Professional Documents
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Retro Gamer Issue 115
Retro Gamer Issue 115
Retro Gamer Issue 115
ALSO INSIDE
ADVENTURE | CHRIS HUELSBECK | ICO
INTERCEPTOR SOFTWARE | FZERO
THE NEW ZEALAND STORY | KENJI ENO
AMSTRAD | COMMODORE | SEGA | NINTENDO | ATARI | SINCLAIR | NEO GEO | SONY | COIN-OP | MOBILE
RG
LOADING…
A
s many of you will no doubt
know, I love shoot-’em-ups. It’s my
DARRAN JONES STUART HUNT favourite genre, primarily because
PAUL DRURY
It more of a sub genre if you R-Type is the best shooter Obviously Sheep In Space I feel it epitomises everything
want to get technical, but of all time. It has all the but I also have deep affection
Robotron: 2084 remains one ingredients of a classic: for the Galaxian series. The about videogames. It’s a crying shame
of the greatest twitch shooters stunning visuals, nasty original was a revelation and
of all time. enemies, challenging introduced ‘chaining’ to shoot-
then that the genre is nowhere as popular
gameplay and possibly the
Expertise:
Juggling a beautiful wife, two best power-up of all time.
’em-ups and Galaga ’88 is a as it used to be, and while it’s doing quite
real high point of the genre.
gorgeous girls and an award- Expertise: Expertise: well on certain formats like iOS, it remains
winning magazine Games with flying bits in them Typing ‘help’ in text adventures
Currently playing: Currently Playing: Currently playing: a shadow of its former self.
Panzer Dragoon Tomb Raider BioShock Infinite
Favourite game of all time: Favourite game of all time: Favourite game of all time:
I’ve recently gone back to my Sega Saturn
Strider/Robotron: 2084 Tomb Raider Sheep In Space (I feel it has some of the best shooters of any
home system) and I was amazed at how playable
games like Batsugun, Radiant Silvergun and
Soukyugurentai still are. It’s been something of a
treat then to put together this month’s essential
shooters. We wanted to try and strike a balance
between games that you need to play because
they evolved the genre, and those that are
fantastic games in their own right. Of course, it’s
entirely subjective, but if you don’t agree with
what we’ve chosen then by all means sign up at
www.retrogamer.net/forum so that we can have
JASON KELK MARTYN PAUL DAVIES a good natter about it.
I’ve always loved Io on the
C64. It’s a little short and a lot
CARROLL Has to be R-Type. I played it on
FEATURED
30 10 Launch Disasters
We reveal some of the worst soware
and hardware launches of all time
42 From The Archives
Interceptor Soware
Richard Jones recalls the rise and fall
of the cult 8-bit soware house
50 Minority Report
Mega-CD Special
Aer numerous requests we reveal
the best games for Sega’s cult add-on
62 Classic Moments: F-Zero
Find our why Nintendo’s futuristic
racer remains so memorable
64 Essential Shoot-’em-ups
The best and most innovative shoot-
‘em-ups you’ll ever get to play
72 The Making Of Adventure
22
Warren Robinett looks back at his CREATOR WILL WRIGHT LOOKS
groundbreaking Atari 2600 game
BACK AT THE ORIGINS OF HIS
84 The History Of CITY-BUILDING STRATEGY GAME
Chase HQ
Key developers pay tribute to Taito’s hit
arcade cops and robbers franchise
58 108
RETRO REVIVALS In the hot seat this month…
48 Marvel Land 32 STUART 90 CHRIS
A superb Mega Drive platformer that never
seems to get the love that it deserves ROSS HUELSBECK
He’s created the He’s a legend as far as
96 Klax soundtracks to some of
the biggest Grand The
the C64 and Amiga music
scenes go, but Chris’s career
Stuart Hunt is seeing red, and white, and several
Auto games of all time. extends far beyond those
other colours as he plays Tengen’s hit puzzler
Stuart Ross explains classic systems. Don’t
how he makes it happen believe us? Here’s the proof…
4 | RETRO GAMER
>> GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD
CONTENTS
1982 2013
13 RETRO DIARY
The past and future of videogames delivered
in nice bite-sized chunks
6 | RETRO GAMER
RETRORADAR: LUCASARTS 1982-2013
» [PC] Sam & Max Hit The Road was created » [PC] Lucidity was one of the last games » [NES] Maniac Mansion was a huge hit and the
by Steve Purcell who now works for Pixar. LucasArts actually created in-house. first game to use the SCUMM engine.
» Even Yoda has suffered in recent years, » [PS2] A Star Wars game where you play as » Hopefully popular licences will be put on
becoming a simple marketing tool. Boba Fett sounded amazing. It wasn’t… carbonite for other developers to thaw out.
Rescue On Fractalus! Maniac Mansion Indiana Jones And The The Secret Of Monkey Star Wars: Dark Forces
Released: 1984 Released: 1987 Fate Of Atlantis Island Released: 1995
This is one of LucasArts earliest This charming point-and-click adventure Released: 1992 Released: 1990 This excellent Doom clone did a superb
games (when it was known as Lucasfilm from the minds of Ron Gilbert and Gary This is quite simply the best Indiana Created by the LucasArts Triforce (Ron job of fully immersing you in the Star
Games) and it remains a belter. An Winnick was one of LucasArts’ biggest Jones game ever made. It’s another Gilbert, Tim Schafer and Dave Grossman) Wars universe. Unlike many other first-
early release for the Atari A8 and Atari earliest hits, and took the genre in new point-and-click adventure that utilises Monkey Island continued the strain of person shooters of the time, Dark Forces
5200 it’s a superb game that utilises and exciting directions. It’s the first game the SCUMM engine, but it does a absurd comedy that had first appeared had a deep engaging narrative that was
fractal technology and has you searching to use LucasArts’ SCUMM engine and fantastic job of capturing the essence of in Maniac Mansion and ran with it. The told via key cutscenes. The gameplay
the planet Fractalus for downed pilots. told the story of a group of high school the popular films. It’s different to other end result is easily one of LucasArts’ itself is very similar to other shooters of
The sudden appearance of the alien kids who explore a mysterious creepy LucasArts adventure games of the time finest moments, delivering memorable the time, with protagonist Kyle Katarn
Jaggies – that suddenly pop up when mansion after one of the girlfriends is as it allows you to follow three distinct characters, funny one-liners and insult taking out well known Star Wars enemies
you think you’ve rescued a pilot – is also kidnapped by a creepy scientist. An paths – Wits, Fists and Team – which sword fighting to the gaming masses. It with a variety of different weapons
one of the earliest scariest moments excellent sequel, Day Of The Tentacle drastically changes the difficulty of was followed by four sequels and was (although the lightsabre wouldn’t be
in videogames. was released in 1993. puzzles or amount of combat in the game. remade for iOS and download in 2009. introduced until the 1997 sequel).
» [PS2] One of its most interesting efforts was Gladius, a » [Xbox 360] Force Unleashed II was a disappointment for success, leading many commentators “I feel bad for all the people at the
turn-based strategy game released in 2003. fans of the original game, clocking in at five hours.
to feel that the inventiveness and Presidio who lost their jobs, and I’m
originality that the studio was famous hoping they’ll find work quickly. But
for during its ‘adventure game’ heyday for everything else, the LucasArts that
found itself getting lost under the Star made me such a fan I’d move 3000
Wars franchise. miles away from home to work for
One person who feels the magic them, hasn’t existed for over a decade.”
hasn’t been there for a while is The closure of LucasArts will not
Chuck Jordan, who co-wrote and affect the future of its IP. But for this
co-programmed The Curse Of Monkey once giant of PC gaming in the Nineties,
Island and went on to work on the Sam this videogame adventure has finally
& Max series. come to a sad end.
8 | RETRO GAMER
RETRORADAR: LUCASARTS 1982-2013
DEBATE
>> Forum
The Collected Works members
share their
>> Here’s every single game that LucasArts developed or thoughts on the
co-developed in-house. How many have you played?
recent news
1984 1996
VISIT RETROGAMER.NET/FORUM TO HAVE YOUR SAY
Ballblazer Afterlife
Rescue On Fractulas! Indiana Jones And His Desktop
Adventures
1985 Mortimer And The Riddles Of The
“Like a lot of old publishers, all that really remained of the
Koronis Rift Medallion original creative dev/publisher was the name. LucasArts
The Eidolon Star Wars: Shadow Of The Empire hasn’t really done anything good or creative for years
apart from manage Star Wars IP (badly). Shame to see
1986 1997 another once great name go down the pipe but its not
Labyrinth: The Computer Game The Curse Of Monkey Island
PHM Pegasus Herc’s Adventures going to have any real impact on todays industry for
Star Wars Jedi Knight: Dark Forces II gamers, apart from the possible sale and/or licensing
1987 Star Wars: Masters Of Teras Kasi of some of their older IP that was all abandoned to
Maniac Mansion Star Wars: Yoda Stories concentrate on Star Wars in recent years.” FatTrucker
Strike Fleet Outlaws
1988 1998
Battlehawks 1942 Grim Fandango “Really hope Disney lets
Zak McKracken And The Alien Star Wars Jedi Knight: people who care about
Mindbenders Mysteries Of The Sith the IPs develop new
Star Wars: Behind The Magic “They were a games for them, rather
great soware
1989 Star Wars: Rogue Squadron
Indiana Jones And The Last Crusade: than doing an internal hack
job on them” IronMaidenRule
The Graphic Adventure
Their Finest Hour
1999
Indiana Jones And The Infernal Machine company... up
1990
Star Wars Episode 1 Racer
until about 15
Loom
Night Shift
2000
Escape From Monkey Island years ago” “LucasArts will forever
The Secret Of Monkey Island Star Wars: Racer Arcade paranoid marvin have my thanks for giving
Star Wars: Episode 1: Battle For Naboo me Rescue on Fractalus!,
1992 Star Wars Episode 1: Jedi Power Battles Zombies Ate My
Monkey Island 2: LeChuck’s Revenge Star Wars: Force Commander
Indiana Jones And The Fate Of Atlantis
Neighbours, Star Wars:
Indiana Jones And The Fate Of Atlantis 2001 “When I first read the Battlefront and Day Of The
The Action Game Check Star Wars: Obi-Wan news, it was saddening, Tentacle. I’ve had much
Star Wars: The Empire Strikes Back Star Wars Rogue Squadron II: they had produced and in the way of enjoyment
The Young Indiana Jones Chronicles Rogue Leader
published some awesome from that quartet of
Super Star Wars Star Wars: Starfighter
Star Wars: Galactic Battlegrounds games, but then the games. Sadly, LucasArts
1993 realisation dawned that I became minor players in
Day Of The Tentacle 2002 had not bought a decent more recent times and
Sam & Max Hit The Road Star Wars: Bounty Hunter
game with their name on it I won’t miss them now
Star Wars: Rebel Assault Star Wars: Jedi Starfighter
Super Star Wars: in ages” adippm82 they’re gone” The Beans
The Empire Strikes Back 2003
Zombies Ate My Neighbours Gladius
RTX Red Rock
1994
Indiana Jones’ Greatest Adventures 2004 “I never really was a fan of the company but I know there
Ghoul Patrol Star Wars: Republic Commando are tons of people out there that loved them for the games
Super Star Wars: Return Of The Jedi they put out in the past. I liken it to the way Square Enix
2008 is now. Yeah, the company was a lot better before they
1995 Star Wars: The Force Unleashed
Big Sky Trooper merged, putting out much better games, but for all their
The Dig 2009 faults, I can’t bring myself to despise them. I think the real
Full Throttle Lucidity bummer here is all those people that lost their jobs. 150+
Metal Warriors layoffs in one fell swoop? Ouch” Reglan
Star Wars: Dark Forces 2010
Star Wars: Rebel Assault II: Star Wars: The Force Unleashed II
The Hidden Empire
10 | RETRO GAMER
retroradar: Kenji eno: Untamed Spirit
amazing titles on
greatdigitalmags.com
All About Space
Issue 11 of All
About Space kicks
off with a look
at the evolution
of spacesuits.
Elsewhere there
are articles on the most powerful
forces in the universe, dwarf
planets, the top ten mysteries of
space and an exclusive interview
Kenji eno:
with astronaut Buzz Aldrin.
games™
» Wanting to prove that he didn’t only This month, games™
work on horror games, Eno produced the
humorous Oyaji Hunter Mahjong for 3DO. sets sail with
untamed Spirit
Ubisoft’s Assassin’s
Creed IV: Black Flag
in a world exclusive
look at the sequel,
infiltrates Square Enix’s Thief
reboot and has all the latest news
on Sony’s PlayStation 4. You’ll also
find a retro guide to Tomb Raider, a
Another gAming legend is lost Watch Dogs interview and all the
latest reviews and previews.
”You have a short life; you’re going to them with avant-garde titles, including Michael Nyman (The Piano ), so Eno
die someday. I don’t want to waste Trip’D. We asked Trip Hawkins about used guerrilla tactics and held Nyman
How It Works
my time looking back on something this: “I have heard that that game was captive in a hotel room for six hours, In issue 46 of
I did in the past. Life is short! There’s named after me. I did not know Kenji until an agreement was reached. After How It Works
no time to look back!” Kenji Eno told well enough to say anything other than this came Real Sound for the Saturn, Magazine, we take
some hypercars
1UP in 2008. On 20 February 2013 he I have great feelings of sorrow for his a game without any graphics and
for a proverbial
passed away, aged 42, due to a heart departure, a sad and premature loss.” intended for the blind. spin to see how
attack brought on by hypertension Eno’s first major success was the Despite his larger than life persona, the superfast vehicles of the
and, as some believe, the clove horror adventure game D. Worried that much of Eno’s work will probably be future are designed. We look at
how space probes are made and
cigarettes he smoked. a scene involving mother/daughter unknown in the UK. Indeed, his biggest
how they’re shedding light on
By the time you read this there will cannibalism would be censored, he game to have an English release, our Solar System, and enter the
surely have been many stories written submitted a version without it for D2 on Dreamcast, only came out in world of the jaguar to see how
about this Japanese icon. But the best approval, then intentionally missed the America. After D2, Eno was involved this jungle predator survives.
writings are actually a few years old: an deadline for the master disc, delivering in restaurants, radio, new mobile
exhaustive ten page interview by 1UP it in person but replacing the clean disc phone technologies, and a lot of music Apps Magazine
This issue we
titled Japan’s Wayward Son, breaking with an uncensored version. production (much of his work is on
reveal the hottest
eight years of silence, and a lengthy Later he publicly humiliated Sony Youtube). Eno also embraced social apps. We also
feature on Hardcore Gaming 101. The by switching allegiance to Sega at media. On Twitter he had nearly 20,000 have a guide to
innumerable words written about Kenji a crowded press event. The project followers and made 51,041 tweets. His travelling the world
with books, from
Eno describe him as an eccentric, a that came after was Enemy Zero, a last was on 17 February 17.
booking the trip,
maverick, and a self-styled bad boy. survival horror intentionally designed Three days later the world lost a to translating the local lingo, and,
Few articles, however, convey the sheer to be almost impossible to play. For great auteur. He left behind his wife finally, sharing you holiday snaps
magnitude and productive output of the the music he wanted famed composer and children. when you get back. We also
review Real Racing 3, Year Walk,
man, who was involved in so much more
and Aliens vs Predators: Evolution.
than just games. Arguably he’s better Special thanks to Hardcore Gaming
known in some circles for his music than 101, Bruno de Figueiredo, Justin Learn more about
his games. Hall of www.links.net, and Yakumo
greatdigitalmags.com
It’s difficult not to like someone of Segagagadomain, for assistance Imagine Publishing’s
so daring and confident in their own and imagery. greatdigitalmags.com makes
vision: throughout his life Eno broke it even easier to buy popular
magazines like Retro Gamer,
rules, took risks and burned bridges,
SciFiNow and How It Works.
but he always did things his way and greatdigitalmags.com is an
he always managed to make it out innovative new digital portal that
in one piece. When Eno entered the offers access to every magazine
in the Imagine Publishing portfolio.
games industry through his third job,
Regardless of your interests, you’ll
it was almost by accident. Working on discover plenty of titles to suit your
a variety of games, some unreleased, needs. Giving you instant access
Eno left the industry, returning years to Zinio and iTunes versions of
your favourite magazines, this
later and making a name for himself
means that getting the latest issue
with his second independent company, » Kenji Eno, about to program » [NES] Sunman was an unreleased prototype has never been easier. Head to
WARP. He sided with 3DO, supporting a CMode vending machine. based on a cancelled Superman game. greatdigitalmags.com now.
retro
retrodiary
25 April – 23 May
A
rtic Computing announced graphics and eardrum-bursting sound 80 per cent of schools and adopted
the first of a series of text effects. The lens-magnified playing area as the educational computer of choice
adventures it would be would eventually make your eyeballs feel throughout the UK.
releasing on the ZX80 and like they had been scrubbed with a Brillo It would also feature regularly in BBC
ZX81. The first title would be Adventure Pad after a couple of hours play, such television computing programmes as well
A: Planet Of Death and would be was the intensity of brightness and colour, as being used for special effects purposes
available for the ZX80 immediately with assuming the batteries lasted that long. in other shows. We would get an early
a ZX81 conversion arriving soon after. Also, prolonged use of the small metallic look at its graphical capabilities with the
The premise was that you had crashed joystick controller would give you a severe BBC Micro creating the graphics for the
on a hostile alien planet, must locate case of numb thumb but that was all memorable final task, the Vortex, in the
your captured spaceship and make part of the majesty of electronic tabletop second series of the children’s television
good your escape. The Adventure gaming. No pain, no game. show The Adventure Game which aired
series went on to become a Astro Wars was essentially a Galaxian early November 1981. Doogy rev!
fixture on the Sinclair machines, clone and although the gameplay was Nintendo continued its production line
with further releases over the repetitive it still managed to offer four of Game And Watch pocket games with
next four years concluding with distinct phases which looped until you the eleventh title in the series and third
Adventure H: Robin Hood on completed the game with the maximum in the widescreen format. It
the Spectrum. 10000 points. In phase one, shoot the was also the first Game And
marauding alien ships. Phase two added Watch to feature a licensed
the swooping kamikaze fighters. Phase character. You play Popeye
three saw you dodging a hailstorm of who is at sea in his boat.
missiles while you shoot the command Olive Oyl throws spinach
ships and, lastly, phase four introduced
the frustratingly irksome ship docking
manoeuvre in which you attempted to
reunite both parts of your ship, all against
the clock.
There were rumblings in the press
that Acorn Computers had pencilled
in a pre-Christmas release date for its
new computer, the BBC Micro. The
new machine was originally nicknamed
the Proton during development and the » [Atari 2600] Despite blocky graphics and pink asteroids,
» [Game And Watch] Popeye catches food while avoiding Bluto. Simplistic yet fun gaming from Nintendo. prototype was built in a week in response the 2600 conversion played rather well.
14 | RETRO GAMER
cans and other food at him which he must
catch while Bluto tries to punch him in THIS MONTH IN...
the head or hit him with a hammer. Nice YOUR
chap. Drop a food item or get bludgeoned
AUGUST 1981 by Bluto and you lose a life. Although
» [BBC Micro] The computer most found in UK schools was also COMPUTER
mostly used for playing Frak rather than educational purposes…
Popeye was not a big hit for Nintendo, it YC ran an interview with
ARCADE did release two further Popeye titles; a to the beginning. It was pleasant enough Clive Sinclair taking a
1 Donkey Kong tabletop game and another Game And in terms of graphics and gameplay but retrospective look at his career in
(Nintendo) Watch title for the Panorama series both offered little in originality… and there was electronics and how he built up
of which appeared two years later. the problem, the difference between the his empire. He also spoke about
2 Pac-Man (Namco)
New to arcades this month was Super two games was negligible. They were the BBC Literacy Scheme which
3 Missile Command Acorn Computers managed to
Moon Cresta. Released by Gremlin identical in every way except the alien
(Atari) win despite Sinclair being overly
Industries under licence from Nichibitsu, hoards return fire and the game was
4 Centipede (Atari) it was the sequel to the original Moon faster. It was barely a new game at all confident of success. He was not
Cresta, which was released mid-1980. It With Christmas looming, Atari took the a happy fella.
5 Phoenix (Centuri)
was a 2D shoot-’em-up which saw you opportunity to repackage its Atari 400
ATARI 2600 battle through levels of alien ships before computer and introduced four new starter
1 Missile Command attempting to dock with the next part of kits for newcomers to Atari computing.
(Atari) your spaceship. While this would give you The four new packages were The
2 Warlords (Atari) extra fire power it would also make you a Entertainer, which included two games
bigger target for your foes. and two joysticks, The Programmer, which
3 Dragster (Activision)
Another further expansion of your ship included a BASIC cartridge and book, The
4 Pele’s Soccer (Atari) and firepower capabilities would hopefully Educator, which had the BASIC cartridge
5 Space Invaders (Atari) take you through to the end stages where, and educational software and finally
if completed, the game would loop back The Communicator, which, of the four ATARI
packages, was by far the most interesting. CONNECTION
It included an Atari acoustic modem, Atari Connection
interface module and Telelink software looked at education
cartridge to get you browsing online and programming
networks such as Compuserve. and interviewed teenager Joel
There was also good news for owners Gluck who had entered an Atari
of Atari’s wood-grained 2600 console sponsored games programming
with news that Atari’s humungous 1979 competition in which he came
ACORN ATOM arcade hit Asteroids was set for release second. Joel later helped with
1 Fruit Machine (Bug-Byte) next month. While the original Asteroids level design in Atari’s Dandy, an
2 Invader Force (Micro Power) arcade game utilised vector line graphics, early inspiration for their 1985
the 2600 graphics were not too dissimilar dungeon crawler hit Gauntlet.
3 Atom Invaders (Bug-Byte)
in resolution to Lego bricks. It would be
4 Demon Dungeon (Micro interesting to see if Atari could pull off a
Power) » [Arcade] Super Moon favourable version of such a fan favourite
Cresta was virtually game. In typical Atari style it would come
5 Backgammon (Bug Byte) identical to Moon Cresta.
Now that’s not very super. with numerous variations, 66 in total, and
MUSIC all for just £34.
1 Green Door (Shakin’ Stevens)
2 Hooked On Classics (Royal
Philharmonic Orchestra) AUGUST 1981 NEWS
3 The Model/Computer Love
1 August saw the launch of Music 63,000 miles.
(Kraftwerk) ATARI
Television (MTV), an American cable A day later
4 Japanese Boy (Aneka) television music channel that played Voyager 2 OWNERS
5 Tainted Love (Soft Cell) videos 24 hours a day. The first video flew by Titan, CLUB
to air on MTV was the 1979 hit for The the largest of BULLETIN
Buggles, the aptly named Video Killed Saturn’s moons, taking several detailed Newly released in the UK were
The Radio Star. pictures in the process. the Atari 400 and 800 computers.
12 August saw the first IBM PC August also saw several classic Priced at £345 and £645
launched. Model 5150 with an Intel music albums released; Dead Ringer respectively, they were available
8088 processor landed in the shops at a by Meatloaf was the follow-up to his under an exclusive franchise
base price of $1565. hit album Bat Out Of Hell. The biggest between Atari and Ingersoll
24 August saw the sentencing of hit from that album was Dead Ringer Electronics. Of course, the Atari
Mark David Chapman, the man who For Love sung by Mr Loaf and singer/ 400/800 weren’t new at all as
murdered John Lennon in New York actress Cher. Also released in August they had been available in the USA
on 8 December 1980. He was given was Debbie Harry’s first solo album Koo for over two years.
a sentence of 20 years to life and still Koo. It didn’t do particularly well with
remains in prison today after being none of its singles charting in the Top 20
refused parole on seven occasions. but the album became well known for
26 August saw NASA’s Voyager 2 the H.R. Giger designed sleeve artwork
spacecraft make its closest fly-by of featuring Debbie Harry’s face impaled
the planet Saturn at a distance of just with metal skewers.
RETRO GAMER | 15
FEBRUARY 1996
SNES
1 FIFA Soccer 96 (EA)
2 Killer Instinct (Nintendo)
3 Mickey Mania (Sony Imagesoft)
4 Mortal Kombat 3 (Acclaim)
5 International Superstar Soccer Deluxe
(Konami)
T
here was good news from » [Game Boy] Pokémon – games, cards, toys, stickers, bargain binsville. Saturn, PC and PlayStation
underpants, cartoons… it was everywhere.
Sega with everyone’s favourite owners all avoided it like the plague.
dragon-based rail shooter, Bullfrog Production’s flying/first-person-
Panzer Dragoon, set for a destroyed Lundi’s village. The game would shooter game, Magic Carpet, was due
sequel, or rather a prequel… Panzer prove to be excellent with gameplay and to be converted for the Sega Saturn and
Dragoon II: Zwei continued with the full graphical improvements making for a much PlayStation. As the name suggests, you fly
rotational 3D graphics and rail shooter more polished game. A solid soundtrack a magic carpet across a variety of beautiful
formula that made the original such added to the unique atmosphere that the landscapes while taking out fellow wizards
a huge hit. The levels had been made game set. Sadly it was only available on the and monsters with well directed spell
larger and you could also take several Sega Saturn… casting from a book of 24 spells. Your aim
different routes through them. If the merest mention of Rise Of The on each of the 50 levels is to collect the
The original dragon had been replaced Robots sets your blood boiling and wallet required amount of golden orbs of manna
with a freshly hatched beast which recoiling in horror at the abject and frankly for progression to the next. The music and
you keep as a pet but later grows into criminal fighting game from Mirage then sound in Magic Carpet were outstanding
something a lot more useful. You play the news that a sequel was nearing with distinctive music matched with some
Lundi who, along with his pet dragon development completion would surely delightfully subtle sound effects and the
Lagi, must track down the Shelcoof, have you biting your fist in rage. Mirage graphics, particularly the magic carpet,
a large weapon-laden airship which once again headed the development and moved with fluidity and gracefulness.
16 | RETRO GAMER
THIS MONTH IN...
AMIGA PC MUSIC
COMPUTER &
1 Sensible World Of 1 Destruction Derby (Sony) 1 Spaceman
Soccer (Virgin) (Babylon Zoo)
VIDEO GAMES
2 FIFA Soccer 96 With the Japanese
2 Worms (Ocean) (Electronic Arts) 2 Anything (3T) N64 launch four
3 Super Skidmarks 3 Worms (Ocean) 3 Lifted months away C&VG
(Guildhall Leisure) 4 Hexen (GT Interactive) (Lighthouse Family) previewed some of
4 Alien Breed 3D (Ocean) 4 I Got 5 On It (Luniz) the games under development,
5 Command And Conquer (Virgin
with Mario 64 standing out as
5 Player Manager 2 (Virgin) Interactive) 5 One Of Us (Joan Osborne)
something to get excited about.
Gameplay was reportedly
astounding with Nintendo stating it
would be “the greatest videogame
Nintendo’s Game Boy handheld was the Gym Leaders who preside over various many of the existing monsters wouldn’t in history”. No pressure, then.
approaching its seventh birthday and it had regions and become the champion or you evolve into new Pokémon, which also
been mooted in certain quarters that it was could attempt to collect all 151 Pokémon required collecting, unless they were traded.
coming to the end of its natural life with and complete your in-game encyclopaedia “Gotta Catch Them All” was the tagline
many of its games residing in the cheapo of Pokémon, the Pokédex. This is where for the games and it soon became an
section of videogame shops. However, the unique selling point of the two games obsession for gamers to do just that.
things were about to change. Released came into its own. Pokémon took over the world. The once
this month in Japan was a pair of games By connecting two Game Boys playing ailing Game Boy was hot property once
entitled Pocket Monsters Red and Green both Red and Green games with a Game again with Pokémon becoming a global
which would later be reprogrammed and Link cable, you could do battle, capture or phenomenon which spawned a multi-billion
renamed Pokémon Red and Blue for the trade your monsters and to complete your dollar franchise for Nintendo. The original
rest of the world. In Pocket Monsters there Pokédex it was absolutely necessary to Red and Blue games set the standard for
were different aims to the indulge in a spot of trading. Moreover, each future releases and with eventual total
game; you could either battle game also had an exclusive Pokémon and worldwide sales of over 23 million units SUPER PLAY
just for those two titles, it was hard to see Super Play had
when the Pokémon craze would die out. A something of a rarity,
bit of gaming innovation, a playable RPG a feature about Rare
game featuring cutesy monsters and the and an interview with
world could be your oyster… assuming it its production manager
doesn’t evolve into Clamperl… Simon Farmer. It took a look at its
With Nintendo’s N64 due out in Japan beginnings as Ultimate, progressing
to dealings with Nintendo and up
in just four months, information about the
to date with news of Rare’s latest
first wave of games under development
game, Donkey Kong Country 2.
became known. Preview shots of some
of these games looked marvellous with
Shadows Of The Empire (LucasArts),
» [Sega Saturn] Bullfrog’s Magic Carpet had some absolutely » [PlayStation] Rise 2 wasn’t a let down
like Rise Of The Robots. It was just pants.
Pilotwings, Mario Kart 64, Mario 64 and
lovely graphics.
Legend Of Zelda (all Nintendo) and a rather
interesting game based on the newest
James Bond movie GoldenEye.
FEBRUARY 1996 NEWS Developed by Rare, GoldenEye promised
to be something particularly special for a
5 February saw the first genetically a landmark for computing and IBM. IBM first-person shooter. It would have texture-
modified food go on sale in UK later upgraded the computer, renaming mapped characters and a concentrated
supermarkets. Nicknamed Frankenstein it Deeper Blue and a year later a new
foods, the first product to go on sale six match series was played against
effort was made to replicate the CU AMIGA
atmosphere of the movie. Rare succeeded
was tomato puree which had been Kasparov. Deeper Blue won the series Virtual IO Systems had
in recreating this with excellent graphics,
produced from tomatoes which had their by defeating Moody Red in the sixth and its Virtual i-Glasses
engrossing level designs and sound effects
rotting gene removed. Three years later final game. reviewed
straight from the movie. GoldenEye would
supermarkets were forced to remove all 24 February saw the demise of three this month and it wasn’t
come to be regarded as one of the best
GM purees after a study claimed that the animated anthropomorphic mice Modo, particularly favourable.
games ever released on the N64.
internal organs of rats fed GM foods had Throttle and Vinnie, when the cartoon Reviewers were critical
Fans of Sonic The Hedgehog were
been genetically altered. Anti-GM food series Biker Mice From Mars was of the build quality,
rejoicing with the news that Sega were
protests and a blanket ban on the planting cancelled after three the uncomfortable feel and that
developing a Sonic game for the Saturn.
of GM foods across Europe were put in series. It ran for two there were no games released for
It would eventually appear as 3D Sonic
place in 2005. and a half years over Amiga that made use of the glasses
Blast; more isometric perspective than 3D mode. A bargain at just £586…
10 February saw Deep Blue, a chess 65 episodes. actual 3D, and would be slower paced
playing computer developed by IBM, It was revived again game than previous incarnations. Sega
take on and beat reigning chess world in 2006 with a new also revealed plans for a new Sonic
champion and grandmaster Garry 28 episode series, arcade game but rather than the usual
Kasparov. Although Deep Blue lost the but it just wasn’t the platform/collecting rings affair, Sonic The
series of six games with three defeats Biker Mice we liked Fighters (aka Sonic Championship in the
and two drawn matches, the win marked so much. USA) would be a beat-’em-up with 3D
polygon graphics. Hmmm.
RETRO GAMER | 17
.net
Dragon Crystal
The RRPG: Random Role-PlayinG Game
» Game Gear world in random positions. A new world every time,
#61 » SeGa
» 1990
that’s familiar but also new.
One button was needed to check your inventory
Ordinarily, role-playing games, where you decide to equip new weapons and armour
like Zelda, allow you to roam the or use and drop magical objects. Magic rods, scrolls,
countryside and dungeons, killing potions and rings are listed only by their colour until
monsters, finding objects and you use one and then find out what it does. This, of
solving puzzles. You get a top-down or slightly-to- course, is also different every time. So will the silver
the-side view of your world and the action occurs in potion make you feel better or decidedly dodgy? It’s
real time with a little arcade-style monster-bashing. a risk you take, and fighting monsters (by walking
You save the princess and it’s all over. I’d rather the into them) is risky too. If you are losing hit points and
game went on and on and/or was a little different are going to die you have to run away so that your
the next time I played it, a new world to explore each character eats his food reserves and gets stronger.
time... which brings me to Dragon Crystal. That’s about it for gameplay. During the adventure
This SMS and Game Gear RPG looks like a Zelda your character learns what the things do, gets a
style game, but it is much simpler and extremely dragon buddy, listens to the nice music and hears
easy to play. It may not be all that involved, it may that cool ‘ting’ as a sword thrust is blocked. He then
not take huge skill or have an epic storyline, but its gets killed by a blood toad.
strength is in randomisation. The 30 mazes which But if you do decide to go again, rest assured, your
reveal themselves to you as you push through the little adventurer will have forgotten everything and
‘fog’ and’ foliage’ in ‘Rogue’ style are always different the world will be one that is fresh and exciting again.
and place the objects, monsters and exits to the next Now THAT is an adventure!
18 | RETRO GAMER
RETROBATE
PROFILE
NAME: ST
EPHEN WES
JOINED: JU TWOOD
LY 2011
LOCATION
: UK
OCCUPATI
ON
NOT GIVEN :
FAVE GA
ME SYSTEM
ARCADE :
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appear in the
magazine?
Be sure to upload your
classic profiles at
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RETRO GAMER | 19
THE LEGACY OF
22 | RETRO GAMER
THE LEGACY OF SIMCITY
N
owadays we’re oblivious to more fun designing the maps than he was
the importance the original actually controlling the game’s helicopter and,
SimCity had on the games combining this with his increasing interest in
industry, so ingrained the city urban planning, set about developing a game
builder has become to the culture of where the objective wasn’t to destroy a city
videogames that it’s easy to overlook but, instead, to build one.
how imaginative and inventive the Will had the first version of SimCity up
concept first was. Look at it on paper, in and running by 1985, but it took four years
fact, and you’ll likely be amazed the game before the game was actually published. Every
managed such a level of untold success publisher he met with had been unconvinced
in the first place: here you play the mayor of its unusual gameplay: this wasn’t a
of a freshly created city, dealing with platformer, it didn’t have puzzles, there wasn’t
such grisly issues like tax rates, zoning anything to shoot. Most controversial of all,
of residential, commercial or industrial SimCity didn’t even have an obvious goal;
areas and even navigating the ultimate » Will Wright created many an unusual and – in the eyes of an Eighties
excellent sim games at Maxis,
city problem, congestion. It certainly
ranging from SimCity to The
publisher – unsellable concept. “I was working
doesn’t sound fun, does it? Sims franchise. with Brøderbund at the time (back in the
But there’s a magic to SimCity that just mid-Eighties) on the Commodore 64 version,”
seems to work, a sense of nurturing pride as says Will. “As I was developing it, they kept
you overcome the admittedly doldrum issues waiting for it to turn into a game, with a win or
of city management to create a thriving, lose at the end. That’s not what I envisioned
healthy, safe and – most important of all – it becoming. As far as I was concerned the
happy metropolis. “game” was done. As a matter of fact we
The origin of SimCity isn’t quite that did end up releasing the C64 version about
simple, however. Series creator Will Wright three years later, untouched from what I was
had only one game under his belt prior to working on then.”
its release, a simple top-down shoot-’em-up Publishers continued to turn down SimCity
called Raid On Bungeling Bay published by – or as it was then know, Micropolis – until
Brøderbund for the Commodore 64 in 1984. Will had a chance meeting with Jeff Braun,
It was surprisingly slick even back then but its an investor who was looking to break into
development had an unexpected inspiration the flourishing games industry. Together they
for Will, sending him down a completely formed Maxis in 1987 and went on to self-
different and – at the time – highly risky publish SimCity. With the majority of the game
path. During the development of Raid On already in place, it didn’t take long for SimCity
Bungeling Bay, Will found that he was having to hit the shelves; in 1989, SimCity launched
RETRO GAMER | 23
» [PC] Don’t plan utilities such
as power, crime or fire coverage
well enough and you’ll have riots
on your hands.
for Amiga and Macintosh, with PC and really about getting people to think about the
Commodore 64 versions arriving later. WHY I LOVE SIMCITY world around them. So in the back of my mind
Initial sales were slow, but a huge backing my assumption was that this would appeal to
from critics and the inevitable spread through PETER MOLYNEUX COFOUNDER BULLFROG a wider range of people.”
word of mouth meant that SimCity quickly ■ I can remember the first SimCity I played with David Bishop
S
went on to sell in the millions. The initial who is now the creative director on Moshi Monsters. It was imCity went on to inspire a number
100,000 copies were sold out of Braun’s ridiculous low-res in those days, it was these little tiles and of games, some of which went
living room, but the pace quickly outgrew the pixels for cars but the thing I loved about it was that you could a step further to create their own
game’s humble beginnings and, eventually, imagine what you were building and that’s the great thing about distinct variations on this sandbox
led to a whole new way of playing games. building a city. And when you did get pissed off with these needy people – toolset. Civilization’s Sid Meier, for example,
Now gamers were free to explore their own because they are very needy, they want their sewage cleaned and the water states the original simulation as a large
creativity, carefully cultivating an empty plot of taken out and all of that stuff – you just hit them with all those disasters. inspiration for his own history simulator, a
land into a bustling city without the game ever It’s a joy to wipe out millions of people. I like the latest version, but I am as game that went on to formulate the 4X sub-
directing them. frustrated as other people that when I want to play it I can’t seem to get online. genre of strategy games. This was a new age
“From the very beginning I didn’t want for video games, with Will Wright’s original
to impose a firm goal state on the player,” SimCity paving the way for something new,
explains Will Wright. “I always thought it was The games being released were primarily something different, something creative.
much more interesting to have the player focused at a young male audience, targeting Yet while the innovations of SimCity were
decide in their own head what constitutes a a very specific and unvaried set of people. innumerable, it was the freedom to express a
“good” city; low crime, no traffic, high land Though this new audience was never the personal creativity that caught most gamers’
values, fast growth? I think in some sense initial intention behind Will’s development of attention. “I think a lot of [my] games invited
it started a new genre. It was also, I think, the game – he simply believed that if he was the player in to put a lot of themselves into
kind of the earliest example of a game that interested in a subject, then there ought to them,” says Will, “so when people would
was leaning more to a mainstream audience. be other gamers out there that did too – he play SimCity or even The Sims a lot of their
They were interesting people that were not knew that his game was doing something assumptions about the way the world works
necessarily into dragons or history or sports, completely different within the industry. was also invited in.
and I think that is becoming more and more “It was more that I was interested in these “What do you think makes a good city? Is
mainstream, kind of what you might call subjects, I was interested in the way games it less crime, less traffic, less pollution? Or for
‘casual’ gamers. And so they were games that intersected reality. I enjoyed playing these » [SNES] The isometric The Sims, what makes you happy? And so
viewpoint was popular at the
were more about reality than fantasy.” It was a other games a lot and I just felt that there time, but it remains timeless
in that case the game wasn’t giving you an
market that hadn’t yet been tapped into. wasn’t enough exploration of games that were thanks to the beautiful sprites. explicit goal; SimCity wasn’t saying you had to
» [PC] Without worries of water consumption of terrain » [PC] Managing your finances is key to any SimCity
differences this was less of an issue with the original. game. Spend too much and it’ll only spiral out of control.
24 | RETRO GAMER
THE LEGACY OF SIMCITY
» [SNES] The newspaper feature was brimmed with » [SNES] The addition of water and an underground
content, with new stories to read every time you got it. layer was hugely important to SimCity.
TEARING DOWN
THE HOUSE
DISASTERS HAVE BEEN A HUGE PART OF THE
SIMCITY FRANCHISE SINCE ITS INCEPTION,
SOME OF WHICH HAVE BEEN SEEN IN EACH
AND EVERY ENTRY IN THE SERIES
GODZILLA
■ A giant reptile marches on your city, destroying make a big city or you had to make a happy humour and an easy means of discovering
everything in its path that seems to be attracted to city, the first thing the player had to do was exactly what your Sims wanted. This was
polluted cities. One of the few recurring disasters sit down and think in their head ‘okay, to me, all alongside the inclusion of multiple new
throughout the series. what kind of city would I want to live in?’ or in buildings, power sources and even an
The Sims ‘what kind of life do I want to lead?’ alternate sprite for the abandoned structures.
PLANE CRASH In both cases I think the player was critical in “We received lots of letters after releasing
■ Both randomly occurring and self-inflicted, determining goal state, and then you could the first SimCity,” says Will. “I read all of
this disaster appeared in most SimCity games up look at someone’s city and get a sense of who them. The players were asking for most of the
until SimCity 4 where it was removed due to the they were just by the way they were playing same things I wanted to add as well; terrain
9/11 attacks. the game and what they were pursuing.” altitude, schools, water systems. The trick
Neither Will nor Jeff Braun ever expected was adding enough to make it deeper without
TORNADO SimCity to reach the same levels of success making it too unapproachable.” But Will was
■ Another reappearing disaster, the tornado that it did, but succeed it did. “It was still keen on working on the myriad other ideas
appears at a randomly selected spot in your city, unexpected for me,” says Will, “I never really he had, he wasn’t even particularly interested
wrecking any buildings caught in the storm as it thought it would be a big seller. I thought it in working on the sequel. “I actually was trying
uncontrollably rips through your metropolis. would appeal to strategy players but didn’t to avoid working on it. I had another game
think that it would have the wide appeal it I wanted to focus on at the time – which
NUCLEAR MELTDOWN ended up having.” later became The Sims. We had another guy
■ One surefire protection from this disaster is While the success of SimCity marched working on it, but the progress was way too
to simply avoid the use of nuclear power plants. on – it managed to find a port of the game slow. At that point I dropped everything and
The effect varies from game to game, but there’s on practically every electronic device then started working on it with him.”
always one real outcome: destruction. available – Will Wright moved onto games With Will back on board the production
of varying scope, from the all-encompassing really ramped up and the new
UFO ATTACK SimEarth to the tiny-scale SimAnt. But neither additions came in thick and
■ This unique disaster has appeared in every idea managed to find that same appeal that fast. The biggest
SimCity game (though only in the SNES version SimCity encapsulated. “SimEarth ended up change – and one
of the original). It was even deemed important having a totally different demographic than I
enough to grace the cover of SimCity 2000. was expecting. It was very popular among
twelve year olds, and I thought it would be
VOLCANO hitting an older audience. SimEarth ended
■ Volcanoes were in SimCity 2000 and SimCity 4, up turning out more like a simulation just for
but it’s only in the latter that they were a real visual me, you know, I enjoyed the simulation but it
treat. The earth tearing apart buildings is one wasn’t much of a game.”
thing, but unstoppable fires are the true threat. It was clear a sequel was needed, and
so in 1993 Maxis released SimCity 2000.
ZOMBIES As far as sequels go, the successor
■ Only available in SimCity (2013), there’s a chance overhauled a lot of the mechanics first
of zombies appearing if you build a large hospital. seen in the original. An overhead view
The infection spreads, killing your Sims, but all was replaced with an isometric one,
danger vanishes with the morning sun. terrain could be modified to suit your
needs, an underground function for
water pipes and the addition of a
newspaper brought with it
RETRO GAMER | 25
that has since stayed with the franchise –
was the distinction between zoning and utility
buildings. As the mayor you decided where
your citizens could live, work or shop, but
which final form appeared was entirely down
to the game’s system. Beyond that it was
now possible to place schools, improve the
coverage of your civics with separate buildings
and provide water and sewerage treatment
with dedicated under-road construction.
I
t was even possible to enact ordinances,
special options that – once unlocked
– could be toggled on or off to benefit
your city in some way. At their most
basic, ordinances reduced an ailment
of your city – such as crime, disease or
unemployment – but your city’s income took
a hit. Alternatively, options such as Legalized
Gambling or Parking Fines boosted your producer, a name many series’ fans will likely
income, but dramatically affected the growth recognise since Bradshaw has been a large WHY I LOVE SIMCITY
of residential or commercial zoning. part of the culture at Maxis for years.
It was still SimCity, but with an increased The 3D visuals were scrapped – which Will JAMIE WOODHOUSE MRQWAK.COM
number of knobs and buttons to tweak to suggests “was the right decision” – and an ■ I remember playing it on the Atari ST when it first came out.
the world to your choosing. The underlying emphasis on sprites and isometric cameras Very blocky square graphics aplenty! You got your basic three
mechanics were much the same, but it was were once again implemented. Instead of zone types (residential, commercial, industrial), and natural
now more accessible than ever, a feature overhauling the game it was more about disasters (and, IIRC, godzilla type events). I think traffic (cars)
that was key to the success of not only expanding that definitive SimCity experience. was visually represented by streams of larger chunky pixels.
the franchise but of many of Will Wright’s Zoning was divided into three different tiers Was pretty novel and unique back then!
creations. “I think that when you can sit and of density, with low density spawning smaller
play with a complex system like that,” explains size buildings while high density created
Will, “you get an almost intuitive sense of skyscrapers and the like. It didn’t look or feel to do a reasonable simulation of a city in
it, much more so than reading about it or like much of an improvement, but the change complete isolation.”
watching a movie. You can actually interact was dramatic; now, instead of being at the Advisors were also implemented to better
with it, and you can get some sense of, mercy of the game’s hidden mechanics, tailor the experience, giving unsure gamers
you know, you push something in here and SimCity players had far more control over the a clearer path towards building a great city.
something pops out there. There are all look and feel of their metropolises. Even the innovative newspaper feature was
these interrelationships and some of them Though the ability to trade with reworked into a news ticker, which advertised
are very subtle.” neighbouring cities was first implemented in various issues with your city along the bottom
It wasn’t until 1999 that the next SimCity SimCity 2000, it was properly expanded upon of the screen and retained the series’ sense of
appeared, after a number of stumbles along with the third game. Now it was possible to humour when all was well with your citizens.
the way. Initially pitched as an entirely 3D buy electricity, water or sewage treatment Though the improvements came with a couple
game, SimCity 3000 was looking to once from outlying cities, as well as form business of victims – fewer disasters and ordinances
again rework the entire system that had been deals that paid financial compensation for being the primary losses – it was nonetheless
set before it, despite concerns over the new enabling the construction of undesirable received well by critics and gamers alike,
approach. In 1997 EA acquired Maxis and set buildings. This focus of regional gameplay the added depth giving long-lasting appeal.
to work on fixing many of the project’s early became a large focus of the SimCity franchise At this point SimCity – and Maxis itself – had
failings. Lucy Bradshaw was brought in as lead going forward, with Will believing it was “hard built itself a devoted fanbase, and EA
26 | RETRO GAMER
THE LEGACY OF SIMCITY
PETER FORSEN
CHOSEN GAME: SIMCITY 2000 SNES
“The lucky Sims have built an Airport.
Holidays in Majorca await for all.”
RETRO GAMER | 27
zones based on outlying details too.
High-wealth citizens in one city would
gladly commute to a high density
shopping area in another, and clever
manipulation of taxes meant it was
possible to design a thriving city around
this. The simulation was more balanced,
more complex and more considered
than ever before, but at the expense
of accessibility. The series had
thrived on its intuitiveness and
though its depth gave it added
longevity for the devoted fanbase,
the difficulty of understanding the
» [PC] The mechanics behind fundamentals meant not everyone was taken
SimCity 4 were so deep that with this improved SimCity.
experienced players would
E
need to use the Alt and Shift
keys regularly. ager to rectify some of these
shortcomings, an expansion pack
was well aware of that. The Sims released for SimCity 4 was released only nine
in 2000, propelling Maxis even further into WHY I LOVE SIMCITY months after the initial release, but
the limelight and introducing a world of new though SimCity 4: Rush Hour answered some
gamers keen on Will Wright’s balance of STE PICKFORD COFOUNDER OF ZIPPO GAMES of the criticisms of its companion title, by then
accessible and compelling gameplay. EA didn’t ■ My strongest memory of SimCity is from the more recent it was too late. The casual gamers that had
want to upset its symbiotic relationship too re-release of the SNES version on the Wii Virtual Console. I once thrived on SimCity now had something
much, so when it released SimCity 4 in 2003 never played the SNES one at the time, so I downloaded this closer to home in The Sims, and interest in the
there was little in the way of change. specifically to play with my two young daughters, and all series was waning.
Most of the work went into building a 3D three of us really enjoyed it. They were both hooked on it for a Will Wright later admitted that SimCity had
engine, replacing sprites for renders. Still the month or so, and would play it every day. So the SNES one is definitely my become increasingly complex, stating that the
camera was locked to a single, isometric favourite. It was just so easy to understand and play, despite being quite a franchise was headed for a shift in approach.
viewpoint and only a handful of zoom options complex simulation. As if highlighting this point, SimCity Societies
were available, but it at least looked the part. My favourite story about the first SimCity is hearing that someone launched in 2007 and wasn’t even developed
SimCity 4 also included the ability to import complained to the developers that there was a bug in the game, as no at Maxis, with Tilted Mill Entertainment taking
your characters from The Sims, tempting fans matter what he did in the game - bigger roads, light rail systems, et cetera.
of the real-life simulator into expanding out into – he could never remove traffic congestion from the centre of his city. The
deeper strategy. developers said it’s not a bug, it’s real life! Every city in the world has traffic
And again Maxis focused its efforts on congestion in the city centre! I enjoyed SimCity 4, but I don’t think I’ll bother
the regional play of its cities. More than any with the new one. Tiny cities are a deal breaker for me.
other SimCity before it, the fourth iteration and
its RCI demands were heavily reliant on not
THE FACTORS”
as before, but this time the Sims demanded
» [PC] The ability to hop into different cars and drive around your
WILL WRIGHT, CREATOR, ON THE LATEST SIMCITY city was poorly implemented but strangle compelling.
28 | RETRO GAMER
WHY I LOVE SIMCITY
MICHAEL CHRIEN MAXIS
■ My favourite SimCity is SimCity 4 with the Rush Hour
Expansion pack. I loved the scope and size of the game,
MORE
as well as the wide variety of different buildings you could
place. It would always pain me to draw roads through
forests and cause the fauna to disappear – the small
FROM WRIGHT
details like that really made the game feel alive.
the reins for the new project. Accessibility was SimCity launched in 2013 to unexpected
the key here, and many of the tools previously success, with EA claiming it was the biggest
given to players throughout the series launch of any SimCity game yet. This came RAID ON BUNGELING BAY 1984
had been removed – power lines, building with its own unique problems, however, ■ Will Wright’s original game, and the only one that could
evolution, purchase of individual structures and the combination of a heavy load on the ever be considered ‘mainstream’. Raid On Bungeling Bay saw
and even zoning were all missing. It was more servers and a required always-on internet you controlling a helicopter to hunt down and destroy enemy
accessible, but it wasn’t more fun, and to connection meant gamers were outraged at defences. A precursor to Sudden Strike, Raid On Bungeling Bay
many gamers, felt like a big step back for the being unable to play a game that had up until was quick, well designed but a little confusing.
popular franchise. then been a single-player experience.
To the rest of the world it seemed as if Queue times of thirty minutes just to play
the series had finally peaked. The rise of the game deterred gamers from what was SIMEARTH 1990
smartphone gaming had meant that the casual actually an innovative approach to the tried- ■ Possibly the ultimate simulation, SimEarth began at the birth
market that the series had been so reliant and-tested formula. Will Wright wasn’t quite of a planet with your task being to carefully assist in the evolution
on had long since dissipated, and it seemed as down on the latest SimCity, however, and of its creatures and environments. In a lot of ways, SimEarth set
Maxis was left to eternally create expansion having left Maxis in 2009 meant his insights the foundation for Spore, but too much of the game was spent
packs for its still-popular The Sims franchise, on the direction of the reboot of his franchise watching a simulation rather than actually playing a game.
leaving SimCity behind. Until 2012, this is, felt more relevant than ever. “It’s interesting,
when EA announced SimCity – a reboot of in some sense it reminds me of the post-
the series and the fifth ‘true’ SimCity game in economic crash,” Will tells us. “It’s not SIMANT 1991
the franchise. about making your city big, it’s about making ■ SimAnt might not sound like the most thrilling concept, but
This time around the underlying mechanics them not poor. I think they did a good job of at its heart is a considered RTS game. Hampered by technical
were completely rewritten with a new Agent balancing all the interrelated factors.” limitations of the hardware, Will nonetheless managed to rework
system, ensuring every citizen of the world The uproar surrounding this SimCity his SimEarth system into something more useable as a game.
was an individual, thinking ‘person’, designed reboot proved one thing, however: it’s clear Build nests, increase your population, then decimate the enemy.
to add to the world in a believable way. The there’s still a lot of devoted fans out there
franchise’s focus on regional gameplay was eager to play more of this unique city building
more important than ever, with the city simulation. The future of the franchise may SIMCOPTER 1996
plot sizes limited in scope in a bid to direct look pretty grim from here on out, but there’s ■ Pre-EA takeover Maxis had quite a couple of suspect releases,
gameplay onto more varied and specialised no denying that SimCity remains as important and SimCopter was one of them. Will took to helicopters again,
city types. as it ever was. and though the actual controls of the game were fairly well
implemented, the poor 3D rendering and bugginess of SimCopter
was not the sign of a Maxis in good health. It sold very little.
SPORE 2008
■ Taking the concept set before it with SimEarth, Will once again
took on the concept of evolution with Spore. Customisation was
the key selling point, which invariably lead to thousands of gamers
» [PC] The latest SimCity has enraged gamers due to it being creating phallic monsters to attack each other with. Give a gamer
constantly online. Free games were given out to placate early buyers. the ability to create and they will, invariably, make a penis.
RETRO GAMER | 29
OP
10 LAUNCH DISASTERS 10
As the launch of the latest SimCity found itself making headlines for all the wrong reasons,
we take a look at more videogame launch disasters that have happened over the years
OP 10 LA
70 | RETRO GAMER
P 10 L
10 L
AUNC
AU NHCDH
ISADIS A
STERS S T E RS 10
10 LAU
NCH D
ISA
VIRTUAL BOY
The Virtual Boy probably marks the
biggest hardware failure in the history of
Nintendo. Sharing production with the N64,
Nintendo pushed the console to market early.
When it was released in 1995, its garish red-tinted
monochrome visuals, and clunky design form left many
consumers and developers cold and confused. And
arriving to market around a year after the PlayStation
and Sega Saturn, under the telly gaming was where it
was at, the machine failed to strike a chord with gamers.
Released only in Japan and North America and selling
below one million units, its legacy is Nintendo’s most high-
profile hardware failure.
STERS 10
DISA
RETRO GAMER | 71
A MOMENT WITH...
Stuart Ross
The composer of the highly underrated Body Harvest, and
much praised Grand The Auto series, talks creating game
music with Denis Murphy
Who is Stuart Ross? instruments. We had guitars and bass, we even
had a programmer play drums in the warehouse
First marking out his gaming territory in 1997
we used to call our ‘studio’. It did have a good
with his work on Grand Theft Auto, as well as
reverb, though.
three of its sequels, Stuart continued to solely
compose Body Harvest for the N64. With a
On GTA2 you had much more creative
rich body of work behind him, in recent years
input. As opposed to normal game music,
Stuart has lent his talents to titles such as APB
how did you approach a soundtrack that
and DiRT 3.
basically emulated pop/rock songs?
Yeah, it gave us a new avenue to try out, rather
Over your career, how has your creative than the music being a soundtrack like a film,
process evolved? we could give the game a certain time or feel,
On Body Harvest in 1998 I used a MIDI and give the player options of what style of
sequencer, and I still use one now. So the music they would want to listen to by having
actual creative process is the same but sound different styles of radio stations, like rock and
palette at your disposal is pretty much infinite dance etc. It gave us more creative freedom
with today’s audio design tech. But the main to write what we wanted to rather than being
difference, and one that is often overlooked, is confined to one particular style.
the amount of restriction we had. With Body
Harvest I was limited to eight channels, so you What were you aiming to achieve with
had to be creative with your chord voicings and the music for Body Harvest ?
instrumentation. I still use this method when We went through a few different styles and
composing today, less is always more. ideas from the in-house guys, all having a bash
but with more cooks comes more issues,
So how did you land your role on Grand and as the project went on, other games in » [N64] Stuart was The other good
heavily inspired by the
Theft Auto? development required audio resource so it work of John Williams
thing was that I
GTA was just one of a bunch of titles we were was left to me to finish it up. So one morning for his Body Harvest could reuse the
developing and we needed to come up with a looking for ideas I turned on the radio and composition. samples over and
way of making it interesting from an audio point for some reason it was on BBC Radio 3, and over and get a
of view. We were always trying as a department some orchestral piece was playing so I thought lot higher sample rates in there,
to have something unique about the audio in our I’d give it a go myself, never having written rather than loads of small, lower quality ones.
games. So after a few meetings, we decided much orchestration music before. After a day Listening to various John Williams scores
to create some radio stations for the cars. of sourcing samples and writing ideas, it was also helped.
Most of my work on the game was playing the obvious this was the style for this game.
You wrote the theme songs for both GTA III
» [PC] Compared to GTA 1, GTA 2 ’s and Vice City. In both cases, what were
soundtrack had radio stations tailored you seeking to achieve?
towards specific gangs in the game.
With GTA III, it was basically an urban gangster
movie with a lone protagonist against the city
of which there are so many films like that. We
wanted to give it an aged feel as well, like a
Steve McQueen movie from the Seventies.
With Vice City, again a time reference was
quite obvious, but you don’t want it to be too
obvious a rip of an Eighties theme. Looking at
the Miami sound there’s loads of reference to
pick from, Miami Sound Machine for the horn
section, Jan Hammer for the synth lines, again
all these factors help you shape your sound
along with a deadline and space to fill, you get
there pretty quick.
32 | RETRO GAMER
EVERY GAME. EVERY FORMAT.
ONE CHOICE
w w w.N OWGA MER .c om
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t h e r e le a se o f Raiders
Since
rk on the
Of The Lost A
u m bl e A t a r i VCS back in
h n a whole
h e r e h av e b e e
1982, t
il -f u ll o f v id eogames
Gr a
a tu r in g G eo rge Lucas and
fe onic man
n S pie lb e rg ’s ic
Steve s
t h e h at . M ik e Bevan catche
in rs of three
t h e c r e at o
up with
morable
of the most me
les
Indy action tit
34 | RETRO GAMER
INDIANA JONES TRIPLE BILL
I
split up some new licences that Atari early in the filming process, so we had game, with a car about the size of a
had acquired. I remember Michael the option of getting extra footage shot slot car on the end of a rod that you n hindsight, it seems like a
Jackson in the building around then, just for the game. The mine car chase steered as it drove on a conveyor bold plan, an edge-of-the-seat
as Mark Cerny was looking at Thriller, jumped out as an obvious candidate – belt that had jumps, rocks, and other thrill ride through the gloomy
Clint Eastwood coming by while bowels of Pankot Palace, with
Firefox was getting started, and Jim in-game footage possibly shot by
Davis visiting to talk about doing a Spielberg himself. It wasn’t until a
Garfield game while Ed Logg was visit to George Lucas’s mansion
looking at a laser-disk Road Runner. headquarters however that the penny
So there were a lot of licences dropped. “We had a meeting with
around.” Peter is certainly full of Kathleen Kennedy and Frank Marshall
surprises, even after this celebrity- and visited ILM in San Raphael to
packed anecdotal snippet. see how we might develop the
He proceeds to reveal the original game,” recalls Peter. “That’s when
reason for pursuing the Temple Of we realised that the footage we‘d
Doom licence, which was to create an need would be about ten or twenty
entirely cinematic arcade experience, times as long as what was planned
much like the full-motion video-based for the film itself, and that our footage
Firefox. “We wanted to find some would actually need higher production
games that we could make using values. A film can “artistically“ use
laser-disk technology,” he discloses, darkness and blur, when we needed
“probably because of Dragon‘s Lair. to show much higher detail to the
We wanted to use overlays, rather player during gameplay. So we were
» [Arcade] Players could join the game at their
than just showing clips like Dragon‘s preferred level of difficulty via this start screen. talking about a game budget that
RETRO GAMER | 35
» [Arcade] Indy can enter the mine car » [Arcade] Fire barrels are useful for
» [Arcade] Dynamite and explosive section at any time… if he can reach it. scorching those pesky Thuggees.
barrels takes out enemies nicely.
to travel, it took a lot of tiles to make the screen and into arcades, although “I don‘t recall when we settled
would be probably have been way a track long enough to be fun. I didn‘t this wasn’t quite the case from day on having the three types of waves,
over $100 million as we envisioned it. want to do a first-person cart chase. one. “I used Rusty Dawe‘s audio where you‘d drive, get out and free
That clearly was a dead end… Since The isometric perspective was used system (RPM) which made it easy for the kids, and then fight through the
System I [Atari’s new arcade board] in several games then, and let you our audio guys to transcript music,” chamber,” says Peter, referring to the
was coming out around then as well, use the diagonal length of the monitor says Peter. “This was new for Atari, cyclic nature of the gameplay. “Mike
we just moved to it. Similarly, Ed Logg to get the longest possible area for and a lot of fun music was being Hally was my partner on many games
ended up moving Road Runner. I loved gameplay. I wanted you to see the made available. The Charlie Brown at Atari, and he was responsible for
the laser-disk Road Runner and was characters, so that‘s why they come theme from Vince Guaraldi was the most of the playfield layouts, and Dave
sorry to see its development switched toward you rather than heading away, initial background music for the mine Ralston also helped out with a playfield
to System I, and was amazed at how like Zaxxon did.” car chase. It was pretty cool to come or two.” The novel difficulty selection
T
well Ed managed to translate it given by the lab and drive the mine cars to screen, featuring Indy strolling through
the hardware‘s limitations.” emple Of Doom took a the jazzy little piano tune. It gave it a one of three ominous stone doors,
“The mine car mode was similar approach to Atari’s totally different feel. The whole sound was also noteworthy. “The concept of
developed first,” confirms Peter, earlier Star Wars vector system took a big leap around that era, choosing easy, medium or hard was
perhaps explaining how the most release, bringing much of and having lengthy speech sequences pretty conventional around then,” he
attention-grabbing section of Temple the film’s voice-acting and the John [from Harrison Ford and the other admits. “I thought the idea of having
Of Doom also appears to be the most Williams’ flamboyant score right off actors] was very cool.” you select a door to enter, with the
polished of the gameplay sequences. easiest level accessed by the closest
MEDAL OF HONOR
STEVEN SPIELBERG ■ Probably Spielbe
rg’s
IN VIDEOGAMES
ent
most famous involvem
with gam ing cam e with
the debut of this famous
oter
WWII first-person sho
THE DIG franchise on the Pla ySt ation,
posed
■ The Dig was a scie
nce the idea for which he pro n. Despite initial
ate Rya n was in post-productio
fiction graphic adventure while Sav ing Priv
e was a major hit, going on » [Arcade] The thrilling mine car section is
by amworks, the gam
based on a short story reservations from Dre definitely the highlight of the game.
nded l Of Dut y.
Spielbe rg, originally inte to inspire a certain Cal
for his Amazing Stories
S
STEVEN SPIELBERG’
its
television series. Despite vie-like presentation
e, the accomplished mo
somewhat sombre ton AI R
and atmospheric graphic
s make it one of the mo
re arresting and
DIRECTOR‘S CH mulation from
ent ure cata logue. an educational game/si
mpt at
the LucasArts adv ■ An interesting atte to direct their
unique experiences in ir gave players the chance
Spielberg, Director’s Cha
36 | RETRO GAMER
INDIANA JONES TRIPLE BILL
MORE ADVENTURES
» [Arcade] Once Mola is defeated you’ll reach the
bonus levels filled with score-boosting Golden Idols.
I
from, and allowed you to go through
ndeed, Indy must fight through doors back and forth between a paired INDIANA JONES AND THE LAST CRUSADE:
three different waves of mine-train and caged-kid level till you THE GRAPHIC ADVENTURE
enemies, rescuing kidnapped solved them both as a set, and gave ■ The third game to use LucasArts’ famed SCUMM engine recreates the plot of the popular movie
children, dodging mine car-riding you quite complex puzzles to solve, with plenty of atmosphere and flair, resulting in a rewarding, if highly challenging, adventure. It’s
Thuggees, and grabbing a triple fistful using as small characters as we could also notable for containing Ron Gilbert’s favourite puzzle, when Indy reaches the Grail’s inner
of the fabled Sankara before the final to give you a lot of playfield on the sanctum (see RG issue 110).
showdown with aorta-wrenching head screen at once. When we were well
villain, Mola Ram. ”The fight on the underway, Super Mario came out, with
bridge was a natural climax, and was a character twice the size of ours and
a fresh bit of gameplay we could use very simple controls. Oops... We‘d
to reward the player who got that far,” guessed wrong about the direction the
says Peter. “Hardware limitations, and Famicom games would take. But I still
the limitations imposed by the skills of love our design for that one.”
RETRO GAMER | 37
» [SNES] The infamous boulder
chase sequence, Mode 7 style.
Indiana Jones’
» [SNES] The movie-like map-transitions are a nice touch.
S
acclaim as producer of the Super Star
Wars trilogy, and was keen to bring a o it would amount to three
similar 2D action-platform aesthetic to movies and one headache-
another iconic Lucasfilm franchise. “At inducingly massive game. But
the CES (Consumer Electronics Show) the chance to put that famous
I bumped into Julian Eggebrecht bullwhip in there meant Kalani could
from Factor 5, who used to work more directly channel another of his
at Rainbow Arts, our distributor and gaming inspirations. “Castlevania was
localisation company of our graphic one of my favourite games at the
adventure games in Germany,” he time and I knew as I was designing
tells us. “I was a big fan of Factor 5’s Greatest Adventures that we had to
recent Turrican on the SNES [a game be as good as Castlevania using the
which had previously inspired Kalani on whip,” he reveals. “I don’t know how
38 | RETRO GAMER
INDIANA JONES TRIPLE BILL
RETRO GAMER | 39
s?
» [PC] King Solomon’s mine
Indiana Jones
And The Infernal Machine
1999 (PC/Nintendo 64)
F
rom a design point of view, the Japanese approach to action- of doing third person representation,” and annoying, whereas in those days
the transition to 3D was adventure, as in Zelda.” explains Hal. “We thought we’d the Tomb Raider levels were all built
easy,” says Hal Barwood, There was one problem, Core have to adapt the Jedi Knight engine, from little cubes, which was speedy
who directed Indy’s first Design had already hit the ground but we practically rewrote the thing, by comparison, although visually
foray into a genre pioneered by running with its impressive Tomb and we might have been better off unsatisfying. We didn‘t implement
a certain Ms. Lara Croft.“Hal, a Raider engine, and LucasArts had starting from scratch or even leasing quaternions [a mathematical system
former Hollywood screenwriter, was some catching up to do. “Technically, the Tomb Raider engine. Anyway, which enables the speedier calculation
well versed in storytelling before his it was a big challenge because we development was very slow. Our of 3D rotations] until the Nintendo
tenure at LucasArts, having co-written had no engine at LucasArts capable level editor was polygonal, exacting, port, and the result was a fused spine
the cult fantasy film Dragonslayer. for Indy and a whip whose segments
After scripting his videogame debut, went crazy. Heroic efforts on the
the acclaimed Indiana Jones And part of Paul LeFevre and his intrepid
The Fate Of Atlantis, he was keen coders eventually pulled it together,
to rework Indy’s action-hero roots in but my hair, already grey, got a lot
a rollicking 3D adventure set in the greyer. I guess at the end we were
Cold War era. And though a certain able to display around 5000 polygons
relic-hunting heroine hadn’t gone per frame.”
unnoticed, the Infernal Machine
designers also nodded Eastwards in
term of inspiration it seems.
“We had played quite a few 3D
games, and we knew we wanted
to do action-adventure with a
combination of what is now called
‘traversal’ and fighting,” says Hal,
“and we were careful to regularise the
physical stuff, attainable leaps, and
so on. Although there are similarities
between Indy and Lara, the game‘s
inspiration, if it came from anywhere » The impressive concept art give a good indication
outside the Jones canon, it was from of the grand plans Hal had for his 3D adventure.
40 | RETRO GAMER
INDIANA JONES TRIPLE BILL
» [PC] Indy beneath the ruins bugs. I‘m not sure anyone actually banner flying, and partly because
of the Tower of Babel. completed the game on that system. we were all proving ourselves, we
The GameBoy port was just sub par were able to refine our concepts,
in every way – it barely connected iterate them, and polish the game
with the story, the levels were banal, into shape.”
and it was tuned to be insanely One final and rather intriguing side-
difficult. I wonder if anyone ever note is how Hal’s original plot for the
completed that version either…” game was to have taken a tone that
Tellingly though, the superior PC would have seemed very familiar to
version of Infernal Machine even that of Lucasfilm’s final Indy movie.
surpasses the excellent Fate Of “By now, and especially after Crystal
Atlantis in its creator’s eyes. “It‘s still Skull, it is well known that I wanted
my all-time favourite Indiana Jones to do a story that involved Roswell
game,” Hal reflects. “I think we set and UFOs full of little grey men,” Hal
out a whopping good tale for players divulges, from which we might infer
to unfold, I think the play elements that that there might have been an
reflect Jones‘ true essence, and I eerily similar movie script doing the
can‘t say enough in praise of the rounds at the time. “George‘s people
level design. I roughed out a bunch vetoed that one – presumably the
of bubble diagrams, and then a very word originated with George himself
W
talented group came in and turned – but after that we were on our own
hat was to emerge That’s a lot… I like the balance, and them into brilliant and challenging with no interference whatsoever. And
was by far the the game was popular, regardless of interactive experiences that brought you know I like what we wound up
most technically whatever ridiculous score the critics the story to life as a game. Partly doing much better. For a long time
impressive Jones gave us. I think we were dinged because of slow progress on the after we released the game I could
adventure game yet, as Indy explored, here and there among the playerati engine, partly because we knew we hardly look at it, because it seemed so
shot, swung and punched his way because we dared to combine fighting were on the hook to keep the Jones crude visually. Now, however, it‘s just
through a compelling, globe-spanning with platforming. I love both, but retro, and I love it all over again…”
romp battling gun-toting Soviets, many do not.”
murderous wildlife and various other- Likewise Hal admits that the
worldly creations. One key-note game non-PC versions of the game didn‘t
mechanic, using Indy’s whip to swing exactly come up to his high standards.
to otherwise unreachable platforms, “I was known inside the company
was later even pinched back by the as a perfectionist, a term that carried
guys behind Lara. significant pejorative weight. So my
Hal is a little self-critical of certain participation in the [Nintendo 64
aspects though in hindsight. “Certainly and GameBoy] ports was outlawed.
adventuring and puzzling fans were
critical to anything with ‘Indiana
Outlawed, that is, until Factor 5
couldn‘t figure out a decent way to do HAL ON SCUMM
Jones’ in the title,” he comments, save-games, so I came back on to do ■ Hal is still probably
best known for Indiana Jon
“and likewise some combat seemed them in the little scripting language Atlantis, his original graphic es And The Fate Of
adventure game which use
essential. When I look back, though, we used, reducing their size from pioneering SCUMM system d LucasArts’
. “Fate Of Atlantis was an
I wonder a bit. The ‘Red Menace’ around 50K on a PC to 512 bytes on mine,” he says, “but it fit original idea of
into an open corporate slot
wasn‘t as hellishly evil as the Nazis, the N64 without much loss of effect. Jones adventure’. Without for a ‘new Indiana
SCUMM it never would hav
and yet on my last playthrough, about Ultimately I was very disappointed more impressive, if LucasA e happened. Even
rts hadn‘t developed this
a year ago, I smoked something like with both ports. The N64 was enabled multiple projects cool engine that
, I would never have gon
200 of those pesky Russki Speznaz. intended as a ‘rental’ and was full of life would have been very e to work there, and my
different.”
Unfortunately Fate would
be Hal’s only SCUMM proj
attempts to get the ball ect, despite
with platforming
game enterprise was sev
erely wounded and bled
to death as a result.”
RETRO GAMER | 41
WORLD CUP CHALLENGE
TROLLIE WALLIE
JOE BLADE 2 NEST EN
GET OFF MY GARD
IRON SOLIDER
INTO THE EAGLES
FIONA RIDES OUT
DOMINION
FROM THE
ARCHIVES
RETRO GAMER DIGS UP THE FILES OF THE CLASSIC COMPANIES OF OLD
Interceptor Soware
He le school at 15 to open a video rental business and was juggling several more
companies by the age of 18. Graeme Mason chats to former Interceptor Soware
owner Richard Jones and some of his key staff at the Hampshire soware house
W
e start this From The Archives lived in Tadley,” explains Richard, “and we shows together as he was working
with a disturbing revelation. started talking about computers. Jeff had a on – along with someone else – a video
“I have never really been into ZX80 and encouraged me to buy a ZX81.” overlay that switched the ASCII out and
games,” whispers a tanned and relaxed As the young entrepreneur was keen to piggy-backed another character set.” With
Richard Jones in an accent that oddly discover how such machines were actually Jeff providing the necessary programming
mixes Californian twang with his native constructed, he ordered the kit form of skills to this endeavour (which essentially
town of Tadley, Hampshire. As Retro the Sinclair computer and excitedly built gave the ZX81 customisable graphics), the
Gamer picks itself up off the floor, he the machine alongside his father, Julian. “I two young men were soon looking at the
explains further as to how and why he wasn’t really interested in programming – it next range of computers that had appeared
became a videogame publisher. “What seemed like much too hard work,” laughs on the market. Richard was guided by Jeff;
I am interested in is technology, media Richard, “but Jeff was very excited because Jeff wanted a Commodore Vic-20. Richard
and how it can all develop. And of of the ZX81. We started to go to computer bought one, and the programmer was soon
course, how to make money from it,” working on a clone of the popular arcade
he smiles. One of the biggest and most shooter Defender.
popular successes of the late Seventies/ “We went up to the first Commodore
early Eighties was the videocassette BY THE NUMBERS show in London and booked a stand at
and Richard, having left school in 1981, the Cunard Hotel. Well, I say stand, it was
1 Incredibly, the number of cease- Interceptor and Players by the prolific
was soon proudly opening the first part Ian Gray
basically a tiny little table with a monitor, the
and-desist orders Interceptor
of what would become an impressive received, despite their extensive Vic-20 and Jeff’s Defender game running.”
81 – the ZX81 was Richard Jones’
empire: a video rental shop. Another cloning of popular arcade machines first computer grins Richard. The game was entitled Andes
craze, somewhat more short-lived, was 11 years – the age Justin Tolson’s Attack and was successfully licensed at
100 video tapes, the start of the
CB radio and it was via this medium was when he wrote Jupiter Jones empire the show to Jay Balakrishnan of Human
that he chanced upon someone who Defender for Interceptor Engineered Software (HESware). “That
500 quid, the cost of Interceptor’s first
would come to play a big influence in 15 years – the age Richard Jones magazine advertisement, a full page was the birth of Llamasoft,” says Richard,
his life, despite a brief association. left school “with each of us owning 50 per cent. My
30,000 pounds, the cost of Richard
“Over the radio I met a fellow college 17 Number of games coded for Jones’ Rolls Royce role was the financial and promotional sides;
student named Jeff Minter, who also Jeff was the programmer.”
42 | RETRO GAMER
DENIZEN
INSTANT EXPERT
Richard Jones and Jeff Minter
worked together as Llamasoft
partners for around six months
before going their separate ways
RETRO GAMER | 43
FROM THE
ARCHIVES
PACLOADER
Interceptor pioneered the use of “load-a-games”,
simple games that the player could have fun with
while waiting for the main game to load. Andy
Severn designed the Spectrum Pac-loader, a Pac-
man clone that ran while Joe Blade 2 loaded. “It
was really tough to get that right as the code needed
to consist of incredibly well-timed instructions that
would alternately listen for audio pulses from the
tape recorder and process the game. It took many,
many attempts to get it right,” winces Andy. “Then
I remember coming in one morning to find my desk
strewn with tape from the duplication department
after the sound engineer had struggled with another
trial that failed to load.”
and-desist letter from a company in the offered the self-taught coder a full-time
United States saying it owned the algorithm position, which he duly accepted. Once
– the little swine had ripped us off!” he fully ensconced at the software house,
laughs, able to see the funny side some Andrew garnered a less exciting, but very
thirty years later. important role. “Commodore 64 games in
Joining Ian Gray in the coding particular took an age to load,” he grimaces,
department was Andrew Challis. “I’d “so I devised and wrote the micro load
bought myself a Vic-20 and realised the system. One of my jobs was to convert
real power was in machine code,” he all the games [Interceptor] duplicated to
remembers, “so I decided to learn it, mainly use this system.” The micro load system
from a book that explained what each dramatically improved loading speeds and
instruction did in a very technical language. allowed the screen to remain visible, paving
Not an easy task for a 14-year-old!” the way for Interceptor’s famous load-a-
Andrew’s initial efforts were a fruit machine games – mini-games you could play while
simulator entitled Penny Slot and an arcade the main title continued to load.
shooter called VIC Rescue. Spotting an In Interceptor’s first 18 months,
advert in a magazine for games, he duly contrary to most other software houses,
despatched his games, thinking that would Richard was offering a different method
be the last he heard of it. A week later, the of persuading programmers to join him. » [Spectrum] Anfractuous was Andy Severn’s first game for
Interceptor boss was sitting opposite him in “Many authors were being paid on royalties, Interceptor and was heavily influenced by Starquake.
the Challis family home. Richard remembers with maybe a small upfront fee,” he says,
the meeting well.
“I was living with my parents, just
“whereas I always made an upfront offer
for the entire rights.” It earned Interceptor a In fieen minutes, a visitor
like Andrew, and drove from Tadley to
Camberley on a 50cc motorcycle because
reputation for at least ensuring prospective
coders knew where they stood and not could get a complete
I was too young to drive a car!” he laughs.
Andrew says: “As you can imagine, I was
waiting for royalties that could (and often)
would not arrive. As Richard said himself end-to-end picture of how a
over the moon. From that point on I worked
freelance from home, writing games
exclusively for Interceptor.” In 1984, Richard
in an interview with Personal Computer
Games from 1983, “Everyone gets paid
what the program is worth. I have never
game was made
SIMON DANIELS ON INTERCEPTOR’S PRODUCTION LINE
STARING AT A COMPUTER SCREEN
OUTSTANDING SUCCESS
SIMON DANIELS BEGINS
CHALLIS AND IAN GRAY,
VIC-20 APPEAR, MAINLY
FEW EFFORTS FOR THE
AFTER AN EMOTIONAL
LLAMASOFT WEBSITE
ADMINISTRATION
EMPLOYMENT
OF KARN
44 | RETRO GAMER
FROM THE ARCHIVES: INTERCEPTOR SOFTWARE
» [C64] Interceptor wasn’t the subtlest » [Spectrum] Stephen Curtis’ neat platform
when it came to imitation. game, Plummet.
ripped anyone off. As you can see…some submitted for evaluation by independent Julian Jones
programmers have given me four games. programmers. I continued working part time Julian remained at
They have enquired elsewhere but they do for a couple of years and then, after a year Interceptor while the
not get any more; they may get promises at Basingstoke Technical College, dropped company was under
but nothing comes of it.” At the age of 17, out to work four days a week so I could administration, overseeing
Richard Jones already possessed a sharp continue at college on a day release basis.” the gradual sale of its
mind for business. Richard, perhaps surprisingly, put a lot of various assets. When
faith in his new development manager. it finally ceased trading
A Growing Empire “We gave a lot of licence to the teams he began a successful
As Interceptor continued to grow, and programmers as they had their finger garden nursery business, Andrew Challis
Richard needed help to oversee his staff. on the pulse as to what the latest trends which he still runs today. After four years, Andrew
Fortunately his father was just about to were,” he explains, “and Simon was decided he’d had enough
have some free time. “My father was an instrumental as he did the game testing. of coding and joined BT. “I
assistant sergeant major in the army and He would also co-ordinate with the art felt [coding] was making
I reasoned that if we’re going to grow as department the ideas for the packaging me introverted and
I wanted then I needed him to rein in the and generally hover around making sure unsociable so I wanted
staff,” says Richard, who subsequently gave everything got out on time.” A role Simon to do something more
his father half of the business and Julian greatly enjoyed was showing visitors around hands-on and physical.”
Jones proved a valuable asset to Interceptor the Interceptor factory and offices. “We’d he says.
as the company eventually swelled to over start with the programmers, move to the art
70 employees. studio, the print shop, tape mastering room, Chris Johnson Andy Severn
Richard meantime began to concentrate tape duplication machines and the packing Chris worked at a number After 25 years in the
on expanding the Interceptor empire; in room,” he says. “In fifteen minutes, a visitor of other developers industry, working with
addition to the tape duplication, he added could get a complete end-to-end picture of Simon Daniels during the Nineties famous companies such
a full design studio, printing operation and how a game was made.” Since 1997 Simon has before switching to as Team 17, Codemasters
even a plastic cassette box business (The worked at Microsoft in its mobile phone gaming in and Rebellion, Andy
Compact Case Company) which pioneered On A Budget Typography department. 2000. Today he is a lead finally left the games
a new “double case” design that was sold Simon’s official title was software co- He currently manages a producer at Zynga. industry in 2010 and now
not just to software houses, but also to the ordinator for a new label that was intended small group that creates, runs his own company,
music industry, primarily for compilations. to break into the expanding budget licences and maintains Karl Hornell Oxford eBooks, while
The younger Jones became the face of the market. “Players came about because Microsoft’s international Like Chris, Karl works also designing websites
company, appearing in local news bulletins we had a mid-price point and we felt the font library and assists the in mobile gaming as an as well – “because I still
and papers, as well as assorted computer need for another level,” reveals Richard. marketing teams. iOS developer. love coding!”
magazines; yet despite this attention, Interceptor’s in-house design studio was
Richard remained focused on business. to be responsible for the look of the new » [Amiga] Space adventure Xenomorph.
“I never partied, and this might sound range and was led by Mike Wood. “Mike
odd, but I’m 47 now and I’ve never even was a great graphic designer and I told him
drunk alcohol or smoked in my life.” There I wanted a nice clean image to promote
was to be no crazy, out-of-control fast cars Players. I thought the design to the range
and crazy adventures lifestyle story here. was wonderful and a master class in
“I was too nerdy and my focus was on packaging and marketing.” In addition
making something out of nothing,” says to re-releasing some of Interceptor’s
Richard, without a hint of regret, although older games, Players would grow into an
a documentary from 1985 contradicts this expansive line, publishing more games
slightly as the Interceptor boss shows up on the Spectrum and Amstrad than it had » An advertiseme
selection of Pandont for a
for work in a luxurious Rolls Royce. “Our before. And if you ever noticed how the ra’s games.
accountant told us we’d get a tax break!” range seemed to produce so many violent
In 1985, with half an eye on constantly games, this was actually by design, as
expanding their business empire, the Jones’ Simon explains.
recruited Simon Daniels to assist in product “When Codemasters launched, it
management. Simon’s role would be critical committed itself to producing non-violent
as he became Interceptor’s quality control, games. Players and Players Premier – under
testing the games and meeting with the my influence – went the other way. The
programmers over potential concepts. By more excessive and over-the-top weaponry
now Interceptor’s growth had necessitated the better and I’d often have a programmer
a move to Calleva Park in the nearby replace the spaceship in a submitted game
Aldermaston and Simon began working with an F14 or attack helicopter, or replace a
there part-time while still at school, initially robot with a mercenary,” he says gleefully,
in its packing department. Says Simon: “and this provided a way for us to create
“Over time I started play-testing games and more interesting artwork that separated us » C64] China Miner was
writing reviews of the games that had been from the rest.” The Players labels also drew Interceptor’s first big hit.
RETRO GAMER | 45
FROM THE
ARCHIVES
SIX OF THE BEST
Siren City [1983]
Hailed by many as a pre-cursor to Grand
Theft Auto, Siren City was a rare early
Interceptor title not unofficially based on an
arcade game and was coded by the prolific
Ian Gray. Using a top down view, the player
patrolled the streets, chasing crooks.
46 | RETRO GAMER
fROM ThE ARchivEs: inTERcEpTOR sOfTwARE
A NucleAr NeigHBour
Once the dust had settled
post-WWII, Britain quickly
decided it should begin its own
nuclear weapon program. After a
considerable search for a home,
the Atomic Weapon Research
Establishment (AWRE, latterly
AWE) was finally opened at
Aldermaston Airfield on 1 April
1950. Hundreds of specialist
staff from around the country
were recruited and relocated
to the site; between 1951 and
1960, 2000 houses were built
with over 1000 of them in the
Tadley area alone. By 1952 the main warhead construction facility was completed together with
a radioactive effluent processing plant and health physics block. The AWRE’s main role was
testing, with several nuclear trials throughout the Fifties, mainly at Maralinga (in the Australian
desert) and on Christmas Island in the Pacific Ocean, before an agreement with the United
States provided Britain with use of its Nevada Desert site. In total, Britain conducted 46 varying
nuclear tests with the final one held on 26 November 1991. Five years later the world’s nuclear
powers agreed to a ban on testing their devices and AWRE’s main role became providing and
supporting the warheads for the Trident weapons system. Today, they provide a vital role in the
de-commissioning of Britain’s nuclear weapons while maintaining the capability to design and
» Coder Andy Severn poses construct them – should the need ever arise.
at his desk circa 1987.
needed to be made. “We’d always made right; I had to get out.” At the age of just through. Julian Jones kindly lent a handful of
huge profits and then suddenly one year 26, Richard Jones had built an empire, us one of the office units to help set up our
we lost £600,000. We took a took breath, expanded into property, satellite equipment own company called Synergy. In return we
thought hard about where the industry was and printing, owned multiple factories and gave them back favourable development
going and our position in it. If we didn’t think employed over 70 people. Now it was time fees and the odd piece of technical help.”
we could turn things around within a year, it to start again. “My father continued to run We conclude by asking how those
was time to get out.” the company while it was in administration. involved look back on their time at
Early in 1990 the fateful meeting was Meantime, I’d visited the United States Interceptor. “Happy, happy days,” continues
held. “We’d built up a monster, a huge several times already and saw an Andy, “when we earned great money,
animal,” evokes Richard, “and it needed opportunity in the new multimedia industry, worked hard and played hard. Back then it
feeding. But we simply didn’t have the which eventually turned into the dot.com seemed like it was actually fun to work all
required revenue stream.” Voluntary revolution. I moved from riding the crest of night, eat a Chinese takeaway over your
receivership was the decision reached. one huge wave to another.” keyboard and then sleep under your desk!”
“I remember sitting down and filling in a Simon Daniels, who left in 1990 to join a
document that gave permission to hand Bleak Software House » The Azimuth tape kit was handy for fine- nearby distributor says: “It was great fun
tuning pesky tape-heads.
over the company to a third party. I did Software development manager Simon and a fantastic learning opportunity. I’m glad
it on an Atari computer, printed it out, Daniels also recalls the beginning of the end I left when I did however. I think it was a
signed it and that was that. I lost all my for Interceptor. “Around 1989 things were shame the company wasn’t able to adapt to
power as a director and basically became starting to look bleak. My ability to licence, the changing environment – or didn’t have
an employee.” As the receiver moved schedule and release games was being the chance to,” he ponders.
in and begun to sell off Interceptor’s severely hit by the situation. And the games But we leave the final words to the
not-inconsiderable assets, Richard began were not selling well,” he remembers “17-year-old whizz kid”, in the words of
to find life around Tadley a little difficult. painfully. Yet there was still life from this Personal Computer Gamer magazine. “It all
“Everybody around town knew who I was. difficult situation as Andy Severn tells us: happened so quickly and it was like a little
I’d been driving around in a convertible “When the company went into receivership cottage industry. Although I wasn’t a gamer,
Mercedes. That went, but it still didn’t feel a few of us hung around to help carry things I had great teams and we gave them a lot
» The Players label was bright
and colourful.
of licence as they had their finger on the
pulse as to what the latest trends were.
Simon was instrumental as one of the team
leaders but the programmers were the
lifeblood. Maybe we had lost a bit of focus
on the publishing side by the end; it had
mushroomed from that cottage industry
into a big international business.
“Once the big guys, the multinationals,
got involved, the cost for development went
through the roof and it became a crapshoot.
But we were a team: many of the guys
were brilliant programmers, but very nerdy,
almost anti-social. Yet that didn’t matter
with us – you were part of the crew and
you turned up and made games. Simple
as that.”
RETRO GAMER | 47
Marvel Land
A ride you won’t hAve to queue for
» Mega Drive fairies, imprisoning them and their princess inside crystal
» retrorevival
48 | RETRO GAMER
RETRO GAMER | 49
vv
HEART
again play through some of the finest
games that the ill-fated add-on had
to offer. . .
OF THE ALIEN
■ DEVELOPER: INTERPLAY ■ YEAR: 1994
■This enhanced Mega Drive port by Malibu is a ■ There are lots of FMV games on Sega’s Mega- ■ Snatcher arrived quite late on the Mega-CD and
game of two halves. It features all the platforming CD, but this hilarious effort from 1993 remains one of had already appeared on previous machines including
sections found in the original Mega Drive game, our favourites. Coded by Wolfteam, it’s actually a port the MSX2 and the PC Engine’s Super CD-ROM.
meaning it’s a tough platformer with rather ugly of Data East’s Road Blaster, which was first released Despite this it’s widely considered to be the best
visuals. Stick with it though and you’re rewarded with in arcades in 1985. Like many FMV-based games, version by most gamers, as it’s the only one to
some fantastic driving sections that boast stunning the actual gameplay is fairly limited, displaying on-rails receive an actual English localisation. Boasting a solid
visuals and some supremely impressive sprite-scaling sections and giving you Dragon’s Lair-style prompts translation of the PC Engine version, Snatcher works
effects. Jeff Godfrey, James Maxwell and John that you must continue in order to finish each stage. thanks to its distinctive comic book style, strong
O’Brien do a fantastic job with these fast-paced action While the gameplay is obviously limited, the cheesy voice acting and a cracking story that pays homage to
sequences, and it’s something of a shame that Malibu rock soundtrack, exciting backdrop – you’re racing everything from The Terminator to Blade Runner. The
decided not to take the entire game down this more street gangs whiles seeking revenge for your dead only real downside is that incredibly poor sales mean
exciting route. The icing on the cake is a great new girlfriend – and relatively snappy pace is what makes that both the US and UK versions are hard to find at a
rearranged soundtrack by Spencer Nilson. it so much fun to play. good price.
50 | RETRO GAMER
MINORITY REPORT: MEGA-CD SPECIAL
» [Mega CD] Everyone is out for your blood, so shoot first. » [Mega-CD] Will Lester survive? You need to play the game to find out.
strong and the animation, while good, And yet there’s a pull to Heart Of
isn’t up to the same high standard as The Alien that makes it hard to ignore.
the original. There’s no denying that it’s It’s not as polished as the original
an equally ambitious game however, game, but there are still plenty of
with Eric giving the team plenty of cool nice little touches to be found. One
ideas that weren’t always well executed example is the whip that doubles as
in the final game. both a weapon and a way of
Heart Of The Alien follows on navigating bigger chasms,
immediately from Another World ’s while another is using
cliffhanger ending, but this time you environmental hazards to
play as Lester’s alien friend. It features kill certain foes. Even a little
a similar structure to the original tweaking of the difficulty
game, with sections consisting of would have made a world
puzzle and platform elements, of difference. Heart Of
but it’s a lot more difficult; often The Alien isn’t perfect – the
relying on trial and error to get ending is likely to infuriate
through certain sections. Unlike as many fans as it thrills –
the original game it’s all too easy but it does a good job of
to die without realising what finishing off Another World’s
happened, and frustration imaginative story that it » [Mega-CD] Death comes often in
Heart Of The Alien, so be careful.
quickly sets in. deserves to be experienced.
RETRO GAMER | 51
v
JURASSIC PARK
■ DEVELOPER: SEGA OF AMERICA ■ YEAR: 1993
■ Sega pulled out all the stops for game, but it genuinely enhances the
Jurassic Park, going so far as to send atmosphere thanks to links to key
developers and a steadicam unit all scientists and a handy palaeontologist
the way to Hawaii to film footage for who routinely pops up to offer advice
its game. Amazingly, despite being on the many dinosaurs to be found.
there for several weeks, hardly any of While Jurassic Park is an adventure
the footage was used, meaning the game first and foremost, Sega did
end product was vastly different to add a few arcade elements to the
the heavily FMV-based games that game, so there are several occasions
were dominant on Sega’s system at where you’ll have to take out attacking
the time. dinosaurs with your handy tranquiliser
Rather than go down the action gun. The sections are very well paced,
route like it had with its Mega Drive nicely juxtaposing with the otherwise
game, Jurassic Park on the Mega-CD leisurely exploration of the huge
took the form of a rather impressive island. Exceptionally atmospheric and
point-and-click adventure. Many of the with a strong story – revolving around
locations from the film are revisited, the collection of precious dinosaur
while the digitised graphics do a eggs – Jurassic Park is a Mega-CD
great job of capturing the ambience release that’s well worth investigating,
of the island. Of course, FMV footage regardless of whether you’re a fan of
» [Mega-CD] An excellent point-and-click adventure with inventive use of FMV. was still prevalent throughout the the series or not.
■ Sonic’s Mega-CD debut boasted a stunning ■ A delightful Parodius -style side-scrolling shooter
soundtrack, imaginative level design and a clever new that features gorgeous cutscenes and a girl with rabbit
time travel mechanic. Little wonder many consider it ears who flies on a dragon. Filled with tight enemy
to be the best game in the series. waves and fun bosses, it’s an enjoyable shooter.
■ Outside of the stunning Sharp X68000 version, ■ Anett Futatabi is actually a sequel to Wolfteam’s ■ This isn’t a new Shining Force game, being a
this was easily the best home version of Final Fight. El Viento, a platformer that had appeared on the remake of the Game Gear’s Shining Force Gaiden
Unlike the SNES version, it features every single level Mega Drive two years earlier. Wolfteam went I and II. Gaiden was confined to Japan though,
from the original arcade game. Guy is fully playable, in a completely different direction for the sequel meaning this was the first opportunity for fans
it caters for two players and all three characters however, turning into a slick Double Dragon clone, of the series to experience an English localised
are selectable. Other enhancements include new much to the chagrin of some fans. Get past this and version. It’s a great RPG as well, divided into
speech, a funky remix of the original soundtrack you’ll discover that Anett Futatabi is actually very several acts and featuring enhanced graphics and
and a brand new Time Attack mode that makes the good, with plenty of meaty action and a variety of a truly glorious soundtrack. The omission of the
fighting even more frantic. There aren’t as many well-animated scum to knock into next week. It village where you could buy items and interact with
sprites to fight onscreen compared to the original obviously borrows rather heavily from the likes of villagers is a curious choice – you simply buy what
arcade game, and it has the same censorship issues Final Fight and Streets Of Rage, but it stands apart you need from a shop – but we feel this works in
as previous Western versions, but it’s a small price from them thanks to its excellent cutscenes and Shining Force CD’s favour, allowing you to simply
to pay for the system’s best scrolling fighter. brilliant soundtrack. focus on the gritty strategic battles.
52 | RETRO GAMER
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Kiwis might not be able to fly, but Tiki, the ups, to its wide menagerie of enemies and
outlandish drivable vehicles – flying duck pedalo
thing, flying saucer!
star of New Zealand Story, certainly soared. The brainchild of Bubble Bobble and Rainbow
Islands’ makers Taito, The New Zealand Story even
The most sugary platformer ever made, manages to out-chipper its slightly older Bubble
Bobble stable mates, by starring the most sickeningly
eyes with toothpaste Taito’s ostensibly odd hatred for large sea life (in
Bubble Bobble, of course, heroes Bub and Bob were
tormented by a dead Beluga Whale named Baron
aer reading. . . Von Blubba, oh, and lets not forget most of the stuff
that’s out to kill you in the Darius series).
56 | RETRO GAMER
ULTIMATE GUIDE: THE NEW ZEALAND STORY
Pixel Perfect
Your guide to the denizens* native to New Zealand.
Warning: they’re cute but deadly
King Penguin Greener Blue Soldier Pumpkin Head Jester Cat Burner Frog Hopper
Lil’ Devil Rock Face Bee Man Flamer Arrow Bear Hermit Crab
Flying Frog
RETRO GAMER | 57
Other essential
Taito platformers
Chack’n Pop 1983
Taito got off to a shaky start with
Chack’n Pop, which isn’t really a
great platformer. Too many ideas
(it plays like a mix of Bomberman,
Donkey Kong and Pac-Man) make » [Arcade] Taito proved to be masters at the cute platformer
it too complex. The objective is to and The New Zealand Story is a classic example.
58 | RETRO GAMER
ULTIMATE GUIDE: THE NEW ZEALAND STORY
The coin-op
conversions
Amiga Atari ST
A solid conversion with colourful Not as pretty or as smooth as the
visuals, catchy music and neat impressive Amiga effort. Like the
touches taken from the coin-op, disappointing CPC version, it’s the
including the attract screens and speed that’s the biggest problem
stage map, though missing some – the scrolling and animation feels
of the sub screens and enemies. a bit choppy.
Commodore 64 ZX Spectrum
A top notch effort, this one plays The graphics lack colour, the
smoothly, looks the part (although levels aren’t as packed as the
Tiki sprite seems looks more like original, the scrolling isn’t smooth,
a baby chick) and retains the high and it’s a multi-loader too. Still, it’s
challenge of the coin-op. Another still an impressive conversion that
impressive port. captures the feel of the coin-op.
The Old Conversion Story We caught up with Richard Palmer, programmer of the C64 version of the game
How did you get the job What support did you get from Taito? and then placing them correctly in the editor was a
converting The New We were sent the printed design document and time consuming process.
Zealand Story? I had the actual arcade machine available for
I worked for Ocean Software reference. I used that for mapping out where the How do you think the C64 version compared
and the timing was right as I baddies go as the design document didn’t contain to other 8-bit versions?
had just finished a project. So level-by-level layouts. I never thought about it. They seemed good though.
it basically went like this: To be honest, I have never played the other versions.
Boss: You’re doing The New Is there anything you missed out that you’d have Arcade and C64 only.
Zealand Story next. like to have added?
Me: Okay. There may have been, I can’t remember, but I think I Were you pleased with the high
tried to get everything in within the timeframe we had review scores that The New Zealand
Had you played the game before? to develop it. Story received at the time?
My first play of The New Zealand Story was upon I was pleased, and still am. On occasions
the arrival of the arcade machine at Ocean Software. What was the hardest aspect to get right? when I have searched the internet for it, only
I hadn’t played it before that. If I recollect correctly, I The baddie placement. I wrote a level editor to speed positive comments and memories show up. So that
was hooked on Bomb Jack at that time! up the process, but referencing the arcade machine pleases me too.
RETRO GAMER | 59
Welcome To New Zealand
We take a look at the areas that make up The New Zealand Story, and offer
60 | RETRO GAMER
you some handy hints on how to beat their bosses too
AREA 2: Rotorua
This is where the game starts to raise the challenge.
Rotorua’s village-themed stages are tricky to navigate,
with many of them needing to be traversed using
flying vehicles. Sections of this level also have loads
of annoying balloon gates, which get released when
the balloon holding them is popped and allow caged
enemies to flood into the playing field, and arrow-
launching totems that make Tiki’s plight more difficult.
Pop’n Pop
» System: Arcade » Year: 1998
This balloon matching puzzler, with
elements of Space Invaders, saw
Tiki star as a playable character. His
girlfriend Phee Phee also appears
to give him support.
BOSS: Wally
This is it, the final battle. Wally the walrus can be a bugger to
beat if you haven’t equipped yourself with a flying contraption
and/or the laser weapon, thus the perfect partner to take into
this battle is the laser-firing flying saucer. Wally is attached to
a big balloon and attacks using something that looks like a
grenade launcher. The most important thing to remember for
this battle is that, like the first boss, he has an impenetrable
outer shell – the only way to beat him is to pop that great big
walrus-faced balloon that is keeping him airborne.
ULTIMATE GUIDE: THE NEW ZEALAND STORY
RETRO GAMER | 61
» [SNES] A lack of multiplayer is the only thing » [SNES] Boost pads are a great way of getting you » [SNES] Finishing in first place still leaves you with a
that really lets this amazing game down. back in the game when you’re falling behind. fantastic feeling inside, particularly on the higher leagues.
CLASSIC MOMENTS
F-ZERO
» Platform: snes »DeveloPer: nintendo eAd » releaseD: 1990
C
onsidering what F-Zero did for and Amiga racers of the time look rather
the racing genre, it’s galling that tired. Add in a scintillating soundtrack
it’s quickly turning into one of that perfectly matched the turbocharged
Nintendo’s forgotten licences. onscreen action and Nintendo’s game
When F-Zero first launched on the Super proved to be an aesthetic delight. It
Nintendo in 1990 it felt like a revelation, delivered an exciting new sci-fi setting
offering an arcade style experience that as well; playing out the gruelling five lap
few home computer and console racers races against a futuristic backdrop, full of
could deliver. Sure you had great racing day-glo neons and snaking skyscrapers.
games on home systems like Deathchase While there are only eight different
and Stunt Car Racer, but there was a courses in the game, the three difficulty
distinct difference between them and their leagues (Knight, Queen and King) meant
arcade rivals. F-Zero wasn’t perfect, but it that many of the tricks were revisited,
went a long way to closing this gap. often with new layouts. Add in some
F-Zero set a new standard for racing truly ferocious AI on the later leagues and
games thanks to its silky smooth Mode 7 F-Zero becomes an insanely challenging
visuals, instantly making many Mega Drive racer that still remains a joy to play.
62 | RETRO GAMER
“Using a similar 3D
routine to Pilotwings,
F-Zero is simply the
most impressive
racing game I’ve
ever encountered”
Julian Rignall – Mean Machines, 90%
RETRO GAMER | 63
The shoot-’em-up is one of gaming’s oldest and richest genres, covering
a wide variety of often bewildering subgenres. With this in mind, Darran
Jones sets his target on some of the genre’s most essential examples.
Some have been included because they helped set new standards, while
others are included because they’re amazing examples of the genre. If
you are interested in diving into one of gaming’s eldest genres though,
our essential list is the perfect place to start
64 | RETRO GAMER
30 EssEntial shoot-’Em-ups
REtRo GamER | 65
STEVE CROW
I think my favorite shoot-‘em-up
coin-op was Scramble. I just
enjoyed the missiles, bombs and
graphics. I also liked how the
ground was a solid graphic and it
had areas with a roof so you had to
fly through a tunnel. It came out around the same
YEAR: 1981 DEVELOPER: KONAMI time as Defender, however I found the Scramble
Scramble introduced a number of interesting mechanics to the shoot- graphics and gameplay more appealing.
‘em-up genre. The most notable was the fact that your ship only had As far as home computer shoot-‘em-ups, Uridium
a limited amount of fuel, meaning you had to shoot any incoming fuel by Andrew Braybrook was far and away my
barrels to replenish it. Then there was the small matter of having two favourite. It was silky smooth, very challenging
distinct weapons, one for firing at incoming enemies, the other being and the way the main ship flipped over when you
a missile that could take out ground weapons like missiles and the changed direction was magical. The graphics
precious fuel canisters. Xevious would continue the notion of taking were also beautiful with the shadows giving a
out air and ground targets, but did it vertically a year later. pseudo 3D look. I seemed to remember these
smart missiles that came after you that were
nearly impossible to defeat! YEAR: 1980 DEVELOPER:
AMSTAR ELECTRONICS
For many, Phoenix will be
synonymous with the huge
mothership – one of gaming’s
YEAR: 1980 DEVELOPER: WILLIAMS first bosses – that sits at the
Eugene Jarvis cut his teeth on pinball end of its fifth round. It’s
machines before moving into the exciting worth remembering however
world of videogames. We’re glad he that the core game is great
made the transition, as he’s responsible thanks to its distinctive
for some of the genre’s greatest hits. visuals and useful shield that
Defender was his first effort and it’s a temporarily protects you from
spectacular shooter thanks to its silky enemies and projectiles.
smooth scrolling, in-your-face explosions
and innovative gameplay mechanics. It’s
also a real bitch to play, requiring intense
concentration and superhuman reflexes to
master the complex control system (easily
the most complicated in a shooter at the YEAR: 1981 DEVELOPER: NAMCO
time). Real men, men in leather jackets, Namco’s impressive sequel
played Defender while clutching a cigarette continued to evolve by the
through their teeth. That’s how hard, and franchise and the genre itself.
cool, Eugene Jarvis’s game is. Galaxians could now attempt
to steal your ships using a
useful tractor beam. Should
the ship get sucked up it
would follow the enemy until
YEAR: 1987 DEVELOPER: IREM it was shot down (returning
Everything about R-Type is superb. to you and doubling your
It’s bosses are imaginative and firepower). Galaga is also the
genuinely terrifying, while its level first example of a bonus round
design is immense and cleverly in a shoot-‘em-up.
constructed. It’s The Force power-
up that really helped to separate
Irem’s game from its peers,
however. A natural evolution of
Gradius’ option, The Force could
be detached and added to the
front or back of your ship at will,
enhancing your firepower and
doubling as a useful shield. Oh
and did we mention that one
boss is an entire level? It’s so
impressive it’s been copied in all
manner of shooters since.
66 | RETRO GAMER
30 EssEnTiAl shOOT-’EM-ups
Jeff Minter
Year: 1986 Developer: Jeff Minter How important are the controls in a
Jeff is well known for building on well shoot-‘em-up?
known shooters and adding his own Very important, since shooters tend to
distinct personality to them, but he had require precision in aiming and moving,
no problems coming up with his own therefore the controls have to be excellent.
unique offerings as well. Iridis Alpha is In play you shouldn’t have to be thinking
one of his finest offerings, delivering all about the controls at all; you should be
his traditional hallmarks but with some able to move and control your ship and weaponry as if
genuinely innovative gameplay twists. just by thinking.
The key here is that there are two planet
parts, an upper and lower one, which What do the addition of bosses bring to the genre?
you must flip between as the game Bosses add a bit of character to a game, and serve to
continues. The kicker here however punctuate progress through the game’s levels. Many
is that planet entropy affects the players enjoy the process of learning how best to defeat
character not being used – it’s eventually a boss, and everyone has a favourite boss that they recall
destroyed if its energy falls too low – fondly from various shooters. I’m not a huge boss fan in my
meaning you have to constantly flip own designs, but like everyone else I’ve enjoyed good ones
between each to ensure your score in other games.
streak continues. It’s an excellent game
with impossibly slick presentation, plenty What were the biggest technical challenges when making
of raucous sound effects and gameplay an 8-bit shooter?
by the proverbial bucketful. Pretty much just being able to move enough stuff around to
create something challenging. Back then you had arbitrary
limits like “the hardware only wants to be able to display 8
sprites” on the C64, or having to shovel everything around
yourself using the CPU on the Speccy. You had to either
create a clever design that was still fun despite those
Year: 1993 Developer: toaplan limitations, or get up to some trickery and optimisation to
Toaplan was deemed as a master of the shoot-‘em-up work around the limits. Most games had to do a bit of both.
genre, so it’s rather fitting that its final shooter would
shape the genre for years to come. Aside from being What makes iOS so great for shooters?
a brilliantly structured shoot-‘em-up, Batsugun was iOS can be good for shooters, because with a bit of care
the first example of in implementing the controls and designing the game you
the ‘manic’ or ‘bullet can make playing a real pleasure. Conversely you can make
hell’ shooter that it feel really bad if all you do is slap on a fixed onscreen
remains incredibly virtual D-pad and fire buttons. Motion controls should be
popular within the unobtrusive and versatile, and shooting should be auto –
genre, built around making the player tap an onscreen button to fire becomes
tiny hitboxes, intricate annoying because in the heat of play it’s all too easy to slip
bullet patterns and your finger off the virtual button. It helps that the platform
everything else that itself is so handy and portable and has more than enough
has propelled the grunt to move lots of sprites and bullets around.
genre forward since.
What mechanically is the best shooter you’ve played?
I still think in all of shooterdom there’s not much to touch
Robotron. It’s just such a great balance of overwhelm from
tons of enemies countered by excellent firepower and fire
control for the player, along with frantic fight-for-your-
life action balanced by the need to identify and rescue
friendlies in amongst the onslaught. Classic Jarvis at the
peak of his game.
Year: 1982 Developer: Sega
Sega’s Zaxxon continued with the fuel-spending What’s your favourite shooter?
mechanic that first appeared in Scramble, but added I’ll avoid being boring by just saying Robotron again, and
its own interesting ideas into the mix. The most plump for Tempest. It dispensed with any kind of pretension
striking is its distinctive isometric setting, a first for the of realism and ended up looking like it was taking place
genre, which would also lead to another innovative in some other dimension. Like many of the
mechanic. Zaxxon was the first shooter to use an axis best games of that era it exemplified
and an altitude meter and you’d often have to raise the way a few simple rules and
and lower your ship in order to clear certain parts of enemies could fit together to
a level. It’s distinctive look and interesting gameplay yield satisfyingly complex and
saw a raft of similar games appear ranging from challenging gameplay. Plus I
Sammy’s Viewpoint to Blue Max on the Atari A8 and had an absolute blast doing
Commodore 64. an updated version when
I did Tempest 2000.
RETRO GAMER | 67
ANDREW
BRAYBROOK
How important are the controls in a
shoot-‘em-up?
In the early days of arcade machines,
the cabinets tended to have custom
controls. Whatever the game designer
YEAR: 1986 DEVELOPER: ANDREW BRAYBROOK
wanted, they got. That made all the games feel different.
Before Uridium came along, if you wanted an arcade-like experience you had to go to the arcades.
Later they standardised arcade machines to a joystick
Andrew Braybrook’s incredibly slick shooter changed all that, and while it wasn’t the most innovative
and usually two or three buttons for interchangeability
of games, it delivered an intense arcade experience that other 8-bit computers of the time jealously
and cost saving.
looked on at. It received an Amiga sequel in 1993.
The control method is your interface between the
player and the game, so it is vital to get right. You can
have the prettiest game ever, but if it feels slow to play,
or is awkward to use, then it’s not going to be played
much. Too many controls can be just as awkward as
too few.
68 | RETRO GAMER
30 EssEnTiAl shOOT-’EM-ups
alex TrowerS
Year: 1984 Developer: CapCom
1942 wasn’t the first shoot-‘em- There will always be a soft spot in my heart for
up that Capcom ever made, but 1942. Days spent honing my skills in the Merrier
it’s easily its most important. Harriers pub in Hambledon or challenging strangers
The vertically scrolling shooter in the Butlins in Bognor Regis. Even getting it
was unusual for the time as it installed in my cab back in the Bullfrog office.
featured a distinct World War II Oh, crap... Time Pilot ‘84...
setting, a world away from the
futuristic vistas used in many
games at the time. Then there
was the excellent roll mechanic Year: 1985 Developer: Sega am2
which let your plane loop- Yu Suzuki’s Space Harrier is an example of the rail
the-loop, effectively allowing shooter, one of the many offshoots of the shoot-
it to dodge incoming bullets. ‘em-up genre. Taking control of the titular harrier
1942 became a huge success you move into the screen at a sickeningly fast
for Capcom, turning into the pace shooting down anything that’s foolish enough
company’s first franchise, and to stray into your sights. Immediately distinctive
has received numerous sequels, thanks to its surreal imagery, checkerboard Year: 1981 Developer: ToSe
with the latest being 1942: Joint landscapes and use of Super Scaler technology, At first glance, Vanguard appears to be a clone
Strike, released in 2008. it delivered an incredibly exhilarating experience, Konami’s Scramble thanks to its Day-Glo colour
made more exciting if you were lucky enough to palette. Vanguard ups the ante however by
play it in its hydraulic cabinet form. delivering a range of notable little flourishes that
really make it stand apart. The most obvious is your
ability to fire lasers in four different directions, then
there are the fuel canisters that appear in certain
sections of the game. Fly into these and your ship
will become invulnerable for a brief time – Flash
Gordon’s Vultan’s Theme plays in the background –
allowing you to barrel into nearby ships. Stages also
scroll in numerous directions, including diagonally,
while the viewpoint shifts completely on the last leg
of your journey, utilising a more top-down approach
favoured by most traditional vertical shooters.
RETRO GAMER | 69
Jim Bagley
How do you go about porting
a shoot-‘em-up?
First off, you need to play the
game, right the way through, or
year: 2001 Developer: UniteD game artists at least get info on the whole
While Otocky on the NES attempted the of the game, so that you know
marriage of music and shooting many years what it needs to look/play like.
earlier, it was Rez that perfected the distinctive When porting to a lesser-powered machine,
union. Another on-rails shooter in the vein of you will also come across many technical
Space Harrier or Panzer Dragoon, Rez is the challenges, especially when converting the likes
brainchild of Tetsuya Mizuguchi and has you of arcade games to 8-bit machines. You will
flying down abstract tunnels, which represent almost certainly come across having to reduce
the innards of a giant network computer. What graphics as arcade games used to have large
makes Rez stand out though is its beautifully ROMS and lots of animations.
crafted music, which pulsed in time with the
in game action. It’s a delightful effect made What shooter has the best mechanics?
year: 2001 Developer: treasUre Salamander. It has something that keeps me
even more impressive as you break through The Dreamcast has a fantastic selection of shooters,
new layers of security, which in turns adds coming back to it, and when you get killed, you
but this interesting offering from Treasure is easily one at least stand a chance of surviving with your
new musical layers to the magnificent tunes. of the best. It builds on the polarity mechanics that
A stunning fusion of sound and gameplay, new life. I recently played Vulcan Venture which
were first introduced in Treasure’s Silhouette Mirage, is a little like Salamander with the power ups,
which has to be seen to be believed. And it meaning your ship can switch between black and white
still has one of the best levels of any shooter. but once you lose your first life, you’re pretty
at the press of a button. While you can safely mop up much toast for the rest of your lives, as you don’t
bullets of the same colour – which turns them into even get a chance of collecting your lost power
energy for your lock-on laser – a bullet from the opposite ups. Unless you’re a world class player on it, it’s
colour immediately destroys you. It’s a wonderfully pretty much game over.
clever mechanic that quickly builds in difficulty as you
weave your way through levels and have to deal with What’s your favourite shooter?
year: 1988 Developer: tecmo Ikaruga’s dual-coloured bosses. Add in a complex I have three classics that I love playing even
There were lots of two-player co-operative scoring system that rewards you for continually chaining to this day: Defender, Phoenix and Scramble.
shooters, but this is one of the most unusual, kills of the same colour and it’s little wonder that Defender is just awesome, with the speed and
as teamwork was essential for making Ikaruga is so highly regarded within the genre. explosions, and most of all the sound; it has to
progress. In Tecmo’s interesting shooter, one be the most enjoyable arcade sound ever! Then
player controls a helicopter with a forward there is Phoenix, another classic. [I enjoy] the
firing gun, while the other controls a jeep that styles of rounds, with varying types of play;
comes equipped with a handy swivel gun. to then be confronted by the BIG mother ship
The ground the jeep travels across is littered on round 5. Then there’s Scramble, another
with mines and gun emplacements, so it classic, with just two simple weapons, bullets
must either jump over them or rely on the and bombs. This game has a special place in my
helicopter to shoot them out. Silkworm also heart, because Scramble was in a local Spar
features an interesting shield system where shop when I was a kid, and they had a challenge,
they can be collected for protection or shot the first one to complete all stages won a whole
at to create a devastating smart bomb that £10, and I was the first person to do it!
wipes everything out onscreen. An excellent
blaster that was supported by plenty of
polished home conversions.
70 | RETRO GAMER
30 EssEnTiAl shOOT-’EM-ups
GarY
braceY
In terms of traditional 2D
[shooters] my absolute favorite
I spent many, many hours on
was Slapfight. One of Ocean’s
Year: 1992 Developer: Konami Year: 1987 Developer: SenSible Software coin-op conversions that had me hooked from
Konami was on fire during the 16-bit generation While most shoot-‘em-up mechanics the first minute.
and this astounding looking shooter represents the evolved in arcades, interesting ideas would
company at its creative peak. Regardless of whether occasionally turn up on home computers. One
you consider Axelay ’s 3D sections to be Mode 7 of the best is Sensible Software’s Wizball,
or not, there’s no denying that the end result was which built on the power-up bar introduced
absolutely stunning. Seeing Wayler rise out of that lava in Gradius, but added an innovative new
was enough to shut up any non-SNES owner, while mechanic that literally saw you painting the
the side on levels were just as meticulously designed world as you explored it. Downed enemies
as the 3D stages. Add in an atmospheric soundtrack dropped paint drops that could be collected
and a great selection of weapons and Axelay remains and used to restore the monochromatic world
one of the best 16-bit home shooters of all time. to its former vibrant glory.
Year: 1980 Developer: Dave theurer Year: 1982 Developer: howarD Scott warShaw
While Dave Theurer’s I, Robot is an Few games manage to cram so much into a single screen as Yars’
amazing technical achievement, it’s Revenge. One of the tidiest, most tense and stunning games on
not quite as frenetic or exhilarating as the 2600; it’s an impressive shooter with plenty of depth. The most
his wireframe tube shooter from 1980. successful original 2600 game for good reason, it placed you in an epic
Tempest, like many early arcade shooters, battle against a large alien boss and featured some spectacular visual
is a delightful balance between hardcore effects – none more so than the explosion that filled the screen once
blasting and clever play mechanics and you had successfully delivered the final blow. Gnawing away the boss’s
delivers the sort of fast and furious shield, while avoiding its deadly swirling weapon and indestructible
gameplay that would become a staple of drone, it was a superb game, impressive technical showcase for the
its parent genre in later years. Atari 2600 and a timeless battle to boot.
RETRO GAMER | 71
THE MAKING OF
ADVENTURE
One of the most influential action
adventure games, Adventure achieved the
extraordinary. Stuart Hunt speaks to its
creator Warren Robinett about dungeons,
ducks and the first gaming Easter egg
» [Atari 2600] They might resemble ducks, but the dragons were pretty scary » [Atari 2600] Robinett got the idea for Adventure after seeing » [Atari 2600] A sneaky bat is the bane of Adventure players,
back then, especially when you come up against one in a ‘fog of war’ room. Colossal Cave Adventure – which is also known as Adventure. forcing them on a wild bat chase.
72 | RETRO GAMER
THE MAKING OF: ADVENTURE
W
e would argue that the role- » [Atari 2600] Adventure’s graphics might look crude
playing game has evolved more nowadays but back then they got the job done.
RETRO GAMER | 73
TH E
MAK I N G
O F
74 | RETRO GAMER
THE MAKING OF: ADVENTURE
THE FURTHER
» [Atari 2600] The famous
Easter Egg in all its cheeky
glory, marking another gaming
ADVENTURES
first for Adventure.
me that the dragons ■ In 2005, Curt Vendel wrote a somewhat posthumous sequel to Adventure for
the Atari Flashback 2 dedicated console. Based on the original code, it reuses
RETRO GAMER | 75
Seventies Home
The History of
Computers
76 | RETRO GAMER
THE HISTORY OF SEVENTIES HOME COMPUTERS
N
ovember 1971 is an important After Commodore and Atari Inc. rejected Steve » A slick advert for
the expensive, though
month in videogaming for two Wozniak’s prototype, Steve Jobs took the advice of impressively featured
unrelated reasons: the first Atari’s Al Alcorn and found financial backing, allowing Apple II.
commercial videogame was the pair to bring the system to market as the Apple II.
released – Computer Space – and Intel launched Credit for the system’s advanced hardware belongs
the first commercial microprocessor – the 4004. to Steve Wozniak, a missing link connecting the kit
The 4004’s more powerful successors helped computer scene to the home computer movement.
pave the way for a new class of computer, But he also had coin-op design experience, having co-
dubbed the microcomputer. developed Breakout, and this inspired him to give his
By the mid-Seventies, the components required machine colour and sound. He also tested his BASIC,
to build a microcomputer were relatively inexpensive, codenamed Game BASIC, by writing a Breakout
and kits were being sold in electronics magazines. homage named Little Brick Out.
Although these systems had little immediate Steve Wozniak then future proofed the system
impact on gaming, they nevertheless inspired future by adding expansion slots. But the Apple II also
developers; Chris Stamper and David Crane both built benefited from the style and management of Steve
computers during their student days, and a teenaged Jobs. Steve Wozniak was a gifted engineer, though
Archer Maclean assembled kit systems such as the something of a force of nature, but Steve Jobs bottled In the mid Seventies, Radio Shack buyer Don
Altair 8800. his lightning by monitoring his small engineering team French developed a kit computer prototype in his
I
religiously. Steve Jobs also instructed the system’s own time and demonstrated it to John Roach, VP
n 1976, Commodore, a calculator manufacturer, design by vetoing noisy fans and visible screws, and of manufacturing. Although unimpressed, John
bought the chip firm MOS Technology, and choosing a stylish plastic case prominently stamped approved of the general premise. While travelling the
its senior engineer Chuck Peddle floated the with the Apple logo. West Coast, Don and John visited a microprocessor
idea of a consumer computer. Commodore The finished article was expensive, but marketed firm where engineer Steve Leininger briefed them on
boss Jack Tramiel gave Chuck six months to produce as a superior product worthy of its price. Initial a new chip. Steve made a good impression, and John
a proof of concept, and with time short, Chuck’s sales were unimpressive, but as its software library wanted to hire him, however his current employers
colleague Petr Sehnal found two alternatives for its grew this situation improved, and standout titles vetoed discussions. Disappointed, the pair made for
internal electronics – an industrial system board and like Choplifter, Lode Runner, and Prince Of Persia all their next destination, a Byte Shop computer store,
a prototype being worked on at Apple. A meeting debuted on Apple’s system. “There were so many where amazingly Steve was working the late shift.
where Jack Tramiel and Apple’s Steve Jobs talked interesting games on the Apple II,” recalls renowned Things moved quickly. Steve visited Tandy
money allowed Chuck and Apple’s headquarters and was offered a job. He
Steve Wozniak to talk hardware. Chuck
envisioned a consumer appliance running Steve Wozniak was a accepted, and John had his team. Don
and Steve would develop a prototype,
BASIC, while Wozniak imagined a kit
running machine code; Jack offered force of nature, but Steve Jobs but an assembled system, reasoning
most consumers couldn’t solder. Soon
Steve $50,000 for his company, but
he wanted $300,000. Predictably, bottled his lightning after, the CB radio market fuelling Tandy
profits collapsed, and John saw his
Commodore chose the system board. opportunity. Within a month, Steve and
Chuck then repurposed an adding machine keyboard, developer John Romero, “Back then it was all about Don gave a demonstration to Tandy’s top brass. The
colleague Atsutoshi Fujiyama converted TV parts into experimentation, which has helped Apple II games machine’s BASIC crashed, but Tandy boss Charles
a monitor, and a wooden case was commissioned. stand the test of time. Creative programming on Tandy showed interest, and Don and Steve requested
The system was finished by January 1977, and the Apple II helped distinguish programmers.” As 50,000 be produced. 3,500 were approved – the
was shown to John Roach from the electronics chain mentioned, though, the system was no overnight number of Radio Shack stores, so that if it flopped
Radio Shack, but he passed on mass-producing the success, with price and lack of availability being each store could use one for stock control. However,
system. Jack decided Commodore would finance the factors – criticisms that certainly couldn’t be made of 10,000 TRS-80’s were ordered within the first month.
computer itself, and demanded a production model Radio Shack’s TRS-80. The system offered low cost monochrome
be ready within four months. A monitor, keyboard gaming, was available at every Radio Shack and
and cassette recorder were chosen, then made to outsold all other home computers throughout the
work with the machine’s newly designed electronics. Seventies, resulting in many great games. “TRS-80
Chuck’s system, the PET 2001, launched at the West games are still fun to play,” reflects coder Bill Hogue,
Coast Computer Faire of April 1977. “unlike modern games they were made by one or
The PET 2001 offered some great gaming for two people and have a finite number of levels, but
the time, and helped fuel Commodore’s future don’t seem to ‘end’ if you finish the highest one.”
P
aspirations. “The PET was basic, but its character
graphics let you easily code for its display,” Chuck aul Terrell sold Byte Shop, a US computer
explains, “the C-64 was that machine with good store chain, in 1977, and took plans for
graphics, and it sold millions because of its games.” a home computer to his friends Pete
The PET wasn’t the only announcement made at the Kaufman and Howell Ivy, owners of
West Coast Computer Faire, however; Commodore » This car themed ad shows » The unofficial mascot: a trophy- arcade firm Exidy Inc. They agreed Paul would
had competition. Sweden’s leading home computer. winning cartoon rally driver. handle marketing and sales, Howell would assume
RETRO GAMER | 77
H
» Atari extols the aving weathered a Japanese
educational value
and suitability
calculator price war, the Sharp
for gaming of its Corporation in the Seventies
home computers. looked to develop more profitable
microprocessor based products. In 1978, they
launched the MZ-40K, a simple kit aimed at
hobbyists, then the MZ-80K, a more advanced
semi kit designed for consumers. The MZ-80K
» Commodore’s was produced within Sharp’s Components
pioneering
home computer
Division, developers of the earlier MZ-40K, by a
graces the team managed by Kaoru Nakanishi.
cover of Popular A prototype was developed, then changes made
Science.
based on actual usage. The often accidentally
pressed power switch was moved from the front to
the back of the system, and BASIC was removed
The inexpensive though underpowered system from memory in favour of loading it in by cassette.
had failed to impress, resulting in a minimal games Sharp called this “clean design”, and it allowed
library and a brief US existence. However, it enjoyed alternative operating systems to be used. Crucially, it
a second life when successfully marketed in France also freed up memory for games written in machine
by a company called Micronique. “The Interact is a code. The MZ-80K was launched at an Electronics
engineering duties and the pair would collaborate footnote in home computer history,” regrets Rick. Show in Tokyo in June 1978.
on design. Howell, a skilled engineer, produced a “Cost targets dictated the design.” Concurrently, It was an all in one system, incorporating a
great machine, but compromises were made. Its in February 1978, Swedish firms Luxor AB – an monitor, keyboard, and cassette recorder, with a
high-res graphics were monochrome and it lacked electronics manufacturer, Dataindustrier AB – an monochrome display and highly featured font set
native sound. industrial computer manufacturer, and Scandia rather than bitmap graphics. The system was a
Nevertheless, the Exidy Sorcerer launched in April Metric – a minicomputer wholesaler, met to assess semi kit, requiring assembly rather than soldering,
1978 to positive orders and reviews. Exidy did find the viability of a Swedish home computer. They though later models would arrive ready to use. The
the US home computer market challenging long-term, agreed there was a market, and Dataindustrier’s Örjan MZ-80K was immediately popular, quickly gaining a
but impressive Dutch sales extended its lifespan and Lindblom was tasked with developing a prototype. 50 per cent share of the Japanese home computer
games library. In the US, Sorcerer market. MZ-80K gamers were soon treated
developers such as Quality Software
produced coin-op conversions and Örjan’s brief was to keep costs to the early games of Hudson Soft, such as
Bomber Man, and Enix – later of Square
standout system exclusives. “In
my mind, games were a marketing down while producing a powerful, Enix fame.
“The abilities to scroll the screen and
strategy,” Paul admits, “because it
was kids, or the kids in us, that were easy to use system sync with the hardware were essential,”
MZ-80K notary Steve Wallis remembers, “I
driving the demand.” did the assembly, my brother did the BASIC
Meanwhile, Rick Barnich was hired as director Örjan’s brief was to keep costs down while coding. I must admit, though, I abandoned the Sharp
of engineering at Interact Electronics Inc. in early producing a powerful, easy to use system. A after getting an Amstrad.” Nevertheless, 1978 was
1978, where he and his team developed a low cost colleague, Johan Finnved, wrote a clever BASIC Sharp’s year, 1979, however, would belong to rival
home computer based on a prototype the firm had for it that partially compiled programs into machine NEC. In 1976, bare bones kit systems developed by
acquired. The desired price tag defined the system; it code before running them, and the system’s parent the Japanese electronics giant NEC were bought in
would have low-resolution colour graphics, calculator- companies unveiled their collaboration, the ABC 80, huge numbers by electronics enthusiasts, but by mid
like keyboard and standard television output. With a in August 1978. The ABC 80 eventually accounted 1978 NEC’s competitors had begun dividing up an
design in place, Rick ensured the production model’s for over 60 per cent of the Swedish market, and its emerging home computer market.
circuitry caused minimum TV and radio interference, games library featured some genuinely unique titles. Meanwhile, thousands of miles away, at the
and his machine, the Interact Home Computer, “Aside from the graphics limitations it was a really National Computer Conference in California, the main
gained approval in mid 1978. good platform,” says developer Isak Engquist. supplier of BASIC for US home computers, Bill Gates,
78 | RETRO GAMER
THE HISTORY OF SEVENTIES HOME COMPUTERS
RETRO GAMER | 79
Seventies System Exclusives
Gaming’s formative years offered some unique experiences via coin-op, console and computer. These
are just some of the more interesting titles produced exclusively for Seventies home computer systems
80 | RETRO GAMER
TIES HOME COMPUTERS
» A groovy Seventies advert for NEC’s first » Sord let the M100ACE’s cool » The TI-99/4A ad was aimed at the more
consumer computer, the PC-8001. Seventies design speak for itself. technically minded consumer.
their bets, and wrote code compatible with both chips to improve its group profits. A second poor
» The Exidy Sorcerer appealed to the interested but systems. Notable 400 / 800 firsts were Miner decision would discourage third-party games: the
cautious prospective home computer buyer. 2049er, Boulder Dash, Dropzone and Ballblazer. proposed system wouldn’t support machine code
D
“The Atari machines had cleverly designed graphics development. Prospective developers would instead
uring the early Seventies, Atari and sound hardware,” Lucasfilm games director have to buy a $50,000 TI mini computer. In early
dreamt up innovative coin-ops, Peter Langston enthuses. “It was possible to do 1979, a component allowing TI’s computer to connect
and in 1975 it launched a popular amazing things, as is visible in Ballblazer and Rescue to a TV was found to cause interference, meaning an
home version of Pong. 1976 saw On Fractalus! We experimented to get the best expensive monitor would have to be bundled with
Atari sold, in order to raise funds for a home system possible performance.” each machine.
based around separate cartridges – the VCS, which Far from Atari’s Californian warehouse, though, TI’s system, the TI-99/4, was first announced in
launched the following year, but Atari, having often a Texan firm had developed equally advanced tech. June 1979, but, as with Atari, production problems
suffered from imitation, were wary of in this relatively fledgling industry
complacency. Development of their next
project commenced immediately, steered Atari dreamt up innovative meant it didn’t hit the shelves until
late 1979. Its games library was
by VCS team member Jay Miner. Jay
envisioned a VCS replacement based coin-ops, and in 1975 launched underwhelming, but a cheaper,
improved successor, the TI-99/4A,
around custom graphics and sound chips.
By February 1978, however, profits a home version of Pong faired better and saw many interesting
exclusives. “Programmers had to use
were down in the Consumer Division ‘tricks’ to gain better results, but in its
where he worked, and a businessman named Texas Instruments gained a near monopoly of the US price range the 99/4A truly was superior as a game
Ray Kassar was hired to increase takings. Home calculator sector in a 1975 price war; its advantage platform,” recalls TI-99 coder John Phillips. “To this
computers were selling well, and they, as much as had been the almost ubiquitous calculator CPU – the day, followers still revere the system.”
F
rival consoles, preyed on Ray’s mind. He decided 4-bit TMS1000. In 1976, they released its successor,
Jayr’s project should be rethought, with two home the 16-bit TMS9900. It was intended to leapfrog rival ollowing the Seventies, home computers
computers being the new objective. 8-bit chips, but this expensive processor sold poorly, competed in a survival of the fittest. While
The low-cost 400 would compete with Atari’s giving TI a dilemma. the Eighties saw a home computer boom,
console competitors, while the more expensive 800 By 1977, it was decided TI’s consumer products the Nineties witnessed an implosion,
would be Atari’s flagship in the home computer group would develop a low cost TMS9900 based as long-standing manufacturers dropped like flies.
market. As 1978 progressed, electronic devices home computer. Its first consideration had to be Correspondingly, while Eighties home computers
were prohibited from interfering with TV and radio recruitment, but tempting experienced computer provided a bewildering choice of gaming, their
reception, meaning Atari would have to shield its engineers away from San Francisco proved nigh Nineties counterparts represented a more streamlined
machines and undergo lengthy approval processes. on impossible, and so engineers from the group’s gaming proposition, with a handful of major players
Atari’s systems were announced in early 1979, but calculator division were appointed instead. dominating the marketplace. As the decade faded,
didn’t gain approval until July. The project saw one manager quit and a second so did the era of the home computer. IBM PC
But production problems meant they weren’t replaced the following year. TI’s chip group then compatibles and Apple Macs had become computer
launched until November. Game developers hedged set the per-chip cost at five times that of rival 8-bit gaming’s new torchbearers.
“Special thanks to Anders Sandahl, Terry Stewart at classic-computers.org.nz, and Marcin Wichary, Kuba Bojanowski, Paul Lowry, Adam Jenkins and the Digital Game Museum for additional photography help”.
RETRO GAMER | 81
Future
Classic
Modern games you’ll still be playing in years to come
INFO
» Featured System: PS2
» Year: 2001
» Publisher: Sony
» Developer: SCEJ/Team
Ico
» Key People: Fumito
Ueda (director, lead
animator, character
design, game design),
Kenji Kaido (producer)
GO DEEPER
» The American release
of Ico used a different,
much-maligned boxart to
the painted one seen in
Japan and Europe – it was
subsequently ditched when
the game was re-released
on PS3.
» A big point of inspiration
for Ico was Another World,
which has tonal similarities
to the PS2 title.
32.
A sign
ICO
THE BACKGROUND style emerged, a result of the team’s make-up of
The four-year development cycle of Ico began mainly artists and programmers. While critically
of gaming’s when Fumito Ueda showed a short movie to Sony,
encompassing the basic idea of Ico: the castle, the
acclaimed from the moment it was released on PS2,
Ico performed poorly at retail, becoming a collector’s
growing able lad and the enigmatic princess were all there, with
sunlight pouring into open environments along with
item until popular demand led to a reprint to coincide
with Shadow Of The Colossus, the team’s next title.
storytelling shadowy halls to contrast them. Ueda, who taught
himself to animate, sought to tell the story through his THE GAME
maturity, Ico characters’ expressions. Kenji Kaido, who’d overseen
the big hit Ape Escape for Sony, teamed up with Ueda
Ico is a sad, lonely trek through a cavernous castle
that sees a boy, exiled from his kingdom because of
is a lonely and to bring his vision to life.
Ico was made by a super-small team of just 20
the horns on his head, escorting Yorda, an enigmatic
princess, out of the fortress in which they’re both
compelling people, with Ueda reluctant to give up control of too
many aspects of the product – he took on the role of
imprisoned. On the surface, there’s not really a lot
more to it – as Ico, you’re keeping Yorda alive as you
adventure that lead artist, designer and creative director and often
stayed overnight to get the game done. Originally
go, fending off shadowy beings that try to drag her
into the darkness. Essentially, Ico is a five-hour escort
gave the PS2 its destined for PSone with a slightly less ethereal look
(Ico didn’t originally have horns but Yorda did, though
mission broken up by extended, smart puzzles, but this
relatively easy game is defined by its overwhelming
first cult classic… the castle seemed largely the same) the game shifted
development to PS2 and a more coherent visual
sense of atmosphere, with an eerily beautiful world
that underlines the mournful tone of the story.
82 | RETRO GAMER
FUTURE CLASSIC: ICO
Things of note
Ueda’s origins Ico on PSone Ico’s mystery language Ico: 2001, 2006, 2011 Missing co-op mystery
Fumito Ueda’s first game was Ico was originally destined for release Ico had its own alphabet developed Ico was initially very hard to find in Shipping on a CD-ROM in the States
actually Enemy Zero on the Saturn on the PlayStation – there’s plenty by the team at SCEJ, spoken by the UK, with only 50,000 copies out as opposed to a DVD, like we got in
and PC, released in 1996. The of footage out there of the original Yorda, who doesn’t share the same there – it has subsequently been the UK, the post-completion co-op
director has been overseeing his version, and it certainly looked too language as Ico. Hence why their re-released on PS2 in 2006 and on in Ico was actually missing from the
own projects since then. ambitious for Sony’s first hardware. communication is always so brief… PS3 in 2011. NTSC version of the game.
Gamespot
Score: 8.5
”The game is undoubtedly
driven by its smartly crafted
aesthetic mood, though its
production never compromises
the gameplay it provides.”
» [PS2] The origin of the cursed horned children is explored
in spiritual successor/prequel Shadow Of The Colossus.
Looking at it now, the most forward-thinking touches put together, and you only ever feel like you’re getting WHY IT’S A FUTURE CLASSIC
are the lack of a HUD and, far more importantly, the a tantalisingly small glimpse at the whole picture. You Ico and its spiritual successor, Shadow Of The
economy of cutscenes in telling the story. There’s not know about as much about what’s going on as Ico Colossus, invoke similar feelings in the player through
a lot to know beyond the reasons why Ico and Yorda does; it’s an effective means of showing rather than the bleakness of their shared universe, but Ico is
are imprisoned – but their emerging bond and your telling with storytelling that builds a connection with unique because of the attachment it forges between
interactions in keeping her safe creates something that your hero’s mindset. you and its characters. The small details in animation
really beats anything a cutscene can provide. Sure, it This world and its characters are why everyone really make this feel like a forward-thinking game –
sounds a little emo, and yeah, Ico definitely falls into always argues for Team Ico’s games as examples watching Yorda chasing birds away or admiring the
that bracket of games that deliberately aim to provoke of art, of course. That’s certainly a pointless overall sights are the only clues you really have to go on with
sad feelings from the player. But those moments are argument due to the fact it’s been overplayed and this travelling companion, and it’s a far richer way to
well-earned, particularly later in the story where it really endlessly unresolved, but the reasoning behind that portray a character than detailing a massive backstory
gets tricky to solve puzzles while keeping Yorda safe kind of opinion is obvious: Ico definitely transcends the or relentless voiceovers funnelled through bad actors.
and you’ve spent more time with both protagonists. sum of its familiar parts in the telling of Ueda’s story. This is reserved, smart and timeless storytelling,
As you learn more about the background of Players experience something they don’t get the likes of which we can still only see in trace forms
the castle and Yorda’s true nature, Ico becomes anywhere else that makes them feel like they’ve across modern videogames. Ico, for that reason, is a
somewhat heartbreaking, particularly in its closing stumbled across some kind of milestone in narrative genuinely mature work. It gives us a mystical world
hour when you get the sense your young hero is too design. That’s just a positive reaction, full-stop, and where we’re forced to fill in the blanks, and a gameplay
naïve to really know what he’s up against. That’s the while we should never feel like we have to justify dynamic that makes us think beyond the basic
brilliance of Ico, really – mechanically, it’s a quality games to people who don’t really get them, there’s categories of the genres it crosses into. Contemporary
puzzler/platformer hybrid with some seriously smart plenty about Ico that’s worth arguing for in the face games like The Last Of Us or BioShock Infinite owe
environmental brainteasers, but your empathy for the of critics who doubt the legitimacy of interactive much to Ico in terms of the way developers think about
hero’s plight, and the relationship that organically grows storytelling, seen recently in games like The Walking AI companions, and finding a balance that means such
between the two characters is the real appeal to this Dead or Journey. For the rest of us, it’s another sign games never feel like extended escort missions – Ico
masterpiece. The bizarre, always windswept pocket that the evolution of interactive storytelling is always got that just right. That dynamic between player and AI
universe in which the game is set is just fascinatingly making positive progress. reached its next logical stage with this title.
RETRO GAMER | 83
THE HISTORY OF
“Let’s go, Mr Driver!” With that immortal line we were introduced to Chase
HQ and its tale of hero cops and hightailing criminals. To tie in with the
game’s 25th anniversary, Martyn Carroll looks back at one of Taito’s
most successful and memorable creations
84 | RETRO GAMER
THE HISTORY OF CHASE HQ
J
ust how good was Taito in bearing the legend ‘Manhattan Vice’, and it
the mid to late Eighties? The was accompanied by a well-known publicity
Japanese firm’s name is ingrained image from the US cop show Miami Vice.
in gaming history thanks to That’s right – it was Crockett and Tubbs,
Space Invaders – the seminal 1978 release resplendent in their silly pastel suits, standing
that effectively ushered in the so-called beside a black sports car, brandishing firearms.
golden age of videogames – yet Taito’s Cue the Jan Hammer theme!
own golden period occurred almost a In Chase HQ, the espadrilles of Sonny
decade later. Consider this: the company Crockett and Ricardo Tubbs were filled by Tony
developed and distributed Arkanoid, Gibson and Raymond Brody, two undercover
Bubble Bobble and Darius in 1986; » Ocean’s Bill Harbison cops working for the Manhattan Police
Rastan, Rainbow Islands, and Operation produced the graphics for Department. As part of the special ‘Chase’
both the Spectrum and
Wolf in 1987; and The New Zealand Amstrad versions. unit, they had to peruse fleeing criminals in
Story, Operation Thunderbolt and Chase their turbo-powered Porsche-alike and smash
HQ in 1988. Nine top titles, and that’s them into submission. So essentially the game
not including several great games that was another against-the-clock racer, in that
lurked at the back of the arcade, often both the initial pursuit and eventual takedown
overlooked. Games like Full Throttle. had to be completed before the timer hit zero.
Full Throttle was Taito’s riff on Sega’s Yet the mission-based nature and the cops
OutRun. Released in 1987, and known as Top and robbers theme – along with the sleazy
Speed in some territories, it was a checkpoint ‘vice’ vibe (your first target, for instance, was
racer where you ragged a red sports car along the cheery sounding ‘Idaho Slasher’) – ensured
epic highways that twisted and dipped and that Chase HQ was much more interesting
sometimes split off in different directions. Just and engaging than Full Throttle and other
like OutRun. The one chief addition was a checkpoint racers. Graphically the game was
turbo boost button. Each boost would deliver no slouch either. It ran on Taito’s Z System
a few seconds of maximum speed – perfect if which had previously powered the F1 driving
your time was ticking away and you needed a game Continental Circus. The hardware
push towards a checkpoint. featured two 68000 chips – one of which was
Full Throttle designer Hiroyuki Sakou almost exclusively employed to draw the rolling
would re-use the turbo boost to fantastic road. The result was a smooth, super-fast
effect in his next project for Taito, Chase HQ. game that rivalled anything running on Sega’s
However, this was to be no leisure drive. A celebrated OutRun hardware. A YM2610
clue to Hiroyuki’s key inspiration was literally sound chip provided the foot-tapping title tune
signposted in Full Throttle. Most of the and some entertaining speech, including the
» [Arcade] The famous Miami
billboards that lined the side of the road were Vice shot seen in Chase HQ comedic chatter from Brody and instructions
for other Taito games, but there was one forerunner Full Throttle. from police dispatcher Nancy.
RETRO GAMER | 85
previews and the reviews that followed were
overwhelmingly positive. “The journalists
who came to look at the game were knocked
out by it,” says Bill. “We weren’t worried
about whether it was going to be a success
because we knew that our game was better
than any other racing game available on those
» [Arcade] Handy platforms. It’s one of the games I’m most
chopper guy tells
you which way to
proud of and I felt lucky that I had a chance
go at the junction. to work with Jon because he clearly had an
» “I still have a copy of the incredible talent.” Between 1990 and 1993,
game here in my office,” says versions of Chase HQ appeared on home
Grant Harrison, “but sadly no
C64 to play it on. I keep getting consoles and other computer formats. In the
Chase HQ began popping up in arcades working on an arcade conversion we’d be outbid on eBay!” arcade, Taito wasted little time in capitalising on
in November 1988 in both stand-up and sent the motherboard with the game on it the game’s success and a follow-up appeared
sit-down variants. The stand-up cab was far and nothing else. This time we got the full in late 1989. However, it had a new title –
more common (in Europe at least), and it arcade cabinet with the seat. It was huge and Special Criminal Investigation, or SCI, rather
came with either a 19 or 25 inch monitor and generated a lot of interest in the building.” than the expected Chase HQ II – suggesting
memorably featured flashing police lights in Still, he was not daunted by the task of that it was developed as more of a spin-off
the marquee panel. The gaming magazines cramming the impressive coin-op onto the to sit alongside the still popular original than a
were impressed with Taito’s new title. “At 8-bit computers. He says: “I had just finished direct replacement.
S
last!” wrote Computer And Video Games, “A working on WEC Le Mans so I had experience
racing game with something more to do than of drawing car graphics and animation, CI ran on the same Z System
just whizzing round a track to beat the course and knew I could make a good job of the hardware as Chase HQ and the
time. Fast paced and challenging with great conversion. I was introduced to Jon who was game didn’t stray too much from
graphics, Chase HQ is definitely a winner.” going to be programming the conversion and » Let’s be honest here, there’s the original’s winning formula. Once
ACE magazine was also impressed: “The he seemed like a nice guy and I thought we’d no way that police uniform again there were five missions, although this
is regulation.
OutRun theme keeps being expanded and work well together.” time a single storyline – involving the mayor’s
presented in different ways and Chase HQ is Bill remembers Jon setting out his stall kidnapped daughter – tied them all together. In
the best so far. Driving and violence may not almost immediately. “After a few days SCI the driving action was more outrageous
mix too well in real life, but it’s a winning coin- he called me and some of the Ocean and over the top, with ramps and obstacles
op combination.” programmers over to his desk to have a look littering the route. Oncoming traffic was added
In the April 1989 issue of Crash magazine, at what he’d been working on. He’d managed too, and some sections were affected by bad
Mark Caswell commented: “This is the to rewrite the WEC Le Mans game engine weather. However, the key addition to the
ultimate arcade version of cops and robbers that generated the twisting, turning road and game was guns. The boys’ new Nissan Z-style
and I can’t wait for the Ocean conversion.” make it more than twice as fast. I think that sports car featured a T-bar, allowing Gibson
That’s right, Ocean had quickly snapped up after seeing that demonstration a few people
T
memory that we could have the animated
he celebrated Z80 versions were
developed in-house at Ocean, with
titles from the arcade, synthesised speech
and congratulatory sequence when the game it and enjoy our work
Jon O’Brien writing the code and was completed. We did our best to make bill harbison, artist
Bill Harbison drawing the graphics. our versions as special as possible and we
Bill recalls the initial buzz that surrounded the knew that we had a great game at the end of
game: “I knew there was something special the project. We only hoped that other people
about Chase HQ when the machine was would embrace it and enjoy our work.” That
delivered to the studio. Normally if we were hope appeared to be a given, as magazine
» [Arcade] This is where it all begins, » [Arcade] The identity of the target
in the pleasant, leafy suburbs. vehicle is ever so subtly alluded to.
86 | RETRO GAMER
THE HISTORY OF CHASE HQ
Of the 14 home versions of Chase HQ, which ones deserved the coffee and donuts?
ZX SPECTRUM NES
■ Following the disappointment of US Gold’s ■ Not a bad effort this. It’s certainly fast – so fast
OutRun, it seemed that the Spectrum was no that you whizz past traffic like something out of
longer able to do justice to the latest big name Atari’s Enduro. It also adds a new feature where
coin-ops. This masterful conversion quelled that you can spend points you have accumulated on
idea. Fast, playable and unexpectedly faithful. upgrades for your car.
MSX PCENGINE
■ The MSX-1 release is almost identical to the 48K ■ A great conversion for the NEC console. Visually
Spectrum version, perhaps running a touch slower it’s very faithful to the coin-op, and perhaps the
but not noticeably so. There exists an unofficial only thing that lets it down slightly is the rather
hack for the MSX-2+ which runs at double the erratic road movement. You can play it now on Wii
speed. Eye-popping stuff. Virtual Console.
ATARI ST FM TOWNS
■ Teque also handled the ST and Amiga versions, ■ Released in 1993 for the Japanese FM Towns
and while they’re far better than the woeful C64 range, this was the most faithful conversion to
version, they still suffer from sluggish speed and date in terms of speed and scale. There’s just one
unresponsive controls (cornering is trickier than it curious omission – no tunnels! And let’s face it, we
should be). Disappointing. all love a good tunnel.
AMIGA SATURN
■ There’s hardly anything to choose between the ■ Both Chase HQ and SCI were released as a
ST and Amiga releases. The screenshots look double-pack in Japan and they’re pretty much
great, but when running it’s a bit of a banger. It arcade perfect. The transitions between terrains
appears to be an ST port that doesn’t really take (like the dirt track on the first stage) could be
advantage of the Amiga hardware. smoother, but nothing to moan about.
RETRO GAMER | 87
to pop out of the roof and fire his handgun
IF YOU CAN
the missions without firing a single shot, but
it was a pretty neat gimmick. And once you’d
played SCI for a while, the original did feel a
Nancy at Chase HQ needs you to little bit, er, impotent in comparison.
collar these law aversive miscreants
One amusing element was the characters’
» [Mobile] Chase HQ 3D was changing appearance in the game. If Gibson
1. THE IDAHO SLASHER released on select mobiles
was supposed to be based on Don Johnson
WANTED: On suspicion of first degree murder. phones in 2007.
in the original, in SCI he resembled a grizzled,
■ Ralph the stab-
burnt-out Rutger Hauer with cop-on-the-edge
happy stalker is
written all over his face. Brody had bulked- » [Arcade] Nancy returns in SCI – yet outside of
fleeing toward the Japan her name was bizarrely switched to Karen.
up too, although he retained his inherent
suburbs in a white
smoothness; the kind of guy who’d turn up to excellent C64 version of Turbo OutRun. “I
British sports car that looks like a Lotus Turbo
a funeral wearing white khaki pants. remember having a talk with Mark who
Esprit (but isn’t really, Mr Lawyer). The 2.2L
Ocean unsurprisingly picked up the home worked for Probe at the time and offered
car is capable of 238KPH. » [SMS] A novel idea in the computer rights, and equally predictably some good ideas about the road rendering.
Master System version saw
you trade points for upgrades. re-titled it Chase HQ II: Special Criminal I think the biggest challenge was probably
Investigation to make its sequel status the huge helicopter which was made up of
2. THE NEW YORK obvious. This time Probe handled conversion raster split sprites, but worked well in the
ARMED ROBBER duties and the game appeared on most home
computer formats in late 1990 (bar the belated
end. Actually the development went pretty
smoothly. I was always rewriting my code
WANTED: On suspicion of robbery and murder.
and elusive Amstrad CPC+ version which to be as optimised as possible – you had
■ Carlos the blagger
really needs its own article – like the one in to in those days. I don’t think it needed the
has been spotted on
RG #46). The quality of Probe’s conversions cartridge as it all fitted into the standard
the freeway driving
nestled somewhere between average and memory allocation.”
a yellow supercar
that a short-sighted person might mistake for
mediocre, but there was one exception – the Zzap!64 certainly liked the game, awarding
Commodore 64 version, which was released it 93 per cent – a higher score than it gave the
a Lamborghini Countach. The car has a 5.0L
on cartridge. Programmer Grant Harrison and Amiga version. “I was very pleased with it
engine and a top speed of 315KPH.
graphic artist Steve Crow did a fine job of in the end, and especially when it got such a
making amends for Chase HQ on the C64. great review in Zzap!. It’s certainly one of my
Despite the scale of the sequel, Grant favourites and I did enjoy the programming
3. THE CHICAGO PUSHERS wasn’t worried about messing up as challenge.” SCI was later ported to the PC
WANTED: On suspicion of selling drugs. Teque Software had done with the original Engine, Master System and Mega Drive. The
■ These shady conversion. “I usually managed to find a MD version, known as Chase HQ II in US
characters are good way to get things to work,” he says. and Super HQ in Japan (there was no PAL
hotfooting it out of “However the only previous driving game I did release), was something of an oddity, being
the city in a silver was the Paris section from A View To A Kill only loosely based on the arcade game. There
German sports car that clearly isn’t a Porsche and the less said about that the better!” was no shooting for a start and you were
911. The car’s 3.3L engine delivers 288 Grant received some welcome technical given the choice of three different vehicles
horsepower; maximum speed is unknown. help from Mark Kelly who had coded the at the beginning of each mission, including a
turbo-powered truck no less.
I usually managed to
B
ack in the arcade, Taito dropped
4. THE LOS ANGELES
KIDNAPPER
find a good way to get things Gibson and Brody into a decent
Rolling Thunder-style shooter called
WANTED: On suspicion of abduction.
■ This nameless
to work Crime City which came out around
the same time as SCI. It wouldn’t be until early
GRANT HARRISON, PROGRAMMER
offender is speeding 1993 that the pair would get behind the wheel
towards the outskirts again in Super Chase: Criminal Termination.
of town in a blue For the third outing, Taito shook things up
two-seater sports car that’s absolutely NOT but nothing settled quite right. The shooting
a Ferrari 288 GTO. His 5.0L motor is able to from SCI was removed, so shunting criminals
reach speeds of 305 KPH. was once again the order of the day, and the
action was viewed predominantly in the first-
person. From the off, the game proceeded
to throw all manner of daft obstacles straight
5. THE EASTERN BLOC SPY into your face and the result was more of a
WANTED: On suspicion of espionage and murder. dodge-’em-up than a racing game. It was
■ This secret agent all very inane and uneven, but fun for a few
working undercover minutes at least, though it’s telling that Super
in Washington is Chase wasn’t ported to a single home system.
seeking refuge in the There was a 1993 SNES release titled Super
suburbs. His vehicle is initially unknown, but Chase HQ which also adopted a first-person
intelligence suggests it might be a red Porsche view, but it dispensed with the silliness and
928. Except it isn’t. Obviously. » [PlayStation] Battling it out with setpieces, returning to the straightforward
robots from the future in Ray Tracers.
pursuit gameplay of the original.
88 | RETRO GAMER
THE HISTORY OF CHASE HQ
» [Game Boy Color] Shooting returned in the enjoyable » [SNES] More first-person fun in Super Chase
handheld outing Chase HQ: Secret Police. HQ on the Super Nintendo.
RETRO GAMER | 89
CHRIS HUELSBECK
Known for his extensive catalogue of game soundtracks and audio CDs, Chris
Huelsbeck is a composer much loved by fans of classic gaming. In this exclusive
Retro Gamer interview, he delves into his love of music, recalls his first experiences
with computers, and talks about how samples changed videogame music forever
SOME PEOPLE NEVER really figure out because of the synthesiser it used for other computers had that. I knew
the melody. Maybe if you’d grown immediately that was my ticket,
what they want to do in life, but Chris Huelsbeck up in the Sixties, the revelation was because although the computer was
wasn’t one of them. From an early age, the electric guitar, but I grew up in expensive, I could save up enough
composing on family pianos and listening to pop the Seventies and Eighties, and so money to buy one. Months later, I
songs, he imagined a future career in music. for me it was the synthesiser. From was shopping with my grandma and
When the C64 arrived, with its built-in synth, that point, I listened to every kind of still a hundred Deutschmarks short. I
Chris’s drive and passion ensured his interests electronic music and totally wanted almost bought an Atari 400, because
to do something like that myself, but I couldn’t stand not having my own
dovetailed nicely into a career that thrives to this the machinery was so expensive, computer any more, but my grandma
day. His work has graced such titles as Turrican and our family couldn’t afford it. intuitively knew I was drawn to the
II, Apidya and R-Type, and you can check out I did get hold of some electronic bigger machine, and she helped me
more of his compositions at huelsbeck.com, organs that I modified. Making new out. I bought my C64, and the rest
on iTunes and other digital music stores, and at connections created new sounds, but is history!
that was it until my teenage years!
chrishuelsbeck.bandcamp.com When did you start using the C64
How did computers come into this? to make music?
When did you first start to I played arcade games all over town, For the first year, I mostly played
play music? and my uncle got an early office games, but I started to program
I grew up in a musical family. My computer. I played with that, and BASIC and then assembly, so I could
grandma, aunt and mum were all taught myself BASIC. But at the create action games. My goal was to
piano teachers, and so we always same time, I was still interested become a games designer, but my
had pianos in the house. From an in electronic music and started skills weren’t great. Fortunately, I’d
early age, I’d hammer away on the volunteering at a music shop in also started to use assembly to make
piano, and they tried to teach me town. It was run by a nice old guy music with the sound chip, and that’s
classical, but it wasn’t that much fun who’d bought in all these machines where my talents came out.
for a young kid. I wasn’t interested because they looked cool. He’d
in playing what someone else had let me play with everything and At what point did you make the
written years ago, but in developing fashion a little studio in the back link between games, music and
my own ideas or trying to figure out room, and in return I’d help him making a career out of it?
tunes I’d heard on the radio. sell synthesisers to customers. A friend had sold a game, Planet Of
They weren’t mine though! Then War, to a British company, but he
What bands were you into when I saw an advert for a Commodore didn’t do sound, and so I teamed up
you were younger? 64 that mentioned it had a real with him. That was when a lightbulb
First of all it was The Beatles, but synthesiser sound chip with three went off in my head that this could
I had an epiphany when I heard oscillators, different waveforms, and be a career. Planet of War ’s release
Popcorn. It really caught my attention a filter. I was amazed, because no got delayed a year, but shortly after
90 | RETRO GAMER
IN THE CHAIR: CHRIS HUELSBECK
SELECTED
TIMELINE
Shades (C64) 1986
Planet Of War (C64) 1986
Jinks (C64) 1987
To Be On Top (C64) 1987
The Great Giana Sisters (C64) 1987
R-Type (C64, Amiga) 1989
X-Out (Amiga) 1989
Turrican (Amiga) 1990
Turrican II (Amiga) 1991
Apidya (Amiga) 1991
Jim Power (Amiga, Atari ST, PC-Engine,
SNES, Mega Drive, PC) 1992-3
Super Turrican (SNES) 1992
Turrican 3 (Amiga, Mega Drive) 1993
EasyTrax (PC) 1995
Tunnel B1 (PlayStation, PC, Saturn) 1996
Star Wars: Rogue Squadron (N64, PC) 1998
Light at the end of the tunnel (film) 1999
Star Wars Rogue Leader (GameCube) 2001
Star Wars Rebel Strike (GameCube) 2003
Lair (PlayStation 3) 2006
Story Hour Adventures (Wii) 2008
Story Hour Adventures (Wii) 2008 2010
R-Type (iOS) 2010
Kubrik (iOS) 2010
GeoDrop HD (iOS) 2011
Giana Sisters: Twisted Dreams (PC) 2012
RETRO GAMER | 91
FIVE TO PLAY
Chris Huelsbeck has delivered some truly scintillating soundtracks over
I finished the music for it, I saw a
contest in German C64 magazine
64’er. They wanted readers to send in
music programmed and played on the
the years. Here are some of our personal favourites SID chip, and I immediately thought
I’d enter. My aim was to get into the
TURRICAN II THE TURRICAN SERIES was heavily inspired
by Japanese arcade and console games, and so
top-ten, to get on to the cover disk. I
it should come as no surprise such titles also created a new sound program, sent it
inspired the soundtracks. “Those Japanese in and, to my surprise, won.
games had this very fast-paced rock kind of
style, but with a synth sound behind it. That
really spoke to me,” recalls Chris, who says he And that was Shades, right? How
“created melodies and basically just rocked out did you go about creating that?
on the machine.” At the time, his studio was I just sat there with a machine code
growing, with a mixing board, effects units
and synthesisers, enabling many sounds to monitor and typed in hexadecimal
be brought back into the Amiga. “I had an Ensoniq numbers in a pattern that I had
ESQ-1, which gave me a lot of analogue-type
thought up for how music would be
sounds, and there was also a Korg M1, which
had a lot of natural-sounding instruments. Inspired represented in the memory – the
by movie soundtracks by John Williams, Jerry sound definitions and everything that
Goldsmith, Alan Silvestri and Hans Zimmer, my
music around then also became more cinematic.”
my player was parsing and converting
into music. It was super-tedious,
and I remember the last night. I’d
GIANA SISTERS: TWISTED DREAMS R-TYPE done fragments to test the player,
but that’s all. I sat there until 4 in the
morning, finishing it. I had to go to
school – I was only 17 at the time –
and so after two hours of sleep, with
red eyes, I begged my parents to put
the disk in the mail for me, otherwise
I’d lose my slot in the contest. Two
weeks later, I found out I’d won.
ELSEWHERE IN THIS feature, Chris notes that this was almost a ‘step THIS TITLE WAS pretty diverse from a gameplay standpoint, at times
back’ for him, in that the N64 lacked an optical drive and instead used being a side-scrolling platformer, and at others turning into a side-
cartridges: “I was brought on board because the team needed my scrolling or top-down shooter at specific points. Chris recalls that this
expertise to get something that sounded like Star Wars movies out was probably the most-ported game music that he’s worked on: “I
of sample memory.” As a huge fan of John Williams, he was at the composed it on the Amiga, the Atari ST, the SNES and the Sega Mega
time “excited and terrified” and “wanted to treat the music with the Drive.” He notes that, unusually for the time, the game also differed
respect it deserved, not butcher it”. At the time, he was very critical little between the different platforms. “There’s also a CD version I did
of this work, but Chris now actually likes how it turned out. We’re in the studio,” he adds, which came out on the PC-Engine release,
glad that he’s finally happy with his finished work as we have great
memories of it from back in the day. It’s a stellar soundtrack that
with its built-in CD. Similarly to Turrican, Jim Power ’s soundtrack riffs
off of fast-paced Japanese arcade music that was popular at the time.
» Although modern-day compositions from Chris are all
created inside the computer, he’s still surrounded in his
captures the essence of the movies and ties in perfectly with the It’s a fantastic piece of work, easily complementing the fast-paced studio by synths and mixers.
game’s many aerial dogfights. action found throughout the game
92 | RETRO GAMER
IN THE CHAIR: CHRIS HUELSBECK
melodies, so that helped too. It was How did your career progress?
very intuitive – I’d cycle some bass After Shades, I remained in contact
notes and that would maybe inspire with the magazine guys, and the
me to play some melody over the editor said he’d like to make music
top – but the sound always came like mine but he couldn’t program.
first. Today, I’ll often do the opposite That inspired me to enhance my
and sit down with a piano sound to player into an editor suitable for
develop a melody before moving anyone – for example, you’d type
back to the computer. A-3 for an A in the third octave,
which simplified things. That
became Soundmonitor, which I sold
What did you think to 64’er, and was pretty much the
of the SID chip? granddaddy of the modern tracker
At the time, after the program. I contacted Rainbow Arts,
initial excitement of then the biggest games developer
in Germany. I played some tunes
something that I’d down the telephone and asked if it
achieved technically had any work for me. It offered an
wore off, it was in-house position, and so I stopped » [Amiga] Turrican II ’s music remains so well regarded that Chris in 2012 funded a
Kickstarter to rework the entire soundtrack as part of a limited-edition box-set.
never enough. I was school and started work. I knew
this was my calling and that I didn’t
always aware of the want to pursue an academic career. the games to be finished, and then real instruments and full chords,
limitations of three In the first year, I did a bunch of Martin Galway gets his fourth voice! and it became more rhythmic. This
voices, and that games, and developed the digi-track
enhancement, playing samples by
I have to say, though, his system
was quite a bit different and in some
trumped everything else, because I
could take whatever was in my head
bugged me because exploiting a SID sound chip trick. ways more primitive. He didn’t play and put it into the machine – there
I knew I could do samples but tiny loops of memory was a real sense of freedom.
better with more. I Was that done in parallel to Martin with different values in them that
was always looking Galway’s work on Arkanoid?
[Laughs] Well, that’s another story.
sounded a bit like samples. I had real
samples – bass tones, drums – that
You also worked a little on the
Atari ST. What did you do to get
for the next trick to I’d finished my system and used it could be played as long as you had great sounds out of the machine?
enhance the sound on four games at Rainbow Arts, but the memory, and they were used to That came a bit later as we moved
and break through they weren’t ready. We then got
Arkanoid and I was shocked because
great effect. to multi-platform. The way I did it
was I had a colleague who put the
those limitations. But the music sounded similar to what Did using samples change the way Atari ST sound chip on to a board, so
for a while it was I was doing. I wasn’t that annoyed, you composed? that you could put it into the Amiga.
satisfying and the SID but I was a bit miffed in having For me, it was mainly about drums I could program the sound driver on
chip has a special had my system laying around for
months on end that I couldn’t show
– you couldn’t represent them well
with the SID chip. I wanted that
the Amiga and port it easily back to
the Atari ST.
place in my heart. to anyone because I was waiting for addition of rhythm and to have more
space in the music, but it was still So the way you created great Atari
very much SID-driven. Also, I was ST music was by using an Amiga?
at the time listening to a lot of pop [Laughs] Yes, but this crossover
music with synths, which influenced was really interesting, because
my writing. Jochen Hippel translated some
of my tunes to his own Atari ST
So does that mean you were by sound system, which was really
that point creating songs rather efficient and emulated the Amiga
than medleys of effects? sound chip. When Turrican II was in
I would say so, especially for Giana development, I wanted to take the
Sisters. The main theme that plays music to the next level and had the
during the title screen – not the menu idea of porting Jochen’s code back
– was one of the first ‘songs’, which to the Amiga, which would then
had an intro, verses and chorus output four simulated Amiga voices
sections. It didn’t deviate throughout through one channel. There were
into something different just because programs like OctaMED that had
I wanted to introduce a new effect. eight voices, but to me they sounded
grainy and lacked the full quality of
How did moving onto the Amiga an Amiga voice, especially in the high
change your music? frequencies. But with Jochen’s help,
You had to keep your eyes open I ended up able to work on an Amiga
for the next thing and what it tune and still have three voices left
offered in terms of over. This became my
possibilities. With infamous seven-
the Amiga, it was voice system
huge that you could used for Turrican
use samples of a II, which is the
much higher quality most prominent
than on the C64. piece of my
You could sample whole career.
RETRO GAMER | 93
of mobile games. They’ve been a What kit are you using these days
lot of fun because the teams and to compose music?
games are smaller, and you’re quicker Nowadays, music in games is
done with it. It felt a bit like the early mostly streamed. You put MP3s
days. It’s a little bit scary, the whole into memory, and so there are no
freelance thing, but over the last two limitations at all. I produce the music
years it’s gotten much better and I in my studio, though my studio itself
have high hopes for the future. has shrunk again in the sense I’m not
using big hardware rigs. I still have
We often hear games industry a lot of those modules, but they’re
veterans enjoy mobile because just sitting around catching dust and
they can get on with what they looking cool! But all the music is
want to rather than slaving away happening virtually.
for years on a game that might not I have a powerful PC that
be released… simulates all those classic machines
Exactly. Also, the industry was and can drive a whole production
developing into that direction of the inside the computer. My main tool is
Hollywood studio model, where you Steinberg Cubase. I have hundreds of
» [Amiga] Chris’s TRMX software on the Amiga was also used as the basis for many of his compositions for consoles. pull together hundreds of people on a plug-ins, and they give me anything
I could ever wish for. In fact, I’m
What did you do after that? now often enhancing it with live
The next platform that came about
was the Super Nintendo, which The music industry is hard, recording of electric guitars and other
instruments… I’ve even done some
had eight sample voices. I was
thinking each platform was getting and so I built my own studio and orchestra recordings over the years.
94 | RETRO GAMER
IN THE CHAIR: CHRIS HÜLSBECK
Lifetime Achievement long and that it was ‘now or never’. What are your impressions of
Award and joked: “I’m not The campaign was put together over modern videogame music?
75 yet – I thought this sort the next two months and it was nail-
biting. I thought maybe it would be
You know, I hear people lamenting
today’s game music and saying it
of thing was for old people!” a huge disappointment, but it turned lacks melodies, but I disagree. Music
into a big success. I saw the interest today is more about enhancing
The Turrican Soundtrack of the fans was still there and we got
more than double the original budget.
ambience – it’s more incidental music
– but the melodies are still there in a
Anthology needed Halo or an Uncharted. It’s just people
$75,000 for successful How’s it coming along? think back to their childhoods, and
funding on Kickstarter but I hit some bumps on the road, as what they experienced back then has
usual with such a monstrous project. a bigger impact now they’re older and
ended up with $175,534! We’re now planning to ship in June, more grown.
but it’s all coming together and I
In 2012, Chris won the think in the end the fans will be really Finally, what do you think is
happy with what they’re getting. It’s the secret to your longevity in
Best Sound award for certainly not a project that could have the industry?
Giana Sisters: Twisted been made in this form if it wasn’t People often ask me how they can
Dreams at Deutscher for them and Kickstarter. It’s a labour make it in the industry. You must
of love, and also enough time has build personal contacts, so you’ve
Entwicklerpreis (German passed for me to revisit that material a relationship with the people who
Game Developer Awards) and not be turned off because the make the games. If you count on
memory was too fresh, or because of sending in demo reels, they’ll just
hardship or whatever. I’m working on end up in the ‘circular’ file and will
it daily and it’s a lot of fun. never be listened to. But if you’re
sure you’ve got the talent, the next
What can people expect from the most important thing is tenacity. You
music side of things? just have to keep working at it and
I’m very meticulously recreating the not give up. If you really want it, you’ll
experience. I did another album in make it happen. I just knew this was
» [iOS] Since Factor 5’s closure, Chris has returned to 1993 with Turrican material, and my calling and that’s why I’m
freelance, working on various mobile titles like this one. that was one of the initiators for still making game music today.
RETRO GAMER | 95
Klax
More NiNeties thaN 2 UNliMited aNd doUble deNiM
» AtAri GAmes paddle that’s positioned at its base you must plonk and
» 1989 stack the tiles inside a 5x5 container to form Klaxs: set
Play Klax with your eyes closed of three titles of the same colour. A Klax can either be
and it’s a pretty bizarre sounding made vertically, netting you 50 points, horizontally, for a
game. Its audio comprises a cool 1000, or diagonally for a whopping 5000, and this
mixture of whipping noises, words from a sultry is important to remember when playing. Why? Well, to
sounding female voice, and the sound of a yelping keep the gameplay feeling varied, stages have different
man, which gets played whenever one of your criteria which you must meet in order to progress to the
tiles falls to the floor. In fact, we’re sure there are next. For instance, in one stage it might ask you to simply
probably a few lovers of Klax with thin walls who create a certain number of ‘Klaxs’, while in another it may
probably got a few disgusted looks from their ask you to attain a certain number of points, or survive a
neighbours after a session of the game. wave of 40 tiles.
Silliness aside, Klax is a splendid twitch puzzler In addition to making clever use of the various
and, like a great many classic puzzle games, has lost stacking options that are available, it’s also possible to
none of its charm since its release. It has also enjoyed stack multiple tiles on your paddle too, and on the later,
a staggering number of ports too, from the 7800 to more fast-paced stages this becomes invaluable when
the TurboGrafx-16. One of the standouts for us being more colours get added to the mix and it feels like you’re
the excellent Lynx port, and the most bizarre was the effectively spinning plates.
version that somehow managed to find its way to the Despite being little more than a glorified packaging
monochrome screens of the Game Boy. simulator in many respects, the beauty of Klax comes
For the Klax unversed, it’s a match-three puzzler with from its strong art design, variety, and oh so very
a twist. Different coloured tiles gradually make their addictive gameplay.
96 | RETRO GAMER
RETRO GAMER | 97
rETrOraTEd » [PC] As more Sims live in your city you’ll be able to level
up your City Hall. This is turn allows you to access better
facilities which attract more Sims.
PICKS OF
THE MONTH
SimCity Maxis’ city builder delights and frustrates in
equal Measures
INFOrMaTION SimCity is fun. There, we’ve SimCity is all about the long game, so
» Featured SyStem: PC said it. Yes, it had some haphazardly plopping down residential
» alSo available on: N/A
terrible issues at launch zones, power plants and other important
(see box out) and yes it buildings as you see fit is only going to end
» releaSed: Out NOw
has numerous bugs that can make in tears. There’s a huge amount of forward
» Price: £44.99 (£64.99
some aspects of your city building planning needed, but also a lot of balancing,
Deluxe eDitiON)
bewildering or completely pointless, as the smaller city zones mean you don’t
» PubliSher: eleCtrONiC
Darran Arts
but there’s no denying that it remains have as much freedom as in previous
SimCity highly enjoyable to play. games. Every action in the game has an
» develoPer: MAxis
I’ve found myself pouring Part of this is due to the sheer appropriate reaction, so you’re always going
endless hours into Maxis’ » PlayerS: 1
accessibility that SimCity offers over similar to have to try and find the best middle
game, when I can stop my
daughter from hogging it… games, and indeed past games in the ground in order to expand. This becomes
series. Yes, fans of previous titles will see more obvious as you gain more residents,
it as a little too dumbed down, but the and it’s here where the game starts to lose
grid-based system that has been employed some of its polish.
makes SimCity highly approachable, even There’s a big focus on individual residents
if you’re not a fan of the genre. Simple in SimCity, meaning you can follow virtually
instructions, straightforward missions and any citizen as they go about their mundane, » [PC] Regions are
easy-to-follow rule sets make SimCity everyday lives. It’s a nice touch, but we’d a new aspect of
SimCity, allowing you
Stuart wHy NOT Try incredibly easy to access, while the have preferred a more expansive playing to visit your friends’
Luigi’s Mansion 2 impressive visuals allow your city to come area, particularly as most of the time cities. Sadly it’s part
It’s been a long wait, but it was ▼ SOMETHINg Old of the requirement for
Sim City (SNES)
to life in enchanting ways. Watching a truck following them is pretty boring. We’d also the game’s annoying
certainly worth it, thanks to
some delightful visuals and
move a new resident to the area will never have preferred slicker path finding than always-online play.
truly satisfying gameplay. get tiresome, and things only get better as
your city expands and new residents and
buildings appear.
One of the most frustrating aspects
of this new SimCity is the actual size of
▼ SOMETHINg NEw your playing area, which is greatly reduced
CivilizatioN v (PC) compared to past versions of the game.
While some will never get entirely used to
DaviD this smaller area (which we sincerely hope
Luigi’s Mansion 2 isn’t going to be expanded with DLC in
Everyone who enjoyed the
the future) we did slowly start to warm to
original GameCube game will
love this. The 3D effects are it, mainly because it really chooses you to
also really impressive. think about how you plan out your city.
98 | RETRO GAMER
REVIEWs: sIm cIty
Launch day
blues
Due to EA’s insistence on
ensuring the game is always
online, it struggled with server
demands and many gamers
couldn’t even play the game. what’s on offer here. The AI on offer is far on another player. Despite getting used to
Problems continued with EA
from perfect, with vehicles and pedestrians the smaller size of the cities, we’d have
opinion
cutting back key features to SimCity isn’t perfect, but it is fun to
help with server demand, forming in unnatural clumps or simply preferred a single sprawling metropolis to play. There are certainly AI issues at
eventually relenting and ignoring more convenient avenues of look after, as it can get tedious having to the moment that can impact on the
issuing several apologies on transportation, which means the efficiency keep several cities on the go at once. effectiveness of your city, but there
its website. Early adopters are also plenty of new ideas as well. I’m also a
were given an additional free
of your city often drops through no fault of New mechanics like specialisation – fan of its accessibility, which makes it far easier
game by way of an apology. your own. allowing you to base your city around a than past games in the series.
We delayed our review as we We say city, but we really mean cities, specific theme like gambling – let you to Stuart Hunt
couldn’t get on the servers the because the tiny size of your main city will give your city more personality, but there’s
first weekend, but our sister
website NowGamer.com had
soon cause you to look at the other available no escaping the overall cramped confines
no such problems, amassing cities in SimCity ’s eight different regions. you’re constantly a slave to, even if you do how the game’s mechanics work before
hours of play. EA’s insistence Other cities can be either controlled by slowly start to turn them to your advantage. you let them loose for real, while the online
on DRM had ruined the game yourself or friends and resources like power This was never an issue in past games, so interaction with friends and other players
for a great many people at
launch. Our advice is to steer
can be shared or traded between them. It’s it’s disappointing to see it creep in here. adds a further layer to what is an already
clear of games that use similar an interesting addition to the core game, but The weird thing however, is that deep strategy game.
mechanics until the teething it can present its own problems, particularly even though SimCity has problems, it’s Ultimately though, it’s the sheer depth
issues are sorted out. when it’s all too easy to become dependent still horrifically addictive, causing you of SimCity that constantly pulls you in and
to waste huge amounts of time as you even though you’ll be irked by its many
watch your city bustle about beneath you. idiosyncrasies, you’ll still find yourself
Seeing citizens respond favourably to the blinking bleary-eyed at your monitor screen
placement of a new park, or watching your as yet another evening gets lost to Maxis’
police force take down nefarious burglars addictive yet flawed game.
is decidedly thrilling, offering a sense of
power that only the best ‘god’ games are In a nutshell
able to achieve. Then of course there are Currently something of a rough
the humorous disasters that can range from diamond, many of SimCity’s issues
zombie outbreaks to UFO sightings, which will hopefully be ironed out in time.
further add to SimCity’s charm. It’s a strong strategy game, but not
And it is a charming game, even if there quite as strong or enjoyable as its
is a lot of ugliness lying under its beautifully impressive predecessors.
glossy surface. Residents routinely request
» [PC] There’s something strangely calming about watching your
city at night. Watch out for UFO and zombie attacks though.
your help with sidequests, the extensive
sandbox mode allows you to understand >> Score 66%
A Brief History Of SimCity
SimCity 1989 SimCity 2000 1994 SimCity 4 2003 SimCity Societies 2007 SimCity Social 2012
Will Wright’s seminal city- The sequel was a huge The last major SimCity game With Maxis focusing on This Facebook game is the
builder was a tremendous improvement over the focused on terraforming, Spore, development duties direct result of collaboration
success upon its release, original introducing new meaning creating your region fell to Caesar IV creator Tilted between Maxis and social
inspiring developers like mechanics, exciting new was just as important as the Mill Entertainment. The game giants Playfish and
Sid Meier and spawning scenarios and all manner of building of your eventual end result is an interesting plays very similarly to
countless sequels. Over the new buildings and facilities to city. It’s also noted for the addition, which eschews Zynga’s CityVille. It’s an
years it has been ported to build. It also boasts a stylish Building Architect Tool that complex mechanics in favour interesting evolution of the
over 25 systems, from the ZX new visual look, which you allows third-party content to of accessibility and a focus series, but doesn’t feel like a
Spectrum to GBA and iOS. can see on our front cover. be added to the game. on society values. proper SimCity game.
REtRO GAmER | 99
RETRORATED
>> LUIGI’S MANSION 2
SOMETHING NEW
RESIDENT EVIL 6 PS3/XBOX 360
» [3DS] Certain objects and enemies are invisible, and » [3DS] Some ghosts are sneaky and will wear sunglasses
can only be revealed in the glare of a special torch. and facemasks to protect themselves from the flash.
Available
from all good
newsagents and
supermarkets
ON SALE NOW
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THE HOTTEST NEWS THE BIGGEST MOVIES MUST-SEE TV SHOWS NO. 1 BOOK COMMUNITY HUGE RETRO SECTION
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RETROROUND-UP
>> Every month we look at all the classics and latest
releases that are available to buy or download
GoatUp 2
game that combines RPG mechanics with Fighter III: Third Strike, Iron Galaxy Studios
fishing games. It seems an odd concept at first, returns with another fantastic brawler.
but it works exceptionally well, mainly because Darkstalkers Resurrection consists of both
the world is full of interesting characters to Darkstalkers sequels and each is truly superb,
interact with and that there are 40 different types delivering a multiple of handy tweaks and stable
of fish to catch. It’s not a particularly long game, online play. The games themselves still play
Jeff Minter has gone from strength-to-strength since moving to iOS,
considering its RPG elements, but the visuals well, and while they lack the depth of more
and this latest offering is one of his best games yet. Within moments of and gameplay will hook you in regardless. recent fighters they still prove great fun.
playing this classy sequel you know it’s quintessential Minter. Farting sheep,
beautiful 8-bit sprites and sound effects that have been sampled or borrowed
from the likes of Gauntlet, Bullseye and Jet Set Willy all combine to deliver
the sort of aesthetic overload that has become Jeff’s bread and butter over
the past thirty years.
It plays beautifully as well, with precise touch controls that give you an
exceptional amount of control over your errant goat. It really comes alive if
you’re lucky enough to have access to iCade, but there’s no denying the Jeff
has done a great job with the base tools he’s been given.
For all its crazy sound effects and tight controls, it’s the gameplay that
really makes Jeff’s sequel come alive. Rather than simply sticking with the
formulae of the original game, GoatUp 2 is a free roaming platformer that
has you racing around the levels and collecting a set amount of items before
Omikron: The Nomad Soul Virtua Striker
you’re able to leave. » System: PC » System: Arcade
Your goat’s vitality is determined by a constantly depleting hunger bar » Buy it for: $9.99 (£6.49) » Buy it for: 800 Points
so you’ll find yourself constantly running around the levels, eating up any » Buy it from: www.gog.com » Buy it from: Xbox Live Arcade
» Score: 65% » Score: 70%
patches of grass you find to restore it. Certain collectables will trail behind
» As David Cage continues to attain human » It certainly looks a little dated nowadays, but
you and allow you to fart to gain more height (effectively acting as a double perfection in videogame form, it’s interesting Sega’s football game is still great fun to play.
jump), which not only lets you reach inaccessible areas, but also acts as a to return to one of his earliest games. The Fast paced and with the ability to pull off plenty
way of killing enemies. Nomad Soul is an interesting blend of ideas that of fancy shots, it’s a solid conversion of an
Longevity is also assured with the core game featuring 80 levels paced borrows from popular genres. The end result is aging arcade game that’s enhanced with solid
something of an oddity, and while the story and online play. The computer AI remains a little
across four stages. Add in tight time limits and a level editor and GoatUp 2 music (courtesy of David Bowie) is of a very high too challenging at time, but it’s the multiplayer
offers a huge amount of replay value for its paltry price point. An excellent standard, many will be frustrated with its clunky where the game has always shined and this
little platformer that combines finely honed gameplay with Eighties nostalgia. controls and awkward gameplay mechanics. excellent conversion is no different.
Life Of Pixel
» System: PS Vita » Buy it for: £1.59
» Buy it from: PSN » Score: 82%
Fans of 8-bit computers and consoles are going to love the concept
of Life Of Pixel, as it’s essentially a love letter to all manner of classic
machines. Taking control of the titular pixel you must navigate a number of
fiendishly designed levels that range from simple single-screen puzzles, to bigger
multi-screened sprawling areas, picking up a set number of gems as you go.
The beauty of Super Icon’s game is that the levels themselves are based around
eight classic computers and consoles, ranging from the ZX81 to Nintendo’s NES,
with all the little graphical quirks and sound effects that you’d expect to find on
those systems. The gameplay isn’t quite up to the same inventive standards as
the aesthetics, being essentially a take on Super Meat Boy, but the controls are
responsive, and the level design is of a high quality. There’s a few difficulty spikes
on some of the later stages that can prove a little frustrating to pass, but this is
otherwise a highly entertaining platformer. We’d love to see a 16-bit sequel.
Available
from all good
newsagents and
supermarkets
ON SALE NOW
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HOMEBREW >> The scene’s latest news and reviews
KNIGHTS AND
We’ve seen a few
DEMONS SAVING THE WORLD BY
SWAPPING SOME TILES!
ported games
this issue and
one thing that
readers might not
realise is that,
although releases
like Knights
And Demons or
Asteroids Emulator
are converted
between machines
with the same
processor, that’s
B
only a part of the akelor is the Lord of War and
story; the actual King of the Single Knights –
process of getting presumably there’s someone
one of these else in charge of the knights
projects working currently in a relationship – who, » [Amstrad CPC] So why on Earth should I moan?
between platforms having bravely led his warriors into
like that still takes the final battle with the forces of the the Lord of War, the player must use their side taking over the entire field, the state
Lord of the Darkness, has suffered an cursor to toggle the state of these tiles until of the war is directly influenced by each of
quite a bit of work
embarrassing mishap on his way to all are the same. But it isn’t as simple as these skirmishes and too many ticks in the
and dedication the loo which has put him completely that might sound because clicking on a tile demons’ win column will hand them the
to achieve out of the picture just as things begin changes the state of four surrounding it as overall victory.
to get busy. Step forward the player as well so clearing the board involves lots of Knights And Demons was developed
Bakelor’s protégé to take command of the advance planning and, on those occasions and released for the Amstrad CPC, Sinclair
troops for the final battles which will decide when a single, frustrating tile has been Spectrum and MSX machines and, although
the fate of everybody in the world. left occupied, one of the limited stock of the game itself remains pretty much the
Despite the swords and sorcery plotline, magical pike staffs which will alter its state same, each version sports its own take on
Knights And Demons is actually without any effect on its neighbours. the cosmetic details like in-game graphics
a puzzle game; the player is There’s also a reasonably and sound. On that front, the Spectrum
presented with an eight by eight tile generous time limit that if it should is the least appealing with reasonable
FORMAT: SPECTRUM, CPC
playfield with each space initially expire will automatically end the playfield graphics surrounded by some
AND MSX populated either by a knight or a game and, while the player can rough looking converted images where the
DEVELOPER: KABUTO FACTORY demon and, as the understudy to complete each battle with either MSX and Amstrad CPC have a bland but
LINK: WWW.KIKSTART.EU/ more visually attractive repeated tile to fill
KNIGHTSDEMONS the space. Unusually for a conversion from
RELEASE: 2013
» [MSX] Night will fall the Spectrum, the Amstrad’s graphics are
and drown the sun.
PRICE: FREE DOWNLOAD, in the chunkier mode 0, although they don’t
VARIOUS PRICES ON CASSETTE fully take advantage of that mode’s sixteen
REVIEWED BY: JASON KELK possible colours.
Knights And Demons is a reasonable
puzzle game with a small twist that can
be enjoyed on three different 8-bits. On
the gameplay front, all three versions
play similarly enough that the only thing
making us lean towards a particular
version is the slightly faster overall pace
of the Spectrum iteration and its selection
» [Amstrad] An interesting little puzzler.
cursor that sensibly doesn’t obscure the
tile it’s highlighting – if that latter feature in
particular which saves a lot of moving
the cursor to see what the current tile is
was present in the other versions, we’d
84
probably have
favoured the
Amstrad for its
» [MSX] Some many demons, so little time… in-game music. %
104 | RETRO GAMER
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FORMAT: ATARI 2600 DEVELOPER: GAMOPAT STUDIOS the homebrew community
DOWNLOAD: WWW.KIKSTART.EU/BOMBPIXEL2600 PRICE: FREE
Based on the iOS game of the same name, Bomb On
Pixel City was originally inspired by the Vic-20 game Blitz.
That doesn’t mean it’s a straight clone however because,
along with skyscrapers that need to be bombed to
oblivion, the developers have added extra hazards such as
turrets that fire upwards when the player is nearby. There’s
also a bird flapping around on some stages that will down
the plane if the two make contact. They’re little touches to
be sure, but they do add a certain amount of appeal.
More control over the plane’s movement has been » [Videopac] Can these things really land safely?
added as well; fire drops bombs on the city below as
expected but, rather than merely moving across the screen >> BOMBS AWAY,
at a fixed speed, pushing left or right on the joystick will OLD CHAP
speed up or slow down the plane which allows for more Air Assault is the latest Philips Videopac
precise aiming of bombs or a burst of speed to avoid and Magnavox Odyssey 2 release from
Revival Studios, whose previous title for
hazards with a little practise. These changes greatly add to
these machines was Mage: The Enchanted
the overall gameplay of Bomb On Pixel City and the result
Crystals. This time the action is more
feels like something Atari might have released
in the early Eighties. 82 %
violent with a B-2 Stealth Bomber slowly
descending towards a city which it must
demolish in order to make a safe landing.
www.kikstart.eu/air-assault-videopac
THE INHERITANCE
FORMAT: PC DEVELOPER: SCOTT ADAMS
DOWNLOAD: WWW.SCOTTADAMSGRANDADVENTURES.COM/ PRICE: $19.95
Scott Adams, who pioneered the genre with
Adventureland and Pirate’s Cove, is back with The
Inheritance and in many ways, it’s classic Adams. There’s a
mysterious mansion to explore, fiendish puzzles, and many
knowing nods to his back catalogue. Things have evolved
since the Seventies as now you can use full sentences
rather than two word commands and the entire text of
» [Oric] With the quickness talk with the witnesses.
the Bible is included to provide divine inspiration when
you inevitably get stuck. Atheists, fear not – the game also >> FEELING ALL AT SEA
has a comprehensive help system. There are occasional The Oric community have, as part of the
frustrations as you struggle to find the right phrase but 30th anniversary celebrations, been treated
mainly it’s a glorious reminder of how a master can conjure to a conversion of Cobra Soft’s Murder On
up vivid locations with a few well-chosen words and have The Atlantic, a mystery story set within
90
the sprawling locations aboard a liner
you mulling over in-game problems even
» [Windows] A ringing in my ears.
when you’re far from your keyboard. % from the Thirties. There are forty people
aboard to question, lots of locations to visit
and the documentation includes images
ASTEROIDS EMULATOR
of the mystery objects shipped with the
commercially released versions of the
game. www.kikstart.eu/murder-oric
Q&A
for me in 2001, of the game’s RAM areas and drew objects are drawn at once instead of time the rocks fly around in the Atari
when I disassembled the corresponding graphics. The need the individual lines. This is much faster, version of the emulator. There was
and commented for higher speed later called for more but also more difficult, as it requires still a lot of flickering, but I recognised
the complete program ROM of the and more patches and hooks to jump a good knowledge of the emulated in that moment, that the target can
Asteroids arcade machine. Already into specific own-written subroutines. program itself. Nonetheless, on the be reached.
back then I had the intention to run the The emulator on the Atari required Atari 800XL I was really surprised at
Asteroids code on different platforms, not so many speed optimisations and the beginning that it was relatively And finally, have you any projects
and I made the first attempts to move therefore also less ROM changes than easy to get an acceptable speed with planned that our readers will want
it to the C64. It was not so easy, so I the C64 version. The C64 additionally this method. to hear about?
moved on to other projects, and it took has the problem, that addresses I want to work further with Asteroids
me more than ten years to resume $0000 and $0001 are processor ports Would you say it was harder doing and I hope to be able to make
work on the program. In 2012 the reserved for memory management, a direct port like this than a more “perfect” conversions for not only
ABBUC Software Competition was but the Asteroids code uses these conventional conversion? the Vectrex but also for Z80-based
the stimulus to use my prior work and addresses as normal work RAM. I think a conventional conversion home computers like the ZX Spectrum
try an Asteroids emulator on the Atari of Asteroids would be easier. The and the MSX or Amstrad computers.
8-bit machines. The Atari machine And how difficult was getting disassembly of the original Asteroids Based on my disassembled
was faster than the C64 and easier to the vector graphics running at a code took me certainly much longer, source code I plan to implement the
program for this type of game, so it playable speed? than it would take to code the game original game algorithms in 6809 and
worked out. The port to the C64 later Right from the beginning it was clear logic of an Asteroids -like game from Z80 assembler in order to have the
was easier, using techniques already for me, that the traditional emulation scratch. But this would then be just real Asteroids game play also on non-
implemented on the Atari 800XL. approach to simulate the arcade another clone, and not the original. 6502 machines.
» [Atari 8-bit] Atari’s game on Atari’s computer. » [Atari 8-bit] You need to be a little boulder!
STAR LETTER
MORE LAST
GEN PLEASE
Dear Retro Gamer,
I just wanted to say how delighted I was to
read your article about the PlayStation 2 in
WIN!
E very month, one
your last issue (114).
Sony’s second console had a massive
lucky reader will
impact on the gaming industry and I
receive a copy of our
genuinely feel it has left behind a lasting » [Amiga] Cinemaware made some classic latest eMag, Retro
legacy of genuinely fantastic standalone
Amiga games, perhaps none more so than Gamer Load 3, a
It Came From The Desert.
games and franchises. I would have loved
bargain if ever there
to have seen more pages devoted to this
was one. All you
fantastic console, but the six you’d given it AMIGA GAMES YOU FORGOT DISCUSSED have to do is present
was more than adequate. Dear Retro Gamer, THIS a lucid, thought-
This got me thinking however about I was pleased to see the latest issue of MONTH provoking piece of
the general lack of coverage of newer old Retro Gamer featured a Collector’s Guide Classy Darran literature that melts
consoles in your magazine. There is little to one of my favourite home computers Liquid was spurting from
our souls. Failing that,
monthly coverage on PS2, GameCube or – Commodore’s Amiga 500. However I the team’s noses and something funny
Xbox games, despite the fact that all of was a bit surprised at some of the games
other lofty body fissures
as Darran regaled an
with swear words,
these consoles are over a decade old now. that didn’t get included among the Amiga amusing tale about how or something Strider-
I’m fully aware that some readers don’t Games You Need To Own, including many when visiting a primary related will go
feel these machines deserve a place in the of the great adventure games such as Fate
school to deliver a talk
about journalism. During
down just as well…
magazine, but they forget how long 10-13 Of Atlantis, Beneath A Steel Sky and Cruise a Q&A session at the end » [C64] Eagled-eyed reader Tom Harvey found a Euro Sumo game.
Darran’s only taker was a It looks amazing…for a Sumo C64 game.
years is. When Retro Gamer launched For A Corpse, just to mention a few. And child who asked him if he
in 2004 no one murmured if the Saturn or Chaos Engine 2 better than the first Chaos knew that his fly was open.
Game Boy Advance were covered, despite Engine. Really? And not a single mention of Hilarious stuff. Well, we
thought so – apparently so
being out for the same amount of time a Cinemaware title in among the Top Games did the class.
that the last generation has. It’s funny how To Play! What about classic games such
much people forget… as Wings and It Came From The Desert?
Best regards, These barely get a mention anywhere in the
John Catterall guide. How about running a feature on the
Cinemaware Corporation sometime soon?
First off John, we’re glad you enjoyed Darren Curzon
the PS2 article. We’ll still be steering
away from a big focus on the last gen Hi Darren, we received a few
machines, as we’ve still plenty of old letters and emails about the game Do you have any bits of random office tat
ground to cover, but it’s becoming recommendations within the Amiga still? Anyways, keep up the good work.
increasingly obvious that there are a article, and accept that many classic Regards
lot of readers interested in it. games didn’t feature. The problem was Tom Harvey
there were just too many to choose
» [PS2] Many readers feel that we don’t do enough from, so compiling the list wasn’t easy. Tom, we always have bits of random
last gen coverage. Do you? Let us know on the forum.
We hope it didn’t spoil your enjoyment office tat lying around. If you email
of the article too much though. You us your address you can have a
will be pleased to know that we are dustpan full. Well done for rising to the
planning a Cinemaware article in the challenge and opening our eyes. Right,
near future. So look out for that. we’re off to see how it plays.
Interactive is still
DARRAN STUART Account Manager Anthony Godsell
Not sure if you all know At one point we were going ☎ 01202 586420
going strong, we this but I do like to play the down the movie poster look anthony.godsell@imagine-publishing.co.uk
don’t suppose occasional shoot-’em-up, using the artwork from the Advertising Sales Executive Richard Rust
getting insight so for this reason I had a game The Infernal Machine ☎ 01202 586436
soft spot for this particular cover. The main – but this is the one that got richard.rust@imagine-publishing.co.uk
into the history of image is taken from 1942, a Capcom classic. furthest through the process. It depicts the
the series would International
We toyed with the idea of having the main iconic boulder chase scene rendered in lovely Retro Gamer is available for licensing. Contact the International
be too difficult. cover line written in bullet holes, but it just 16-bit pixels. It was too dark, we decided, and department to discuss partnership opportunities.
We’ll get on it! didn’t look as good as we envisaged. the pixels didn’t look great blown up. Head of International Licensing Cathy Blackman
☎ +44 (0) 1202 586401
licensing@imagine-publishing.co.uk
>>
13 issue subscription UK – £51.90
time and there still isn’t. Amazing stop-motion The magnificent Monkey Island 1 & 2 are released before Maniac Mansion). For an 11 year
puppetry visuals, dark and twisted storylines, way ahead of everything else. Aside from these old, it was an awesome experience.
Welcome back to
the golden age
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ENDGAME
The Super Spy
» This month it’s SNK’s bizarre FPM (first-person melee-
er) The Super Spy, a quirky take on the Operation Wolf
style action game which saw a better than average spy
battling a bunch of anime terrorists inside a high rise
building. Basically it’s Spy Hard, it’s just a shame SNK didn’t
cotton on to that puntastic title before the studio behind the
terrible Leslie Nielson flick
01 02 03
» Reaching the top of the building, our » Defeated, the crime boss’s parting shot » With any immediate threat on his life
spy comes face to face with the head of is a strange threat: two or three of him brought to an end, you know have time
the terrorist organisation. A slightly unfair will return to end the world. So does he to take in the frankly ridiculous, cluttered
final fight – he’s completely unarmed and have clones of himself somewhere, and is and self-indulgent HUD at the top of the
we’re using a knife. Oh well, he should unsure how many of them there are, or is screen. Geez, it looks like the Lemmings
have come better prepared. one of them just really lazy? interface. Where’s the explode button?
04 05
» Now if you’re think you’re getting a happy ending you can » And just to really hit home, it twists the knife by saying that
forget it. In what appears to be written in either clouds, by a sky the death toll has risen. What a bleak ending. It makes the £400
writer or just in a terrible looking white font, the game explains spent on getting this on import for our new NeoGeo a bit gutting.
that despite your efforts crime in the city has escalated. Oh well, maybe Magician Lord will blow our minds.
TONY STARK
1/6TH SCALE LIMITED EDITION COLLECTIBLE FIGURINE
£174.99
Tommo Inc., as the publisher of NEOGEO™X, is the exclusive licensee of SNK PLAYMORE USA CORPORATION for the design, manufacture, marketing and distribution of the
NEOGEO™X GOLD System. This product is marketed exclusively by Tommo Inc. subject to all applicable trademark and copyright protections, and it may not be distributed,
resold or reconfigured without the express written permission of Tommo Inc. All rights reserved.
SNK®, NEOGEO™, SNK PLAYMORE® and related logos are the property of SNK PLAYMORE USA CORPORATION and are registered and/or used in the U.S. and worldwide.
Used under license from SNK PLAYMORE USA CORPORATION. TOMMO® is a registered trademark of Tommo Inc. All rights reserved.