lot. It was and Overall up by 2% each. Impossible incredibly polished and a lot of fun to Mission needs a Gold Medal score to go play. I said that about Hawkeye then said with its stature. it should have been a Sizzler, not a Gold Medal; the opposite is true of Wizball. It had the extra originality you're looking for in a true standout title.

Wizball 1987, Ocean Zzap!64 #27, page 14

Arguments and debate erupted following the review of this slice of Sensible Software surrealism, as it somehow failed to secure a Gold Medal and merely scored a Sizzler instead. Jaz stated “the graphics, sound and general presentation are second to none”, and Gaz was equally impressed, saying ‘Wizball is simply brilliant.” Steve Jarrett concluded this was “the best program of the year.”

MA: Following the initial review and play of the game, I thought the guys were

Issue #07, July 2015 Page 44

MA: Presentation and Sound down a few within ZZAP! Towers, Elite was an epic points, I’d argue Graphics should go up a game with almost limitless replayability. point or two! Hook was definitely on the If gaming is about taking you to another mark, I saw many of my friends struggle place, Elite was the ultimate 8-bit before getting the initial power-ups. And escape. Overall down a point or two.

PM: I'd agree with Mat, Graphics should be up by a couple. Presentation down 3%, Sound and Hookability are fine, Lastability up by 4% and Overall up to 97%. Wizball shone like a beacon in a period when games were in the doldrums. It should have had the shiny Gold Medal to reflect that.

Elite 1985, Firebird Zzap!64 #1, page 16

The first Gold Medal ever awarded in Zzap! 64, albeit in slightly controversial circumstances as Bob Wade was the only MA: Graphics down 15% given the frame rate reviewer in the team to significantly play issues, Hookability down 10% (it’s not the the game, a port of the classic BBC Micro easiest game to begin with, especially trader. With a number of gameplay docking), and Overall down 15%. It’s not improvements over the original, including bad, but you’d play a different version Trumbles, Bob Wade commented “it is a instead today. brilliant game of blasting and trading, and is certainly the best game I’ve seen PM: Graphics down by 30%, Hookability down this year.” by 20% (it's really hard until you get a docking computer), but taking Value for Money as an Overall rating, that should be 97%. A proper Gold Medal rating for a proper Gold Medal game.

The Great Giana Sisters 1987, Rainbow Arts Zzap!64 #39, page 18

In what would turn out to be the first of a one-two litigation punch against Rainbow Arts in 1988, the Great, and in no way similar to Super Mario Brothers at all uh MA: Elite is one of those all-time nuh, Giana Sisters launched into the videogame defining moments. While the C64 hearts and minds of an unsuspecting UK port is faithful, the performance hit is community. Not so much fifteen minutes of noticeable compared to the Beeb, and the fame as two weeks, which is about all it additions only partly make up for this took before the game was yanked off the fact. Combat was especially prone to shelves. Jaz described it as “incredibly frustrating slowdown. addictive and tremendously playable”, Gordo yelled it was “one of the most PM: Despite the controversy over this game

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addictive arcade adventures I’ve ever MA: Presentation and Graphics down 5% played”, and Paul Glancey beamed it was “a each. I’d almost say that’s about all that thoroughly entertaining game.” needs to be modified, but Overall should probably drop a few points too. It’s still MA: A game perhaps more known today for in Sizzler territory for me. its removal from shops and subsequent high eBay prices, Great Giana Sisters is still PM: Other mags didn't rate it so highly, actually quite good. Yes, it doesn’t hold but for me, it's really hard to argue with a candle to its inspiration, but it more Giana's Gold Medal award. I'd probably than stands its ground in the pantheon of ramp up the Sound by a few percent, but C64 platformers. otherwise I'm happy with the ratings.

PM: I bought this, and I have to say I played it for ages. It's not better than Super Mario Bros, which it appears to have been inspired by (wink), but it's an excellent platformer nonetheless.

The Sentinel 1986, Firebird Zzap!64 #20, page 22

Geoff Crammond’s superb tactical chess- like battle of wits between human and supreme being wowed the reviewers on its release, but in a bit of a cop out, they declined to give it any actual ratings bar awarding a Gold Medal. Sean Masterson jokingly lamented “Oh dear, what have Firebird done?” to which Gaz added that he couldn’t “comprehend how Geoff Crammond conceived this game.” Paul Sumner summed things up, saying the game was “near as dammit perfect” but Jaz was the odd man out thinking it didn’t quite deserve the Gold Medal awarded.

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MA: “Mmmmm,” as Jaz said, it has divided that’s because it was damn good. And the opinion over the years. I like a good product of Julian Gollop. Okay, two strategy game, and The Sentinel gave as reasons. And that it was probably the good as it got. It isn’t to everyone’s inspiration for X-Com. Three good reasons. taste, and it can seemingly plod along a Leading the Spanish Inquisition was Robin little due to the frame rate, but it’s Hogg, who was the sole reviewer of the still one of the best C64 games ever for title, and scored it under different me. criteria to the normal arcade games. He concluded that it “may not be as strong or PM: I remember reading the original review complex as your average SSI wargame, but with some confusion. The Sentinel may have it’s certainly the more entertaining to been an unusual and original concept, but play.” it was definitely rateable. It was also amazing, how Geoff crammed it into the 8- MA: Utter, utter brilliance. Varied bits is beyond me. missions, challenging AI, excellent two player mode, and design ideas such as Opportunity Fire, having to reload, and scavenging anything you find that immerse you into the scenarios. You can do almost anything within reason. No idea why Robin thought it lacked in complexity, the only limits are the vague boundaries imposed.

PM: I usually struggled with strategy games. However, the Gollops had a knack of creating deep, addictive and accessible strategy games, and Laser Squad was a perfect example.

MA: With no ratings to modify, the nearest alternative would be to suggest some! Graphics 70% for some nice, clear visuals, although the default zoom is a bit close. Sound 20% because there’s bugger all present! Hookability 85% as it can take a bit of time to understand the rules and remember all the keys. Lastability 97%, there are 10,000 lands to conquer. And Overall 92%, whereby if it grabs you, then there’s an awful lot of game to explore.

PM: I'm going to be the Gary Penn to Mat's Julian Rignall, here. Presentation 80%, Graphics 83%, Sound 10%, Hookability 72% (it is tough to get into), Lastability 99% and Overall 98%. It's a once-in-a-lifetime game concept which stands as a testament to the genius of our 8-bit programmers.

Laser Squad 1989, Blade Software Zzap!64 #53, page 40

There can be only one reason why a strategy game would be included, and

Issue #07, July 2015 Page 47

MA: Presentation was spot on, once you’ve read the manual a couple of times and played that first mission, things start to drop into place. Challenge and Authenticity both up 10%, it gets harder than you think on higher levels, and there’s so many ways to approach each mission. And finally Overall raised to 93%. It was massively under-rated at the time.

PM: I'm in complete agreement with everything Mat said about this one. Laser Squad is a fantastic game, and it should have Sizzled.

MA: Presentation down 10%, and Sound up Robobolt 15%, the title track isn’t nearly as bad 1986, Alpha Omega as suggested, and I’ve heard far worse. Zzap!64 #20, page 150 Sadly, the rest of the scores are still spot on. Joint recipient of the lowest ever score in Zzap!64 history with 3%, this turgid PM: Well, it's not the worst game I've mess of a scrolling arcade collect-em-up ever played. That honour belongs to garnered highly appropriate comments from Intergalactic Cage Match. But it is the reviewers. Richard Eddy stated “this terrible. I'd up the sound rating a bit as is diabolical!” and Jaz laid into it with the title tune is actually quite pleasant, “pathetic, unplayable and boring.” but the rest of it is a train wreck. Take Meanwhile Gaz compared it to having your it away now, please. favourite pet euthanized. So, was the game really as bad as the review suggested?

MA: Unfortunately, the unequivocal answer to that question is yes. I played this a long time ago and thought the guys were bang on target, and coming back to it now, nothing has changed. A truly awful game with no redeeming value.

PM: Zzap!Back took a look at highly-rated games and evaluated whether they deserved what they got. That being the case, I groaned when I saw I'd be looking at the worst game Zzap!64 ever looked at, but was it really that bad?

Issue #07, July 2015 Page 48 Reset Rewind: Pastfinder By Rob Caporetto

Each issue, the Reset crew will take a journey back into the mists of time, to take a look at a title from C64 history, and see how it fares today. Does it still stack up, or is it just another game best left in our collective memories?

Pastfinder creator, David Lubar. David even sent us a few words With the focus on this issue which really was down to not about his game, see below! being a celebration of Zzap having a copy of the 64, we felt it was best to go instructions. through the games covered in “I'm thrilled to discover Flash forward ~20 years? It’s the first issue, and take a a whole other story. After that Pastfinder is look at one of those. After a managing to get a copy of it considered to be a classic bit of deliberation, it was and giving it a real play - it in some parts of the decided that Activision’s clicked with me, and it Pastfinder (with a sizzling world. That was the only clicked hard. Whilst it may 91%) was the game of choice. game I designed and not look (or sound) like much, Read on, and see what the the gameplay here is programmed while I was Reset crew think of it after incredibly tight. From working as an employee for all this time! navigating the environment, to Activision (later, I did locating and depositing the some freelance work for artefacts, all the time them, translating existing carefully managing your radiation levels - the way in games. But I never which the gameplay operates on designed another game for these levels provides quite them). It didn't get much the challenge. attention in the USA, so As for the review? I totally it is especially nice to think it stands up with the hear from people who still 91% rating (along with the remember it, and it is Silver Medal it got on the

amazing to learn that it rerelease) - if you’re a fan of action games with a bit is still being played. I more to them, then it’s one think it is a good example you totally should be trying of my basic game to get a hold of!

philosophy. A game should Rob Caporetto (Hellfire64): be fun. A game should be challenging, but also I didn’t grow up playing fair. A game should ask Pastfinder, so when I originally discovered it when the player to make I started getting into meaningful decisions.” emulation in the 90s. At the David Lubar, time, I remember not really July 2015 thinking much of it - struggling to click with it,

Issue #07, July 2015 Page 49

Kevin Tilley (Unkle K): This sense of freedom to explore elevated Pastfinder above your average shoot 'em Way back then, when my old man bought our ups and arcade adventures. In fact, it first C64, he also came home with three was quite an unusual game concept for the Activision tapes. One of them was time, and a beautifully designed one at Pastfinder, so it is one of the three that. There was a great sense of games that actually introduced me to the satisfaction at dropping off a box of world of video gaming and computers. To be "artefacts" and obtaining a well-earned honest, it never really had me hooked. I promotion. Lengthy play sessions led to a used to load it up and have the occasional greater grasp of the game's mechanics and blast, but I don’t get that nostalgic warm an urge to try and push further into the feeling when I hear its name. The reason: map. ZZAP! were absolutely right to give it contains strategic elements that were a this a Sizzler, and to this day it remains bit over my head as a small child. The something of an underappreciated gem. trouble was, I never really knew how to play it properly. Pacman was about the level of sophistication I was after back then!

Luckily, now I do understand what it is all about, and what a wonderful game Pastfinder is. In the early days, Activision was a name synonymous with quality and Pastfinder is a prime example of that legacy. That familiar early Activision presentation, the beautiful pseudo 3D graphics with those stunning shadows, continuous beeping sound effects and most importantly, good, honest and fun gameplay. Exploring those uncharted lands, attempting to keep radiation levels low Cameron Davis (Gazunta): and collecting the various supplies that will help along the way is a true Three things stick out in my mind when I pleasure. Revisiting Pastfinder now, as a think about Pastfinder. mature gamer, has allowed me to see it Firstly, that main sprite. The way its with fresh eyes and appreciate why it was legs move give the game a real alien feel so highly received when first released all - in an era where you’re always playing as those decades ago. I love it, and I get a soldier, or a car, or a soldier in a it! car, piloting a giant mechanical spider always felt so intriguing and fresh. And the way it twisted when you moved left and Paul Morrison (PaulEMoz): right gave a sensation of actually piloting a vehicle instead of just moving Activision released a slew of quality a sprite around the screen. The unique games back in the early to mid 80s, so visual style (45 degree viewpoint with when I saw Pastfinder's lovely clamshell shadows) also added to the feel of case sitting in my local second hand shop exploring a barren, desolate landscape. I had no qualms about buying it without a second thought. It was one of my better A big part of the game, for me, was the decisions. From the second I started map screen. You had to chart your own path spider-crawling across Pastfinder's through the radiated world, and each irradiated wastelands, I was choice led to consequences for the hooked. Although the game was nothing difficulty of the level, chances of more than a treasure hunt, it was finding artefacts, and cost to your an incredibly addictive journey, helped by radiation meter. Having that freedom to an open-ended map which you could plot explore felt so liberating and it had a your way around.

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big impact on every game I made. I wanted Andrew Fisher (Merman): that feeling of being able to take on a game on your own terms wherever possible. Budget re-releases were a brilliant way to build a collection, and Pastfinder was a Finally - I had no idea the game got bargain. I got it on its Mastertronic reviewed in Zzap well after I got the release, and thoroughly enjoyed it. The game! I was lured in by the cover. The rising radiation level adds an intensity colourful Activision branding instilled a to the action, the add-ons make you pick sense of confidence (boy, those were the and choose strategically and the large map days, huh?), the screenshots looked area (gradually revealed as you reach the fantastic, and I loved the idea of having “edge” of the known area) warrants another cartridge game so I could play the repeated exploration. Reading the game quickly. For some reason, the “BY instructions pays dividends, and the LUBAR” credit on the front was especially Leeper craft gives a unique control intriguing - who was Lubar? He must be a method. super famous game designer because people could recognise him by one name, I Two things remain with me. The varied figured. Like Madonna or Prince! sound FX add a lot to the atmosphere, and the clever random background generation Pastfinder’s the very definition of an portrays the alien landscape brilliantly. under-rated classic in my mind. Very And I’ve often wondered if Andrew cleverly designed and expertly executed! Braybrook played Pastfinder, inspiring him to try something similar for his “racing” game Alleykat. Both games have several different styles of landscape feature, both allow you to fly over or under structures using sprite priority tricks.

David Lubar performed great tricks with the Atari hardware to create the original, and on the C64 it is one of a consistently excellent range of releases from the original Activision. Well worth playing.

Anthony Stiller (Ant):

So, what's this all about then?

OK, so I've never played Pastfinder The re-release cover art of Pastfinder, from before. Maybe once. Without instructions. I mean, I know that Zzap! loved it (I can the M.A.D. (Mastertronic Added Dimension) recall the review clearly) but there are a budget range. An absolute bargain! lot of games out there, you know?

Issue #07, July 2015 Page 51

But playing Pastfinder now with fresh eyes barren planet with high radiation, you makes me realise what I've missed. have an awesomely powerful spacecraft that is able to walk the landscape (the Those lovely, crisp graphics and smooth articulating legs look great!) and fly animation hit you immediately. That high to blast enemies and also drop-off LEEPer, all gorgeous and spidery. Menacing supplies to the bases that desperately scenery and stark shadows. need them. Pastfinder is a classic What also strikes you (and this is what vertical shmup with a twist – the clever makes Pastfinder great) is the promise of gameplay of flying and walking the strategy: equipment choices, artefact landscape to avoid obstacles together with collection, resource management, a map the tight controls makes this an absolute that you can search as you wish, and risk/ blast! Yep, pun was fully intended! reward for heavily irradiated zones. Lots of longevity in this game.

It’s all very Activision in style and appearance. And you know what else it reminds me of?

Braybrook’s Morpheus. Trust me on this: that learning curve, inertia of the main ship, those resources, upgrades. I can see it.

So, yeah, I'd agree with Zzap! This game is all class. A true great.

Now if you’ll excuse me I think I’ll have another go. All in all, it looks like it’s unanimous: Pastfinder is totally a classic amongst the crew. Taking its shmup basics, then adding in the collecting and dropping off of artefacts, as well as uncovering the map, and managing your resources? It makes a title fondly remembered, and one that’s well worth checking out.

In particular, if it’s one you’ve never tried - then you owe it to yourself to grab a copy, dig up the instructions, fire up your C64 (or emulator of choice) and give it a play. If you happen to be a fan of shmups, or action games with a little

bit of depth, you should get a kick out of Alex Boz (Ausretrogamer): it!

Why has it taken this special Reset issue celebrating Zzap’s 30th anniversary to play Pastfinder for the first time? I Rob Caporetto owns and maintains the hellfire64 mean, I love shoot’em ups, so this game YouTube channel, featuring his should have been on my radar back then. ‘Rob Plays’ C64 gameplay and review videos. Anyway, it is never too late to enjoy a Take a look! great game, and let me say from the outset, Pastfinder is a beauty. https://www.youtube.com/channel/ What’s there not to like, you are thrown UCwxHPs5AGBwzXQHjSUS1wHA thousands of years into the future on a

Issue #07, July 2015 Page 52 Commercial Release! Game Review

Game: Trance Sector Ultimate Developer: TND Games Release Date: March 2015 Available: http://rgcddev.itch.io/trance-sector-ultimate It’s a bit like: Solar Fox goes to the Club Score: 8/10

Richard Bayliss is back to entrance us with his manic, palpitation inducing collect’em up. With gameplay that would even make Jeff Minter cry, Trance Sector Ultimate If you were quick, this could is fast, colourful, and will have you staring at your have been yours. You snooze, screen in fits (of rage). Do you think have what it you lose! takes? Rob Caporetto and Roy Fielding do. Take a chill pill and read on. “All up, it’s Game Overview pretty much what I Trance Sector originally tail, Electronic Stabilisers tend to want from a appeared way back in 2012, with freezing your ship, and a time C64 game in 2015 - this Ultimate version being limit to contest with - your released at the Gubbdata 2015 job becomes that much harder. nicely polished, party in March. Taking the Gameplay is straightforward - tight controls, level set of the original game, using the joystick (or the combining it with an additional great music all keys) to navigate your 32 levels from the 2013 Interceptor around the screen, tied up with some Competition Edition and giving running over each of the green solid gameplay that it a new soundtrack along with nuclear pods to disable them. a shiny new title screen! I’m sure won’t Along the way, you can collect The story remains unchanged items lying about the level - outstay it’s from the original - a series of Shields granting you temporary welcome.” signals from a previously immunity, along with pickups uncharted planet have been giving you bonus points, or E, intercepted by the Earth X, T, R, A letters. Collecting Defence Force. These turn out all of those gives you an extra to be a threat by the Cygma life - something you’ll Elite, a typical alien race who certainly need as get deeper are up to no good - stockpiling inside the facility! nuclear pods in their Trance Trance Sector Ultimate was Sector facility, waiting for available to buy as a limited the right moment to create an cartridge edition from RGCD, Armageddon Bomb and take out but has already sold out. The not just the Earth… but the game is still available from entire Solar System! RGCD’s itch.io site as a pay Which is where you come in - what you want digital download. navigate your way though each Psytronik also have the of the Trance Sector’s 32 original Trance Sector game levels and collect all the available on tape and disk, nuclear pods to proceed. It may however there are differences sound simple, but when you have in that version (although robotic Seeker Missiles on your gameplay remains the same).

Issue #07, July 2015 Page 53

Rob - 8/10 consistently for a few days now and am thoroughly enjoying it. Presentation is Arcade-style games are some of the best top notch, with decent graphics experiences you can get for the C64 in the incorporating a nice use of a parallax modern era, and Trance Sector Ultimate is background layer and totally suited quite a fun one. I wasn’t familiar with energetic soundtrack. You also have the the original version of the game, so I was option of playing with sfx only which is quite excited to check this out when it always nice, as even the best of tunes can dropped. grind you down after a while.

I’ve got to say, I certainly wasn’t Level progression is well paced; later disappointed - it’s quite a fun game, with levels getting more frenetic, leaving you tight controls, and a killer soundtrack to with your knickers in a twist if you don't boot. Most importantly, it’s a great keep your calm. challenge, I’ve only made it a few levels in so far, but when you consider it’s got A nice extra touch would have been both the original set of levels, and the overlaid sprites with an outline, just to remixed ones from the Competition Edition, help separate from the background, even if there is quite a lot of nuclear pod just for the main ship. Also, when getting collecting to be done. a high score, I would have liked to see where my score lay in the table as I enter All up, it’s pretty much what I tend to my name, or at least straight after name want from a C64 game in 2015 - nicely entry. You currently need to go to front polished, tight controls, great music all end and wait for the table to be shown tied up with some solid gameplay that I’m after a while. sure won’t outstay it’s welcome. That is just me being picky with a game that I had (and still have) lots of fun with. It's become one of my favourite releases of the year. I think Mr. Bayliss may have just created one of my "go to" games.

The updated, stylised presentation of Trance Sector Ultimate is truly beautiful!

Roy - 8.5/10

This little gem of a game was unknown to me as I only returned to the C64 scene in 2013. I just happened to come across it about the same time I was checking out an old Spectrum game called Dilithium Lift, in view of doing a C64 version. So, when I played TSU, I thought "WOW!". A similar game had been done already, but much, much nicer.

The gameplay is simple, but truly addictive. I've been playing this

Issue #07, July 2015 Page 54 That was the Game That Wasn’t Part 2 By Frank Gasking

In celebration of Zzap 64’s 30th Anniversary, Frank “Indiana Jones” Gasking follows on from the original Commodore Force article and brings you what Ian Osborne originally intended, which you could almost call an “Article That Wasn’t”! We take a look at a bunch of titles which Zzap covered at some point during its time, then conclude with updates on those original games covered first time round by the original article...

The original GTW article appeared in Commodore Force issue 5. Go read it R-Type Katakis team won the race (after this issue of Reset, 1988 Activision sadly. that is) http://www.gamesthatwerent.com/gtw64/rtype State of play: With the race -v1/ lost, the original game was put to rest. Somehow, most of “That preview had the game has managed to sneak existed still for out though, and it was many years, until looking very solid. A shame!

Colin got rid of

all his disks - a

mere 5 months

before GTW had Programmed by David Jolliff and got in touch! James Smart, R-Type went through a troubled development. Ouch!” Struggling to get its sprite multiplexer behaving, the C64 edition was heavily delayed - The Day The Universe Died which wasn’t helped by the ZX 1987 Sensible Software Spectrum version being early and http://www.gamesthatwerent.com/gtw64/ an impressive conversion. Most the-game-with-no-name/ levels were close to completion, Or “The game with no name”, but with struggles continuing, as it was known when first Activision decided to sneakily showcased on the very first hire the Katakis team to produce Zzap cover tape back in 1987. a conversion in just 7 weeks. After wowing everyone with This was unknown to the original Wizball and Parallax, developers, who were also given Sensible Software decided to the same time to get their dip their toes into fast version completed - producing a filled 3D, with an ambitious Dr Who and the Mines of race to see who would be the Elite clone (and yes, I said Terror was actually released, first to get a game that was fast filled 3D!). The demo honest! Here’s the cover! good enough to market. The showcased some ships, which

Issue #07, July 2015 Page 55

moved fast and looked impressive - each with a brief bit of detail. Sensible invited Zzap readers to choose a name for the game in a competition, of which “Dominion” was picked. Sadly the game was never to be and was swiftly forgotten about.

State of play: Shelved after other projects came up and was never came back to. Jon Hare firmly believes that Chris Yates would have got this working on a stock C64 too.

Tyger Tyger 1989 Firebird http://www.gamesthatwerent.com/gtw64/tyger-tyger/

Coded by Zzap’s very own Gary Liddon, with graphics by Paul (Dokk) Docherty, this was a great looking Black Tiger clone which was advertised a fair bit and previewed in most magazines (including Zzap). The game was in development for a while, mainly due to Gary getting heavily distracted. Gary tried to work at the Telecomsoft offices to finish it off, but it never really got beyond 50% completion. As a result, the game itself wasn’t that playable and was Dying High more of a graphical demo. Once 1992 Phenomena Telecomsoft was taken over, it was the end http://www.gamesthatwerent.com/gtw64/dying-high/ of the line for the game, and it slipped away quietly into mystery for many years. When you have demand to create a popular covermount for a magazine, it can be a State of play: Source code was recovered costly affair to get in the best titles. in the early 2000’s and painstakingly Bright sparks at Zzap decided to put a big pieced together by Jani Tahvanainen and call out for reader games to be submitted Henrik Janssonk. It’s not too playable, and get published (on the cheap!). After but you can see what Tyger Tyger was at an influx of submissions, Ian Osborne least! created an article called “How to become a

Issue #07, July 2015 Page 56

Megastar”, which focused on a selection of died out when Thalamus went under. At one titles which were good, but not quite good stage, Apex (Steve, John and Andy) were enough. Within a flood of SEUCK efforts brought in to help, by creating an end was Dying High - a 2 player biplane game sequence - which was sadly wasted. where you had to shoot each other until State of play: ST/PC code has been found, one of the players gets the highest score. but C64 version is still at large. End Pretty much the bi-plane game from Combat, sequence and novella has been found and but with buildings. Although nicely released - but the Search for Sharla goes presented and playable enough, the copy on... received by Zzap had a bug in it, where the second player was not playable. An unfortunate corruption which meant it was not selected for the covermount. State of play: Invited by Zzap to re- submit, it never sadly happened and the game gathered dust until being salvaged by GTW64 around 2008 time and released.

The Search For Sharla 1989 Thalamus http://www.gamesthatwerent.com/gtw64/search-for- sharla/

Heavily inspired by Lords of Midnight, The Search For Sharla was to be an updated equivalent with stunning graphics by Hugh Binns. Featuring 32,000 views from each direction, 512 interactive characters and a detailed world to explore - the game impressed many from its various magazine previews and intriguing adverts. Although progressing well and almost complete, it is reported that Thalamus asked development team Esprit to rework the perspective and graphics for a set figure sum. Only part of this was paid though, so Esprit cancelled working on the project. Other stories suggest that the the game was overly ambitious, and was taking an age to complete and eventually

Issue #07, July 2015 Page 57

Daffy Duck being completed and was never come back to 1992 Hi-Tec - becoming a legend in the unreleased http://www.gamesthatwerent.com/gtw64/daffy-duck/ games world for many years.

It really sucks when you produce probably State of play: Graphics were re-used in your best ever C64 work, and the company Greystorm, Genloc and Darksword. However, goes under before it can reach the 2010 saw recovery of most of the game, and shelves. Well, this was the story with now there are plans to see it finished if Daffy Duck - which was literally on its things all work out! way to the duplicators, when Hi-Tec took a mis-timed tumble. Complete, and even reviewed by Zzap 64, Ash n Dave created what they called probably their best piece of C64 work - and the scores proved that. The game was a multi-level platformer, with various puzzles to complete before progressing to the next world. Hi-Tec competition winners in Zzap were promised a copy of the game, but even they weren’t so lucky to get hold of it.

State of play: Licence costs meant that Codemasters couldn’t take it on like they did with Turbo The Tortoise, so Daffy Duck was left to rest… somewhere! What of those games that weren’t?

As a long time has passed since the first part, lets take a look at what the current status is on some those titles covered...

Armalyte 2 http://www.gamesthatwerent.com/gtw64/armalyte-2/

Well, it was originally said that programming was never started - that wasn’t quite true (sorry Ian!). Early 2000 time saw recovery of a very early Hawkeye 2 preview, based heavily on Armalyte’s 1989 Thalamus http://www.gamesthatwerent.com/gtw64/hawkeye-2/ original code base to start off and with colour splits on level 1’s map. A beefier Almost inevitable that after the ship and set of weapons were implemented, successful first game, that a sequel would and early beginnings of a shop sequence have been considered. Hawkeye stunned were started. Dan Phillips very kindly many who played it back in 1988, and Mario donated all of what remained of the game; van Zeist was to bring a sequel with even abandoned to concentrate on Deadlock - better graphics, sounds and twists in the which of course turned out to be a good gameplay. Progress was going well, with move… a full team working on the game with Mario, with Thomas Heinrich and Michael Detert on graphics and Thomas Detert and Parasol Stars Markus Schneider on sound. A disagreement with Thalamus sadly put a halt on the game Though we are still no closer to playing

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this much loved Taito classic on our C64. Heavy was a lot closer to Giana Sisters The coder was revealed to be Colin Porch originally and was originally titled (with Keith Tinman on musical duties), who “Giana 2 - Arthur and Martha in Future had a great track record with Operation World”. This edition featured the Wolf and Head Over Heels. Colin got the original character sprites, and was gig after showing Ocean a promising early previewed briefly in the press. The hunt demo to show a conversion could be done. goes on to try and find this original Several months later with several levels edition with the original sprites. (including bosses and a scrolly level), a messy divorce lead to disks being trashed under an industrial hoover by Colin’s ex- wife. The early preview still existed in a briefcase, but it was too late for Ocean to wait any longer to reconstruct things, and a story was put out about a burglary to the press and shops who had advertised the game. That preview had existed still for many years, until Colin got rid of all his disks - a mere 5 months before GTW had got in touch! Ouch!

Miner Willy Meets The Tax Man http://www.gamesthatwerent.com/gtw64/miner-willy-meets Wild Fire -the-taxman/ http://www.gamesthatwerent.com/gtw64/wild-fire/ Thought to actually have been MegaTree by Indeed the game was cracked heavily and many, this was an actual separate game spread, which meant that no-one would that was being planned by Matthew Smith, touch the game. Wildfire was completely who in 2004 revealed that the game would finished, so the game we have out there have Miner Willy travelling back and forth seems to be complete. The coder had sent in time, trying to avoid the taxman at the game to a German disk-magazine that different periods of history. The game advertised to pay for games to publish. would have started off as a Spectrum Sadly it was a ruse, as the person title, with a C64 conversion following by involved in the advert was also part of a another developer. The game sadly never piracy group. A sad end to the story, got started though, and just existed as a which hopefully the programmer will get in set of design and ideas on paper. Nothing touch and give some more background about. to see here i’m afraid.

Hard ‘n Heavy

It seems as if there were no actual plans to release the sequel to Giana Sisters in the UK, after all the troubles with the first game. No one would touch it! Not even after a character re-design to take out any reference to the original game. The game was as a result only released in other parts of Europe by Reline - and many of us would have to wait to get hold of cracked editions of the game. Not mentioned in the first part, but Hard n

Issue #07, July 2015 Page 59

And the rest… Dr Who and The Mines Of Terror -- A bit of a blip unfortunately in the original Alloyrun -- It’s been out there for ages. article. The game was actually fully Intended for Starlight, but they hit released, though a little difficult to financial difficulties and couldn’t pay find - quite possibly because Micropower Ash n Dave. The developers later released went under around the same time. the game into the wild instead after not being able to find another publisher.

Katakis -- Copies of the original did sneak out outside of the UK, and then it was globally rebranded and tweaked into Denarius for full release. Manfred Trenz was given the R-type gig, which of course you know about from earlier!

Flippit -- Found to be an Australian game, released by a company called Splash. Soundware were trying to distribute in the UK as a budget title, but it seems that fell through. Now preserved! We hope you enjoyed Part 2 of That Was The Game That Wasn’t. There is more to come in Reset #08, including additional follow ups to the original article.

Visit Games That Weren’t 64 for information on many more lost and unreleased Commodore 64 games.

http://www.gamesthatwerent.com/gtw64/

Issue #07, July 2015 Page 60

Format Wars! By Last Chance

Game: Thing on a Spring Publisher: Gremlin Graphics Year: 1985

Developed by Micro Projects Engineering Design by Anthony Clarke Programming by Jason Perkins Graphics by Mark Rogers Music by Rob Hubbard Originally released for the Commodore 64 in 1985. Converted for the Amstrad CPC by Pedigree Software in 1986. Music by Ben Daglish. “Currently, the

original C64

version has a GAME STATUS DESCRIPTION & REVIEW

score of 7.6 from Gremlin's first big C64 title Like much of Gremlin's other for 1985 came as a slightly early output, Thing on a Spring 63 votes at shocking surprise, if the is a platformer with some Lemon64, while writers' reaction from Zzap! puzzle elements. As it was 64's issue #4 is anything to created for the C64, it's only the Amstrad judge something that happened natural that the game was made conversion has 30 years ago by. Apparently, as a side-scroller instead of a the gaming press of the time flip-screen platformer, since only been given a wasn't all too happy about the machine was known to do 4 out of 10 at Gremlin's earlier output on the this sort of thing so well. The C64. But the shock was quite a idea is to collect 9 pieces of CPC Game Reviews, positive one, since the game a jigsaw puzzle from a four- and 15 out of 20 was given a 93% overall score storey underground lair, home and a Sizzler award to go with to the evil Goblin. Succeeding at CPC-Softs.” it, and the main character also in this will help you save all became a regular graphic the toys that the evil Goblin element to be printed in the has ensnared with his magical margins of Zzap!64. The Amstrad abilities. But this is all a conversion came out the next bit of fluff on the side to year to a much lesser fanfare, give the gameplay some sort of and probably for a reason. a goal, although one could easily consider getting to Currently, the original C64 grips with the gameplay a goal version has a score of 7.6 from on its own. 63 votes at Lemon64, while the Amstrad conversion has only With colourful and imaginative Commodore 64 and Amstrad been given a 4 out of 10 at CPC graphics, happy music and a Game Reviews, and 15 out of 20 simple but challenging CPC go toe to toe again! at CPC-Softs. Let's find out if playability, Thing on a Spring there's any truth to the given can easily be considered one of scores. the side-scrolling platformers that set an example how one

could, and perhaps should be

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made. However, for modern young gamers, jump, as well as any other action you need the game might be off-putting for to do in the game, such as operate the precisely the same reasons we old-timers elevator. think it's such an awesome game, so if In action, Thing isn't such an easy fellow you're trying to think of a nice to control, precisely because of the jump platforming game of old you might want to mechanics. You can bounce off to the show your offspring, this is not opposite direction from any vertical necessarily the best choice to start with, surface, which makes jumping onto but it's certainly a good one for further platforms often unnecessarily tricky. The education. problem really is in the game's collision detection, which often makes gaps smaller than they appear. There are also LOADING escalators and disintegrating floors you Thing on a Spring was originally released need to worry about, both of which will on both cassette and disk formats for both often lead to a dead-end. So, Thing on a machines, but since I have no access to an Spring is most of all about trial and original disk version of the C64 game, we error in a puzzle-like way, instead of shall have to skip that bit. In any case, just pure-blooded platforming, which can previous experience shows that the Amstrad make most Super Mario fans turn their disk drive works quite a lot faster than backs on this one. the C64 equivalent, so there would be no Fortunately - and unfortunately, in case point in comparing the disk loading times. you're not aware of all the required But anyway, here are the rather information nor inclined to read the game interesting and exceptional results for manual, it's not quite as simple as that. the tape loading times: You only have one life to waste, for which you have an energy bar to keep an eye on. This is no ordinary energy bar: it's an C64: 4 min 40 sec oil level meter. You will lose a bit of CPC: 2 min 32 sec oil every time you collide with an enemy, but you can collect oil cans to fill up your oil levels every once in a while. Curiously, neither version has got a There are also five gadgets wrapped in proper loading picture, only a simple presents you must collect in order to get notice that the game is loading. The anywhere in the game, which are as Amstrad loader looks slightly more follows: interesting with a single line of basic text stamped at the bottom of the screen while the rest of the screen has all those colourful lines jumping around - an otherwise very familiar sight to everyone, I'm sure. Escalator gadget - C64 (left), CPC (right) PLAYABILITY The Escalator gadget allows you to use the escalators as expected. It can usually be On paper, controlling Thing looks pretty found from the first room to your left as easy. You can walk (or bounce, if you you start the game. Before picking up this like) left and right easily on any solid gadget, you cannot proceed to the rooms to surface, but any sort of change in your right at the beginning, thus making platform height forces you to jump. You it impossible to reach some of the other can also pull yourself down to jump gadgets. straight up either very little or over twice your own height, depending on how The Rocket gadget allows you to launch off long you pull. The fire button on your from the little rocket-looking things you chosen controller acts as the regular occasionally see on the floor.

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is located in the first room of the second level.

Even after having gotten all the gadgets and having gotten used to the often pixel- perfect jumping requirements, the game Rocket gadget - C64 (left), CPC (right) doesn't get much easier, since the rooms are designed to become more difficult as These usually act as sort of short cuts. you make progress in the game. Some rooms This gadget can be found from the first have doors placed elsewhere than where you floor, the first room to your right as you came in from, and some have a ridiculous start the game, although you need the amount of disappearing platforms that previous gadget to get to it. require insane precision and speed to get through. Just keep in mind, once you have

gotten all nine pieces of the puzzle, all you need to do is get to the bottom floor and into the giant goblin's den, and do

your thing. It doesn't sound easy, and it's not even as easy as it sounds. But that's not my worry.

Lift gadget - C64 (left), Clock gadget CPC (right) My worry is to figure out how differently The Lift gadget can be found from the the two versions play. Worry is the furthest room from the lift itself on the operative word here, because frankly, I first floor. Picking this item up gives was expecting a lot more than what I you access to the lift at the far left end found. To my utter surprise, I found the Amstrad version to be just slightly less of the game map. This is replaced on the particular about jumping precision than Amstrad by the Clock gadget, of which I have not the faintest clue what its the C64 original, which was refreshing. purpose is. That said, I could notice that there are some minor adjustments made to platform placements to make the actual platforming slightly less uncomfortable on the Amstrad version. Also, the corridors that connect the actual content rooms have been made more breather-like rooms for the Amstrad version, probably just to make the game less of a nightmare than it needs to be. Trampoline gadget - C64 (left), CPC (right) The original corridors in the C64 version The Trampoline gadget is the last gadget are long and have obstacles you need to on the first level, located closest to the jump over, as well as dozens of flying lift, and enables the use of trampolines enemies that seem to be completely that can be found in later rooms. unrelated to the room, and scroll along with you, which makes it impossible for you to avoid them. There is one curious feature in the Amstrad version that makes a good bit of difference to the original: instead of needing to turn on the lift by collecting a Lift gadget, the lift is functional from the beginning, and the

Bolt gadget - C64 (left), CPC (right) gadget you collect in its stead is a Clock gadget, the purpose of which remains a The Bolt gadget allows you to walk on mystery to me. electric rays, although you can still take Both versions feature something very damage from them if you're not careful. important, that has probably never been as This is the last gadget to be found, and useful before or since: a key for quitting

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the game back to the title screen. There and the bottom row switching between are so many spots in the game where you purple and green. In addition to the high have a high probability to end up stuck, scores and keys, the bottom of the screen often without any possibility of even has a text scroller within a red line getting killed, so the only option to get going from right to left. The Amstrad out of something like that is to hit the version has no animations whatsoever - all panic button and restart the whole game you see in the picture is what you get. again. A room reset button would have been Dark blue text against a slightly lighter preferable, but I guess that would have blue with all the numerals in white. It's been too much to ask for in a game that is simple and clear, but boring. already very impressive for having fit into 64kb. The panic button is RESTORE on the C64 and ESC on the Amstrad.

To be brutally honest, the Amstrad version actually plays better than the C64 version, even if it has been eased up a bit more than necessary. Controlling Thing is still very much the same, but most of Corridors - C64 (left), CPC (right) the unnecessary getting stuck or collision detection type of bouncing problems have The second most obvious difference comes been fixed, which makes the Amstrad when you start the game, and the game version more player-friendly. That is why always starts in a place which I mentioned I give this round for the CPC. in the previous section: a corridor. As is obvious, the Amstrad corridors fit in one

screen, and feature only the necessary C64 - 0, CPC - 1 bits that you should see when going through one of the corridors: your current

score, the location of the lift, the GRAPHICS amount of oil you have, as well as the gadgets and the puzzle pieces you have Even graphically, there are surprisingly found. On the C64, the gadgets are not little differences worth mentioning shown here, but everything else is, along between the two versions, so the little with a completely different-looking that there are will make a huge corridor with enemies and occasional difference. The most obvious part where obstacles. Also, on different levels, the any differences can be seen is, corridors have a different colour on the surprisingly, the title screen. C64, and the obstacle-like platforms are always randomized for the corridors.

Title screen - C64 (left), CPC (right)

In the original version, the title screen features a big display of the animated title logo, which takes about half of the screen's size. The animation features each letter going up and down on springs, and changing colour every time they reach the other end of their set course - the top row switching between red and turquoise,

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That said, there are some basic differences in the graphics that we can easily notice here from just a few puzzle rooms. First, the colouring is very much different, and it often appears that the C64 original has more variety in room colours, and the overall feel of the game is much brighter than that of the Amstrad version. Then again, the Amstrad version has more contrasting colours in all the room objects, which often gives a brighter look in a completely different manner. Second, the C64 version has slightly more Puzzle rooms (above and below) - C64 (top), CPC detail in some of the obstacles, but not (bottom) so much that you would notice without looking specifically. Third, the Comparing the puzzle rooms' graphics is a animations look slightly choppier on the bit difficult, since they all change to Amstrad, particularly for the escalators some extent in both versions, and as such, and the conveyor belts. could make the whole graphics section I'm guessing that the reason why the score unnecessarily long. But instead of counter, the gadget panel and the lift comparing all the different variations, indicator were left to the corridor bits I'll just put it this way: mostly, both on the Amstrad version was to make the versions go with the same alterations in other action on the screen as smooth as graphics, which include different looks possible. Even now, some flickering can be for the vanishing floor bits and different noticed on the sprites, whenever there's enemy sprites (which also affects the too much action on the screen. The game enemy sprites' moving speeds). even pauses when you pick up a gadget, so that the acquired item can be shown at the bottom of the screen near the oil meter.

Lifts - C64 (top), CPC (bottom)

If you have a really bad memory, the C64 version helps you in the lift screens by continuing to show you where the lift is at any time. The Amstrad version shows you no additional information to what is in the room. Also, most of the colours in the Amstrad version has been put into the lift itself, instead of trying to give a more

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balanced colour scheme to the lift sound effects intruding on the brilliant section, as has been done for the C64 music, you can turn the music off by version. pressing F1, although you have to do it in the title screen on the C64, while the I'm sure you would rather play the game Amstrad version allows you to do it during yourself and see the actual ending play. In any case, the C64 version is the yourself, so I'll end this section with clear winner here. the Game Over screens. Again, the C64 original beats the Amstrad version only by having a flashy lighting effect for the C64 - 1, CPC - 0 randomly appearing Game Over signs - the Amstrad version has no such effect. OVERALL

To be honest, I've always wondered at the appeal of this game. Apart from having a brilliant tune and colourful graphics, it's an infuriatingly difficult game and has lots of traps that can - and will - get you stuck. Even after getting the hang Game over screen. C64 (left), CPC (right) of the basic game mechanics, it can still So, although the contest is surprisingly be a brutally unforgiving platformer at tight this time, it's still a clear win times, particularly when it becomes little for the original. more than a platformer later on. Still, this is how the two versions compare:

C64 - 1, CPC - 0 C64 - 2, CPC - 1

SOUNDS The original isn't so bad in gameplay as Again, when comparing the sounds, I found to make the presentation any less myself surprised at how closely the powerful, and the Amstrad conversion still Amstrad conversion follows the original. isn't really as fun to play as it could Both versions have the main theme tune be, had the original been more player- played all the time, and some few sound friendly to begin with. So, basically by effects on top of it when necessary. Only the power of better music, the original the Amstrad version has a shortened wins - and why not, since it's a damn good version of the tune, and sounds inevitably piece of music. like something made for the AY-chip, while It's still a much better game than Thing the C64 version takes a bit longer to Bounces Back, though. loop, and is clearly a SID-tune. Interestingly, both versions were made by a different chiptune legend: the original C64 soundtrack was made by Rob Hubbard, and the Amstrad conversion of it was made by Ben Daglish. The quality shows even on the Amstrad, although it's still lesser of the two.

The sound effects are less intrusive to Visit Last Chance’s Blog, the music on the Amstrad, but they are not as springy and so clearly fitting for the Finnish Retro Game Comparison Blog world that Thing on a Spring is all about, http://frgcb.blogspot.com.au/ as the sound effects in the original. If you have a problem with listening to the

Issue #07, July 2015 Page 66 Reset Mini-Bytes!

Kung Fu Maniacs Trilogy The music ranges from very good Psytronik, June 2015 to excellent, with Richard producing some tunes that take Commercial inspiration from the Last Ninja http://binaryzone.org/retrostore/ soundtracks, as well as some more original compositions. In Alf Yngve returns with his any case, they suit the games latest SEUCK compilation, this perfectly. time consisting of Kung Fu Maniacs trilogy of games. The Gameplay is simplistic, but first two games have fun. The third game once again previously been released, takes things up a notch, with however, the third game in the the amount of moves our hero Oli Fey at his finest! series, 3000 Kung Fu Maniacs, can make as well as the extra is a brand new title. polish overall.

All games are made by Alf 1000 and 3000 Kung Fu Maniacs using Jon Wells’ sideways also include stand alone game SEUCK. They’ve all been given endings, which are loaded the full enhancement treatment separately and only accessible courtesy of Richard Bayliss, through a code that is given to with extra presentation and you at the end of both games. music adding to the already Just to top things off, the polished games. Also worth compilation also includes 6 mentioning are the stunning extra games, some of them brand loading screens by Carl Mason new, others older titles that on the first and third games have been recently enhanced. Of and Kenz himself on the these, Snatch McBlagger (one of second. Alf’s entries into the 2015 The trilogy sees our hero, SEUCK compo) is very clever and Master of Awesome, taking on is rather original to boot. The various quests, defeating previously unreleased and fully 3000 Kung Fu Maniacs! ninjas, collecting scrolls and enhanced Zap Fight 2, as well navigating various side as Flying Cobra are also scrolling landscapes and standouts, both being platforms. All three games traditional style vertical contain cut scenes and plenty shooters and are lots of fun. of in-jokes, giving them a b- Overall, the compilation movie vibe. contains three excellent, The graphics are crisp, nicely original and innovative Ninja animated and detailed themed SEUCK creations that are Flying Cobra throughout. Alf really hits actually lots of fun to play. his stride in the third game, Throw in another six games and taking things a step further the Kung Fu Maniacs Trilogy with larger sprites and more represents excellent value for detailed backdrops, as well as money. Topped off with lovely a proper animated cut scene. Oli Frey cover art, it makes a This effort in particular rather nice purchase for the doesn’t feel like a SEUCK game games themselves, as well as and makes a rather good side being a fine collectable as scrolling brawler in its own well. right. Zap Fight 2 Paul Sumner 7/10

Issue #07, July 2015 Page 67

Bruce Lee II P0 Snake Jonas Hultén, June 2015 RGCD, June 2015 Freeware Commercial http://kollektivet.nu/brucelee2/ http://rgcddev.itch.io/p0-snake

Special ‘making of’ article: Special ‘making of’ blog: Vandalism News #64 http://brokenbytes.blogspot.co.uk/2015/03/the- making-of-p0-snake-part-1.html

The original Bruce Lee is easily considered P0 Snake is the brainchild of Antonio a C64 classic, and when the sequel popped Savona and this 64kb release is the up for download, I knew it had to be worth enhanced version that was originally checking out. developed for the 2014 RGCD 16kb. And what Like any good sequel, it’s tougher than the an enhancement, the synthesized speech is a original with the level design stepping up great intro into the game, along with some to the mark to provide some great little new tunes by Aldo Chiummo and a brilliant areas and traps to navigate through. All loading screen by Ilkka Sjöstedt. These up, they felt much more scenic to explore little additions really finish off this and fight through, especially compared with game as a brilliant and modern Snake-based the original. hit.

Combat is satisfactory, though a If you haven’t played the original compo distraction from the exploration. The version, the controls are simple. The fire ability to have a second player jump in as button. Hold down fire to rotate the head an antagonist (or sidekick) is one that’s of your snake counter-clockwise, whereas sorely missed by me. with the button released your snake will rotate clockwise, all this while constantly Having the option to enable infinite lives, moving forward. The unusual direction that as well as easy mode (resulting in layout your snake moves in adds to the trickiness changes) is very welcome, especially for of getting through the levels. As the those whose platforming skills aren’t the original snake, you need to collect the greatest. Though this does lead into the dots which will make you grow in size, and multiload, but that’s easily avoided if you avoid bouncing obstacles, walls, etc. that play the cartridge release of the game. might be on that level.

Bruce Lee II is a very welcome follow-up, I had a lot of fun playing this game, and it plays well, looks authentic and is a it brought back memories of the original more than solid challenge for fans of the while being an enhancement of those ideas. original, or of solid platformers in It’s simple to play, yet hard to master and general. it’s a great game to get people playing on Rob the C64. 8.5/10 Raj 7.5/10

Issue #07, July 2015 Page 68 How we brought Zzap! Back by Paul Morrison

Things ended rather abruptly for Zzap/Commodore Force way back in March 1994. After 106 issues, it disappeared without a trace. No farewells, no thankyous. Then, in March 2002, a team of enthusiasts worked to set things right, and Zzap!64 issue 107 appeared. Paul Morrison has a chat with some of the key people involved with the project about their roles, opinions and thoughts on how it all turned out. Enjoy!

ZZAP! 64. The name inspires orchestrated the plan... am I reverence, possibly even awe. right in my thinking? It changed the landscape for Cameron Davis: I dunno if I games magazines and inspired can say 107 was my idea, countless people to try their because the idea of making it hand at writing. Although it an unofficial issue of Zzap! ran for years, many felt that, didn’t occur until a short for numerous reasons, it didn't while into the project. quite end in a manner befitting its status. Gordon Houghton: Actually, I think I read about it on Iain With that thought in mind, back Black’s Zzap Rrap forum first. in 2002 there was an idea There was a lot of enthusiasm floated that it might be a nice for it, and it’s hard to resist idea to produce a new 'final that, so after some initial issue' of ZZAP! 64... a one-off doubts that it would happen, I which would serve as both a was keen. tribute to the mag we loved, and a more fitting finale. CD: My original idea was making a brand new C64 ‘zine The idea gathered pace. that carried on the spirit of Writers were recruited, artists Zzap! as a sort of a ‘what if were given briefs, ex-ZZAP!-ers Zzap! was still around today?’ were dragged back, kicking, thing. It wasn’t until a few screaming and in floods of weeks into it that someone tears and a number of people (can’t remember who, sorry!) got to (finally) live their suggested we actually go all-in dreams. One of those happy on the Zzap! branding and feel. dreamers, I gathered some of the key players (Gordon Houghton, Craig Grannell, PM: That clears that up for me Cameron Davis, Ant Stiller and a bit, then! So, chaps, what Mat Allen) around a virtual were your initial thoughts when table to discuss the the idea of a new issue of experience. ZZAP! 64 was being bandied about?

Paul Morrison: First things Ant Stiller: Is there a word first, chaps... how did this that means more than “excited”? crazy idea come about? For Mega-excited? I was very years I've had it in my head excited. I may have overdone that Cameron devised and the “Gordon Houghton fan-boyish glee” a bit. And I owe Cameron

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Davis a lot as it was his mad, infectious happening in the C64 world - emulators had enthusiasm that got us all rolling (and, prospered and showed a new generation of given our physical proximity, Cam and I gamers the classics, new games were became fast friends thanks to Zzap! 107). continually being developed, and chip tunes were starting to be a real music PM: Personally, I just couldn't believe I genre in its own right. I thought it was a was finally going to get a chance to be real shame that nobody was covering it, so part of ZZAP! 64! It was a happy day when I figured I should do it myself, and have I found out I was part of the team. a laugh in the process. Mat Allen: Pretty much why had no one What I didn’t know was that even though my suggested it earlier! Okay, the truth is career in games journalism was at its end, more why had it taken so long for my career in game development was just something like that to come to fruition. beginning, so it was nice to put a bow on So I was definitely all the way in (ooo er that side of things with making a tribute missus) for taking part. Having grown up to the magazine that originally started me reading the magazine, contributing to it a down that path. bit (by way of guides and maps), meeting some of the reviewers during the 80s, it was as close as could be to actually PM: Gordon, you actually lived our dream, taking part for real. Pay was about the writing for and eventually editing ZZAP! same mind you! 64. Many feel your time ended rather Rob de Voogd: I was quite manic those abruptly... was the opportunity to edit days, on the internet, so I probably got Issue 107 a chance to have a bit of all *boing, boing, boing* about the whole closure, or didn't that enter into it? idea. Especially when I found out Gordon GH: You know, I’d never really thought of Houghton was on board - for who I always it that way until you mentioned it — but I held a soft spot somehow. think you’re right, there was an element Craig Grannell: I honestly don’t remember. of closure. I left ZZAP! rather abruptly I must have blocked it entirely from my through no one’s fault but my own, and I mind. Either that or it’s further proof always felt as if I could have contributed that the entire venture was the result of a few more editorials, so issue 107 was a group hypnosis courtesy of Ken D. Fish. good opportunity to rectify that. It was a leisurely, pleasurable catharsis.

PM: Cameron, what exactly was your motivation for doing this, anyway? It was PM: Just to enlighten the readers, what never going to be a small undertaking, exactly did everyone do for Issue 107? after all... CG: Mostly sat in front of InDesign in a CD: I needed to make this. It was a semi-permanent state of panic. Which means pretty low point in my life - thanks to I designed the mag, attempting to ape publications left and right slashing various styles through Zzap!64’s history, budgets and the dot com bubble bursting, I while also keeping it reasonably coherent. felt like my career in games was ending. I I also put together the cover, which I was spending my days writing up press don’t think a lot of people realised at releases for a company that took great the time. It’s based on the only thing Oli pleasure in crushing my spirit and I just ever did for 2000 AD—a ‘star scan’ of wanted to write something that made me Rogue Trooper, which can be found online happy again. I spent a lot of time on here: various gaming forums and had the idea of http://www.2000ad.org/functions/cover.php? doing a brand new C64 publication to cover Comic=scans&choice=774 all the neat stuff that was happening on the machine. I recoloured and heavily edited certain parts of it, along with blending in bits Since the demise of Commodore Force and and pieces from other Oli artwork (the Format there was a lot of great things ‘moon’ from #30’s SEUCK cover, for

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example), in order to create for what most wrote opinions for the reviews of Metal people would have been an entirely ‘new’ Warrior 3 and Ice Guys, and grabbed some cover. Beyond that, I wrote a few pages screen shots and wrote some captions. But here and there, and proofed the mag along I was very proud to be the first reviewer with Gordo. There’s a comma on page 15 I’m the readers saw in the new issue. especially proud of. Probably. AS: Aside from the initial brainstorming CD: Cat herding, mostly. My role was to I wrote two reviews: Metal Warrior 3 try and help everyone do their bit as best (which was great!) and Blood (errr …). I they can, and make final calls on things think I also did a Flashback review for that were not easy to decide. I tried to Mama Llama but I believe it got cut. For manage the scope of the project as best as the record I came to really enjoy Mama we could. It was tricky because everyone’s Llama! boundless enthusiasm eventually met the PM: Funny, I ended up doing that for the reality of deadlines, print space, and DEF! Tribute to ZZAP! 64! having to keep to the core objectives of the project. Some people handled that AS: However what I was most proud of was better than others. drawing all of the Zzap! reviewer heads (even the ones you didn’t see!). I wrote the news section, reviews of Ice Guys and It’s Magic and the previews page, in addition to helping proof the text PM: Speaking of which, Ant, how did it throughout the magazine. More than feel to have the opportunity to step into anything I just tried to keep everyone Oli Frey's footsteps to draw the ZZAP! motivated and let them know how awesome Heads? they were. AS: Who told you I drew the Zzap! RdV: Good question, err, not much reviewer heads? Anyway, it was such an actually. I was *just* one of the bunch of honour. I remember studying Oli’s drawings contributors who jumped in on the of the original reviewer’s heads intently, initiative. Being Dutch wasn’t much of a trying to mimic his style. help either. When I write things down in English, people can’t tell whether I just can’t find the right words or that I’m PM: For those of you who wrote the completely out of my mind. I’d see it as reviews, how did it feel to see your ZZAP! an advantage, anyway. head(s)? So, they gave me two terrible games to MA: Ant Stiller did a terrific job of review. And of course they used the stuff aping Oli’s look and style for the I wrote for the game I hated the most. reviewer heads, and managed to transform IIRC they even used my words under some all of our ugly mugs into something far sort of cameo ala what’s his name… Paul more palatable! Very happy with the final Sumner! Not sure if I should be proud of result, and just another piece in the that or not, haha. jigsaw of being like a “real” Zzap!64 GH: In creative terms, I wrote the reviewer. editorial, Lloyd’s answers in the Rrap, CD: That was THE BEST! That made me feel the Scorelord’s intro, and the Hall of like I actually belonged and was a part of Fame spread at the end. But the major job Zzap, even if it was unofficial. I still was editing everything, and coordinating use that Zzap! head of me for pretty much that with Craig Grannell, the Art Editor. all my online avatars. MA: I wrote the review copy for Shaolin PM: Yeah, me too. I reckon I'll probably along with one of the opinions, and an always use those ZZAP! heads for my opinion for Ice Guys. Also, the entry for avatars! I remember getting Ant's email Boulder Dash and The Sentinel in the Top with his finished versions for me to 10 games list, and the C64 websites approve... I think I felt unreasonably article. excited at seeing them! PM: I didn't do much, truth be told. I

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CD: Ant Stiller drew them all from photos was a huge fan! we sent him and a little while ago he CG: When it comes to the magazine itself, found the original art of my head sketch probably the cover or the way the reviews and gave it to me. I have it framed and turned out, which were very Zzap!-like. In mounted on my wall in pride of place, a more general sense, working with the because I value everything about it so team. Everything was done remotely, but it much. was a lot of fun working with Gordo, RdV: That was kinda cool actually. Big Gazunta (PM: Cameron, to those who don't fun at home to get some funny faces on know!), Ant, and, of course, Ken D. Fish. camera. Huge thumbs up for Ant Stiller. GH: Well, all the writers were great His heads are wa-hay better than they did because they captured the spirit of the ‘m for Retro Gamer, those are terrible! magazine perfectly, and it was a pleasure reading what they wrote. But equally, the work that Craig put in to recreate that PM: What was it like for you, as the authentic ZZAP! design shouldn’t be artist, Ant? underestimated: I think he did an amazing AS: When I saw it in the final version I job. couldn’t believe it! As corny as it sounds RdV: Actually, I was pretty impressed with I really felt like I was, in a very small the initiative all round. A couple of way, part of the Houghton era Zzap! Team. great guys like Gordon, Gazunta and Craig were running it in a pretty professional way. Craig made it look stunning and in PM: Aside from the ZZAP! Heads, Ant, what style - I loved that. What I liked most was your favourite part of Issue 107? was that Iain turned it into a limited AS: Craig Grannell did a fantastic job print run, which just got out at the 2nd getting that Oli cover looking perfect. Back In Time Live in London (2002 I And I really thought the Metal Warrior 3 guess). I also was quite pleased we made double-page review looked great (even with it into Edge (the magazine). my mug there). But I think my favourite MA: Wow, that’s a bit like trying to part was seeing Gordon’s signature in the choose a favourite child! The reviews, Zzap! Ed column. probably. They were the bread and butter of the old Zzap!64 and what people would mostly buy the magazine for. Obviously the PM: What was everyone else's favourite web article, as I wrote it, and the Zzap! element of Issue 107? Back feature, given we roped in a couple CD: A definitely highlight was holding of old staff for their opinions. Still the print issue in my hands and getting disagree about Delta though, heh. that feeling of having a brand new issue CD: The best element by far is meeting in my hands to read. Even though I had the people who helped make it. Some of proofread the magazine a dozen times over them are legends I grew up idolising, some it was still something else to just have are incredibly talented folk who I learned it on a table and be able to flick through a lot from, and some are dear, dear it all, seeing those big screenshots on friends that I am lucky to have around paper made everything so real. It’s funny today. to think that the print version was very much an 11th hour prospect but now I can’t PM: I think it's telling that many of us imagine what it would be like to not have are still in touch with each other today, done it. one way or another. Maybe remote working is the way to go if you want a great team! Funnily enough, working on 107 led to my start in game development! I applied for a position at a local game development PM: What was the biggest headache for you company, and my future boss took one look head honchos? at my CV, saw my mention of 107, and right away said that I got the job because he CG: Mostly getting in copy from

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contributors. As any art editor will tell PM: There's no question the issue worked you, you can’t really do bespoke layouts well... were you surprised at exactly what until you have the text in, because was produced? everything otherwise needs so much CD: I was, and I think a large part of tweaking. (This is perhaps why modern that comes down to how Craig put the magazines are so heavily templated and magazine together visually. You have to strict about word counts—they can ‘design’ understand that from my perspective the huge chunks without worrying about magazine was a bunch of Word documents and freelancer timekeeping.) I recall a few of a gabillion emails for the vast majority the page designs were headaches, too, in of the time. To see that transformed into part because I just wasn’t happy with a for-real magazine with an exciting cover them. I think the mag mostly turned out and vibrant screenshots and little all right though. Rockford and Thingy drawings and all that GH: Getting everything to fit properly! cool stuff - that was incredible! Craig and I had a lot of back-and-forth AS: The final product was beautiful and discussions about what and how much we nothing could compare to holding the should cut to suit the layout. Since 107’s official printed version in my hand. It content was created by fans of the was surreal. magazine, it was tough to strike a balance between the practical demands of space and However I actually wasn’t surprised at how trying to preserve everyone’s unique good the final product was. With Cam, ‘voice’. I hope everyone was happy with Gordon, and Craig at the helm I wasn’t the result. surprised at all.

MA: I’d known many of the writers for a while, so the quality of the writing PM: We definitely were! OK, aside from wasn’t a surprise. I shouldn’t say that headaches, what were the biggest concerns the quality of the overall production was about the issue? a surprise either, but I didn’t know how CD: I was deathly afraid that I was it would turn out. To say it came out as asking too much of everyone involved and excellent would be an understatement, and they were about to kill me. After all, I was impressed we’d put together nobody was getting paid for this, and it something so well. Shame it couldn’t have was taking up an awful lot of people’s been a regular occurrence. time especially as we crawled towards the PM: Shush, Mat, Cameron has the wobblies final deadline. I didn’t care about when I even mention the number 108, let wasting my time on yet another one of my alone regular issues! silly projects, but the thought of anyone else’s time being wasted just absolutely CG: I think the biggest surprise was mortified me. seeing the thing in print. It almost felt like just another issue of Zzap!, perhaps CG: That no-one would care. We worked even how it might have been a few years really hard on this project, and even back after Newsfield closed, if Commodore in the early 2000s, there was still that Format’s gradual wasting away was anything sense of people going “meh” on the to go by. It looked great, and the internet. In the end, any such concerns printers did a really good job. As already were unfounded, fortunately. noted, it all hung together pretty well, GH: That, after all the effort, it too, although that resulted more in relief wouldn’t be any good. In the end though, than surprise! from the feedback we had, and looking back GH: Yes. Given that it was created by a on it after all these years, I think it bunch of people none of whom had met in was a faithful tribute. We captured the real life, most of whom hadn’t written for humour, integrity and look of the original a magazine before, and all in their spare magazine pretty well. time, I think we can all be proud of what we achieved.

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RdV: When I had that printed copy in my with the Def Tribute to ZZAP! 64. What hand it felt quite different than was that like for you? downloading the pdf from the web. That’s Yeah, my DEF tribute to Zzap!64, for some when it really hit me it was something part, arose out of my frustration not really special in the end - after all being able to properly contribute to #107. those years. Like I said, Craig’s design Also, like Craig I guess, I had my own made it all first class. It was an kind of vision or feeling what a Zzap!64 enormous amount of work for him. You could magazine should be all about, content and tell immediately this was not another design wise. I also missed a certain ‘fan’ initiative, but a totally humouristic vibe in #107, so I wanted to professional production, done by the right address that, and also bring back Thing people. and Rockford. Plus I wanted to pay tribute to Iain Black and Stephen Stuttard (Mort) who were absolutely key to the Zzap!64 PM: On a ZZAP!-style percentage scale, revival those days, with the website and how happy were you with the finished Mort’s manic scanning habits. And since product? ‘zzapback’ was my favourite part of the MA: Dangerous question there heh. I’d be magazine in the 80s, I wanted to focus willing to give the production 95%, more heavily on the old stuff, rather than bordering on the Gold Medal level. A few the new stuff, what #107 was all about. So small bits could have been better, and the idea was to re-review some classic were partly ironed out with Rob’s DEF games, or more obscure games, or games Guide production, but overall it came that got a disputable Zzap rating, or a together incredibly well considering most game I could connect to new material that of us just knew each other as friends, and I came across on the web those days. For had never really worked or collaborated on example the uncropped artwork for Delta, a project before. or Germany changing the boxart for The Great Escape - things like that - old AS: To me Zzap! 107 was more like the scans of, err… usable unseen Oliver Frey Zzap! review of The Sentinel. It deserves material. ;-) a Gold Medal but defies rating as it was in a class of its own. I’m probably not so easy to work with, so I developed a lot of ideas and material on RdV: I think it’s a Sizzler! (90%) my own for that special mag. But of CG: My geeky gamer really wants to roll course, I could never do this on my own, out the 73 per cent joke for the MILLIONTH so I had to involve the others from the time, but, hell, I’ll give it a Sizzler! Zzap!Rrap board, and I wanted to get the for old time’s sake. attention of as much ex-Zzap!64 / Newsfield staff as possible. That was not CD: I think it definitely gets a Sizzler as easy as it is now with all the social - while it has all the graphics, sound and media, but maybe easier than in 2001 with playability of an all-time classic, it #107. So in the end, I got quite some doesn’t quite have the originality that a feedback from the key figures (except for Gold Medal deserves :) Julian Rignall, who I just couldn’t reach GH: 93% — it would definitely Sizzle. those days, being in the States and all PM: I think I agree with Ant, I'd give it that). To cut a long story short (I could a Gold Medal. I think we hit all the write a book about that 64 page mag!) it right notes... it looked right, and more took me half a year to generate the Importantly, it felt right. I suppose it content and design it in 100% Zzap!64 could have been longer to feel even more style. But it was worth it - imho. And I like a “proper” issue of the mag... so in was very fortunate that Retro Gamer picked that case, I'll make it a 96% Gold Medal. it up and printed it to go along with #18, while Live Publishing was in the middle of a bankruptcy!

PM: Rob, You loved it so much that you did I even sent them an extensive interview it again, on a greater personal scale, with myself - *cough* which never made it

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to the next edition, haha. I should hasten possible in the first place. There are a to add that without Craig Grannell’s lot of talented people on board, the extensive editing work it wouldn’t be half enthusiasm is infectious, and we’re making as good as it turned out to be, you know, a magazine that shows the world how because of my Engrish! So kudos to Craig, amazing the Commodore 64 scene is. Who and also to Roger and Oli for being very could ask for more than that? supportive and giving me the permission to AS: Thanks to Kev and Reset, we almost licence the Def Tribute to Zzap!64 to are. Retro Gamer.

Well, we wanted a fitting end for ZZAP! PM: Would you guys ever do it again? 64, and I think we delivered one. And CG: What, do you think I’m crazy or Ant's comment brings a fitting end to this something? piece. It's been fun to look back on what was, when you think about it, an amazing MA: Definitely, although I suspect someone achievement. A brand new issue of ZZAP! else might take the reins, as it’s no 64, pulled together for the grand sum of small undertaking! Okay, who’s up for zero pounds and zero pence, but a whole volunteering to lead the next expedition?! load of (mostly) happily-given man-hours. PM: I've always said I would, because If Newsfield could have wangled that back it's exactly the sort of thing I've always then, the mag's run would never have wanted to do. Thinking about it though, I ended. think it was a perfect moment in time, and If you haven't yet had the chance to read I don't think any further efforts would about Issue 107 of ZZAP! 64, or never even feel quite as special. So I'm happy to knew of its existence, go and grab it from leave it alone and consider it out of my Iain Black's excellent site here: http:// system. If someone was adamant they were www.zzap64.co.uk/zzap107/zzap107misc.html doing it, though, I probably wouldn't be able to resist... Now, Cameron, about Issue 108. Cameron? Cameron...? GH: Probably not. Coupled with the DEF tribute created by Rob de Voogd for Retro Gamer a couple of years later, I think ZZAP! has had a great send-off. It was a lot of fun, and brought back good memories of those days, but I’m happy to leave it at that.

RdV: Just maybe, in a minor role, but only if the team and production would be top level, like #107. But like I did it for the DEF Tribute? Absolutely not. I’m mad, but not *that* mad.

CD: No. Two main reasons why:

We’ve already proven we can do it, so what’s to prove by doing it again? Even if we did another issue, it’ll just be compared to 107 and I don’t see how we could top it. It was a real unrepeatable phenomenon and chasing that again would be futile.

Also, and this is something I’ve said to a lot of the guys internally here at Reset - it really feels like Reset is the continuation of the spirit that made 107

Issue #07, July 2015 Page 76 The Missing Medals By Roberto Dillon

There’s no question about it: M.U.L.E., originally published for many young C64 users back in by Electronic Arts in 1983 the 80s the day when a new issue within its first batch of five of Zzap! happened to arrive in releases. In this game robotic the newsstands was a day of mules named "Multiple User happiness and excitement. What Labour Element" had to be were the best new games? Which acquired and deployed by ones, if any, were awarded the players to strategically occupy different areas of a coveted Gold Medals? And what about the Sizzlers? Each review virgin planet (Irata, a joke was a fun read to be discussed on Atari as it’s the same name and argued about with friends spelled in reverse) and mine for the weeks to come, in the various resources accordingly. long wait till the next issue Developed by, among others, was finally out. legendary game designer Dan We all know also how the Zzap Bunten (1949-1998), M.U.L.E. crew was made by real, is remembered today as a “Really a miss passionate experts who were very revolutionary concept that for one of the honest, at times even brutally explored new ground, so, with their reviews. This delivering a gameplay that no most original made the magazine even more other computer game could valuable and fun to read, offer before: to succeed, and innovative yesterday as well as today. players were forced to games of the Indeed, going back to such understand when to compete and reviews now, around thirty years when to cooperate thanks also early 80s that later, allows for some very to an original auction system is also highly interesting retrospective: were that allowed them to directly the reviewers always right and regulate the in-game economic sought after by able to correctly assess the market. These features made collectors best games that history would M.U.L.E. a landmark in the have later recorded as burgeoning computer gaming nowadays!” “classics” or did they sometimes world, able to significantly underestimated and misunderstood rise the quality bar and some gems? gameplay depth among the industry, but they were also In this short article, I will so “out of the box” that not try to dive into this question all were able to appreciate and discuss a couple of titles them and understand their that, due to their innovative importance right away. and original features, managed to confuse even the best in the This was apparent in Zzap’s field, despite being later own coverage too, where it acknowledged as true actually got a very mixed masterpieces. feedback: while reviewers like Bob Wade and Gary Penn had Already in its second issue, words of praise (“I found this dated June 1985, we find a very to be an excellent trading interesting and conflicted game” and “the combination of

review of the strategic trading/ frenetic auctioneering and colonization multiplayer game strategical development make

Issue #07, July 2015 Page 77

it difficult to get out”, respectively) Julian Rignall was very harsh (“an involved and boring game”), ultimately leading to some low scores, including an “Originality” rating of only 64% (note that Zzap was not giving an overall rating at the time).

Really a miss for one of the most original and innovative games of the early 80s that is also highly sought after by collectors nowadays!

would be jailed or stranded on an island but then freed by his mates so that the character could continue in his adventures and gradually age, ultimately becoming unfit for combat and forced into retirement. This idea was cleverly used not only to rank players, who could ultimately finish the game by becoming as influential as a King's adviser or as poor as a beggar, but also to give them the feeling of living their pirating life to the fullest, gradually improving and fine- tuning their strategies throughout the Moving forward a game. Such concept, though, was so ahead couple of years, of its time that several reviewers there was another couldn’t really understand it, including game that deserves those at Zzap (issue 29, page 26) where our attention: the game received only an unimpressive 68% “Sid Meier’s rating mostly due to this very aspect. In Pirates!”. This the review, the iconic Julian Rignall even was the first game stated “One of the first games where I to bear the name have really wished my character would die” of the famed game while Steve Jarratt added “It’s impossible designer and was to die [...] this is annoying because originally there is no risk involved and therefore no developed and challenge as you can never lose”, released on the completely misunderstanding the purpose of C64 before being the original feature. ported and published on almost every other platform appearing ever since.

Strategy and tactical combat elements, plus a well thought-out fencing action sequence, where at the heart of this very well researched game set in the Caribbean world at the turn of the XVI and XVII centuries. Among the many original traits of the game were a constantly evolving world that made each game different and unique plus something unheard of: the inability for the player to actually die in the game. When defeated, the player

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by crafting a world map suitable for a specific theme and difficulty level. During the creation process, the C64 even updated its users with messages like "Adding Forests and Seas" or "Exploring Map", exactly like modern software often do while loading or installing!

There was a lot to like in the ACS, as testified by modern communities on websites like Lemon64 where it shows an excellent rating of 8.3 out 10. Indeed, many people back in the day had a lot of fun in actually designing their own quests but such power did come at a price and some of the procedures involved were definitely cumbersome. For example, newly made adventures had to be stored on a dedicated floppy that had to be prepared beforehand via many disk swaps. Besides, games couldn't be played as standalone products but always required a copy of the New and revolutionary games were not the original software to be loaded, only achievement of the early 80s, though, effectively making any actual distribution as those years were also the time when the impossible. These issues were considered first game engines started appearing on unforgivable by Steve Cooke, the adventure the market: now, for the first time, the games reviewer on Zzap! under the screen creative excitement of computer games name of "the White Wizard", who gave the design could also be accessible to less program a terrible 24% score (issue 7, technically inclined people. page 82), missing an opportunity for While Zzap was completely game oriented, recognizing a truly innovative piece of avoiding the programming topics and type- software that was much ahead of its time in listings that were popular on other and predated modern tools like the "RPG magazines, such game making software did Maker" by several years! often find space on its pages as well. One such program was Electronic Arts’ “Adventure Construction Set” (ACS), designed by Stuart Smith and published in 1984 to allow anyone to design games reminiscent of the Ultima series.

This was a very ambitious project that tried to give users as much freedom and power as possible, allowing for the creation of extensive maps structured across a game “World” that was further subdivided into fifteen different “Regions”, each with a series of individual “Rooms” (up to sixteen per region). Characters, whose graphics were borrowed by other EA games such as MULE Dr. Roberto Dillon is a games and Archon, were identified by stats like designer, author, professor and Speed, Power, Wisdom, Strength, Dexterity above all else, retro gamer! and more and the program could even help He is author of the book developers in completing the game on their Ready A Commodore 64 behalf by defining the final objective or Retrospective

Issue #07, July 2015 Page 79 Reset Q&A

What is Reset Magazine?

Reset Magazine is a free, non-profit fanzine dedicated to the Commodore 64 computer. Our target audience is the casual Commodore 64 user and retro computer enthusiast. Reset is distributed on the internet as a free PDF.

Who produces Reset?

Reset is produced by Reset Magazine Staff. We also have many others who make contributions to the magazine. See page 3 for a complete credits list for this issue.

How often is Reset released?

We are aiming for Reset to be quarterly magazine. Keep an eye on our website or Facebook page for information about release dates and you can also subscribe to our email news list, by sending an email to [email protected], subject ‘subscribe’.

Why bother?

Because we love the Commodore 64. Most of us have owned C64 computers for decades and have a long history with the computer. Our aim is to create an entertaining yet informative, light-hearted, English language magazine in the spirit of Commodore Format, ZZAP!, Commodore Scene and Commodore Zone, that we hope people can enjoy, learn from and have a laugh with.

Can I contribute to Reset?

If you would like to contribute to Reset, please contact us at our email address. New ideas are most welcome. If you have a product that you would like featured, some news to submit, or feel you have something else to offer please get in touch.

Can I buy a physical version?

A limited numbered set (30) physical copies of each issue are printed as Special Editions and are available for a very short time at the time of publication for each issue. These are sold on a first come, first served basis. Please contact us via email for more information.

Can I advertise in Reset?

Yes, for free. All we ask in return is that you support us, either by plugging the magazine on your website and/or social media, providing us with news or help us in some other way. If you would like to advertise in Reset please contact us.

What is a Reset Ripper?

The Reset Ripper is an award given to outstanding games we have reviewed, which have received a score of either 9 or 10 out of 10.

Issue #07, July 2015 Page 80 Lloyd Mangram’s Mailbag

Hello, readers! It’s been a while but your faithful letters page editor Lloyd Mangram is still reading all your C64- related mail, here in gloomy, rainy...Australia?

Wait, what is going on here? This isn’t Zzap! 64’s usual letters page! Where’s Rignall's hair care products? Where’s Gordo’s storage locker of Kehoe crisps? Where’s my velvet- lined cardboard box to sleep in?

Oh, I see. The fine fellows at Reset 64 have flown me all the way to Australia to guest-edit their letters column! Who was I to say no, they did offer me a fresh cup of tea for my troubles and that’s the best offer I’ve had in ages.

Let’s get stuck into the letters section, they’ve been piling up since 2002 you know!

Congratulations The Joy of Sticks Here is a picture of the to Graham Axten. completed joystick, let me Hi there! know what you think! Cheers, You’ve scored and thanks again for making Firstly, I wanted to send you a such an awesome magazine :) yourself a free message to say how much I love physical edition Reset magazine, and it's Graham Axten fantastic to have a regular Derbyshire, UK of this very source of new C64 info. It's really inspired me to set my 64 Wow, that’s fantastic work, edition of Reset up and get playing again. Can't Graham! Thanks for sharing for writing in wait for the next issue!! your stick with the world. Great colours, too! about your I also wanted to say that I was Now...fancy building me a inspired by the article that stunning homemade sturdier cardboard box to live Craig Derbyshire wrote in Reset in? joystick!! #05 on how to build your own LM joystick. My Zipstick has been LM creaking a little lately, so I thought what better time to Through The Looking Glasses build my own! I then came up Dear Lloyd, with the idea of building one in Commodore colours, and I'm over I’m so angry now that I can the moon with the results :) barely hold my crayon straight! I am, of course, It took around 7 days with parts writing about your review of sourced from eBay, and was lucky IO, on page 80 of issue 35 of enough to find some Commodore your otherwise commendable decals too. I decided to make it magazine. I’m sure you’ve been more of an arcade type stick, overwhelmed by the litany of rather than the Zipstick complaints about the review by type. The switch on the side thousands of equally outraged changes the function of the 2nd gamers who have been LIED TO button, so you can use it and BETRAYED by your alleged Graham’s joystick. Impressive, instead of 'up to jump' on "reviewers". isn’t it! platform games, turn it off, or use it as the C64GS secondary At first I was overjoyed by fire button (for cartridge games the 98% score the game like Robocop 2).

Issue #07, July 2015 Page 81

received for Graphics. Finally, a game Er...we’ll get right on that, as soon as that demonstrated the visual prowess of the cheque clears. Wait, what do you mean the Commodore 64. However, something was we’re not getting paid? Oh, it’s like the amiss. Commodore User gave it 9 out of 10, Newsfield days all over again! or 90%. CVG gave it the SAME score! We’d love to make more Reset, more often, Clearly, something is amiss. Using my but the reality is that we can only do so serious analytical skills I spent months much in our spare time, and poor Unkle K examining each sprite of the game, is being driven mad by the pressures of comparing it to every single other sprite making this magazines as it is! But if of every single other Commodore 64 game you’d like more Reset, keep the letters made before or since. I have determined coming! beyond a shadow of a doubt that the LM graphics should NOT have earned more than 90%, nowhere near the 98% that was awarded in Zzap! More, More, More, She Cried

Obviously this calls into question the Hello Lloyd! entire ethical standards of the review One of the great things about reading crew. What I want to know is, how big was Reset every issue is seeing all the new the moneybag that corrupted your morals so Commodore 64 games there are these days. easily? But...I have to wonder, how long can this Yours in righteous anger, last? Surely we’ve seen every variation of game that the C64 can handle, right? How Paul Sumner, long do you think we will be seeing new Somewhere in Shropshire and original titles be made for our favourite bread bin? Well, that explains how Rignall managed to afford all that brylcreem back in the day, Tamara Knight even on the meagre Zzap salary! Maybe Gowran, Ireland you’re onto something, and I’ll start by investigating all three reviewers...wait a Actually, I think the C64’s prospects are minute?! better than they have ever been, even more LM so than the heydays of the ‘80s! Thanks to emulators, we’re no longer restricted to needing original hardware to play on and It’s Long and Hard thanks to development tools becoming more capable and friendly, making C64 games is Hey Lloyd - easier than ever before! This means that I love three things in life more than there are going to be more new games for anything else - eating katsu curry, even more people to enjoy this year, next playing Commodore 64 games and excitedly year and beyond! opening the latest issue of Reset 64. The LM first two I can enjoy every day, but why not the third? It’s painful waiting for the next issue!

Basically what I’m saying is that I want more Reset 64, more often! Why not publish Well, that about wraps up this letters a new issue every other month, or even column! Keep the mail coming in and who every single month? Heck, with so much knows, maybe Unkle K will let me take going on in the world of the mighty C64 another crack at it. In the meantime, I’m these days, I’m sure you could bang out a heading back to sleepy old Ludlow. There’s new issue every week! no internet there, it’s lovely! So...get on with it, guys! Your pal, Harley Quinn Lloyd Mangram Clitheroe

Issue #07, July 2015 Page 82 Final Thoughts

Hello Readers! You’ve finally reached the end of this special Zzap!64 tribute issue of Reset. I hope you enjoyed it! As usual, I would like to send some very special thankyous to the many individuals who made this issue possible. First of all, the Reset Staff. These guys are an absolute pleasure to work with. They are a bunch of talented, passionate people who put in many, many hours of work to bring you each issue. It is a privilege to not only work on this project with them, but to also count them as good friends. Having Merman on the team for the issue was fantastic. He is a super nice guy who lives and breathes Commodore 64, as well as being an extremely talented writer and true professional. A big thanks to the Reset contributors. They all bring in a wealth of experience and enthusiasm that is reflected in their writing, and their efforts are greatly appreciated. This also applies to those who helped in various ways behind the scenes for the issue, including Neil Grayson, Steve Day and Iain Black. Big thanks and a massive shout out to Richard Bayliss. How this guy manages to do so much in so little time is amazing, but he is always so obliging, friendly and I think we’d all agree, a great talent. Same goes to Alf Yngve and Simon Quernhorst, who worked tirelessly to get their games ready for the coverdisk, as well as the various other individuals who gave us kind permission to use their programs. You guys rock! Last but not least, thanks to the ex-Zzap writers for their involvement. It was fantastic reading their words again and I wish them all the best! Also Oliver Frey for his kind permission to use his Zzap art and designs within this issue of Reset. So that’s it for another issue, it’s been fun! We’ll be back later in the year, one more time in 2015 (barring any disasters) to release Reset #08. Keep an eye on our Facebook page for news, or become a Reset email subscriber. Until then! Happy computing, Unkle K

Issue #07, July 2015 Page 83 Blow the Cartridge

By Cameron Davis

http://inc-x.jimdo.com