185 PDF
185 PDF
9 00
D! THE ESSENTIAL GUIDE TO CLASSIC GAMES
OL
TM
ULTIMATE GUIDE:
RAIDEN
THE COMPLETE LOWDOWN ON SEIBU
AMSTRAD | COMMODORE | SEGA | NIN | O KAIHATSU’S FRANTIC SHOOT’EMUP
Y BEHIND
THE HISTOR AIN BIN
THE BARG S
DELIGHT
DARRAN JONES
Seeing it in action at my local
funfair and then experiencing
the Atari 2600 version over at a
friend’s house.
DREW SLEEP
It’s coded so hard into pop
culture’s DNA it’s hard to
pinpoint when my first
encounter was. It’s like trying
NICK THORPE
My dad had the Atari 2600
version of Space Invaders, so
I’d have been about three years
old when I first encountered it.
I when Space Invaders was first
released, but I did catch it in the
very early Eighties when I visited
our local funfair with my Nan. I was
probably around eight at the time and I can
Expertise: to remember when you first The cart is sitting on my desk remember watching transfixed as those
Juggling a gorgeous wife, two watched TV or read a book. right now!
beautiful girls and an Expertise: Expertise: invaders hypnotically marched across the
award-winning magazine Retaining youth via Owning five Master Systems
Currently playing: supernatural means (I sold two) screen. It’s easy to see why Taito’s game
Currently playing: Currently playing:
Steamworld Dig 2
Favourite game of all time: Nier: Automata Another World
took off like it did, because there was
Strider Favourite game of all time: Favourite game of all time: simply nothing like it around at the time of
Final Fantasy VIII Sonic The Hedgehog
its release, and its sheer popularity not only
helped kickstart the games industry, but
also led to the creation of the shoot-’em-up,
my favourite type of videogame.
Four decades after its release and the
influence of Space Invaders can still be felt
in the industry, which makes it incredibly
satisfying to not only talk to Tomohiro
Nishikado about his legendary creation, but
also the developers and historians that his
game has left an impact on after all this
SAM RIBBITS GRAEME MASON DAVID CROOKES time. There’s more to issue 185 than just
The memory that really sticks My dad played cricket at I pulled a blinder on my first
in my mind is that time the RG Loughton Cricket Club and one attempt and actually got some
advancing aliens, though, and we also talk
team did a Space Invaders high
score challenge....
day they got a Space Invaders
machine. I drove him mad
impressed nods from an to Jeff Minter about his surreal minigame
assembled crowd at an arcade
Expertise: asking for 10p pieces! in Blackpool. collection Batalyx, chat to David Darling
Extreme Carbuncle Expertise: Expertise:
hide-and-seek Adjusting the tape azimuth with Amstrad, Lynx, adventures, and the Oliver twins about Codemasters’
Currently playing: a screwdriver Dizzy and PlayStation (but is it
The Witness Currently playing: retro? Debate!)
numerous simulator games and finally find
Favourite game of all time:
Croc: Legend Of The Gobbos
Zool
Favourite game of all time:
Currently playing: out if the high definition
BMX Simulator 2
Resident Evil 4 Favourite game of all time: reissue of Shenmue was
Broken Sword
worth the wait.
Enjoy the magazine!
IV E
E XC L USIB R
SUBSC R E
R
C OV E
JASON KELK PAUL DRURY
I’ve some vague preteen Walking up the stairs of Golden
memories of playing a bootleg Gains toyshop in Derby when
machine at the local social I was nine to see this hulking
club and being fascinated by the cabinet with a booming
game’s graphics. heartbeat. You never forget your
Expertise: first 10p.
Being a homebrew hero Expertise:
Currently playing: Camel riding etiquette
Sanxion Currently playing:
Favourite game of all time: Sky Diver
Io Favourite game of all time:
Sheep in Space
CONTENTS
>> Load 185 Breathing new life into classic games
98 Castlevania: Harmony
Of Dissonance 90 Hardware Heaven:
Darran discovers why the Game Boy’s Virtual Boy
second Castlevania game is rather gaudy We take a fleeting look at Nintendo’s
red-and-black VR failure The History Of:
92 In The Chair: David Jones Codemasters Simulators
The classic 8-bit coder looks back at his David Darling, Jason Falcus and the Oliver twins on the
colourful history popularity of their many budget games
4 | RETRO GAMER
Don’t forget to follow us online for all your latest retro updates
RetroGamerUK @RetroGamer_Mag
58 66
REVIEWS ESSENTIALS
100 Shenmue I + II 104 Homebrew
All the latest coverage from homebrew
hero, Jason Kelk
108 Mailbag
Transform your tweets and letters into
potential prizes
44
110 How To…
Ou latest guide looks at play
102 WarioWare Gold ar games at ho
Ultimate
Guide: Raiden
Everything you need to know about Seibu
Kaihatsu’s sensational shoot-’em-up
RETRO GAMER | 5
GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD
6 | RETRO GAMER
VISIT RETROGAMER.NET/FORUM TO HAVE YOUR SAY RETRORADAR: PLAY EXPO DEBUTS IN LONDON
ATTENDEE
COMMENTS
“It was truly an amazing experience.
A great selection of arcades,
computers, consoles, stalls and talks,
all perfectly organised in zones.”
» The glow of the arcade was nicely replicated in the arcade/pinball area. Andy Godoy
(Get To Da Choppa podcast)
I think every show that is new “Play Expo London had its charm, that
and in a new venue is going to have charm being ‘dark’ and ‘industrial’!
You haven’t played on a sit-down Out
RETRO GAMER | 7
NEWS WALL
R M THE FRONTLINE OF RETRO GAMING
A
prototype of the
very first South Park
videogame has been
found and leaked online.
The platform puzzle game
S most well-known hosts
of retro gaming ROM
files have essentially
shut down recently, as stronger
enforcement measures are taken
comics and more. A statement
on the site explained that “we at
EmuParadise have been dealing with
similar issues for all 18 years of our
existence”, mentioning threatening
was under development for against copyright violators. letters and sudden server shutdowns
Acclaim by Crawfish Interactive, Nintendo filed a lawsuit in late July due to complaints. Emuparadise’s
but was supposedly shelved against the LoveROMs and LoveRetro statement continued, stating, “It's
as the show’s creators, Matt websites, alleging “brazen and mass- not worth it for us to risk potentially » Trying to find any ROMs on Emuparadise now directs
Stone and Trey Parker, felt that scale infringement” of its copyright. disastrous consequences. I cannot in users towards a statement, explaining their removal.
the Game Boy Color was an LoveRetro ceased operations good conscience risk the futures of our
inappropriate platform given its immediately, while LoveROMs team members who have contributed and music piracy are declining due to
younger audience. The leaked removed its Nintendo files before to the site through the years.” the rise of streaming services such as
game features the kind of adult- shutting down completely. The shutdowns have provoked an Netflix and Spotify. Despite this wave
oriented humour you’d expect The move has had a wider impact outcry on social media. Many players of takedowns, copyright infringement
from the notoriously profane too, as Emuparadise remains online have complained that such sites are will prove a tough nut to crack – many
cartoon comedy. The game was but has ceased its distribution of popular due to a lack of convenient alternative download sites are still in
later reskinned for European copyright infringing content, which had and legal alternatives for acquiring operation, offering much of the same
release as Maya The Bee & Her included games from Atari 2600 to older games, citing reports that film content with equal ease of access.
Friends, and then reworked into
Mary-Kate & Ashley: Get A Clue!
for the American market.
QUARTER PRAISE BE
MUNCHER GODS REMASTERED MAKES ITS PUBLIC DEBUT
umskull is collaborating he Bitmap Brothers’ classic
8 | RETRO GAMER
THE COOL RETRO STUFF THAT WE’VE HAD OUR EYE ON THIS MONTH
THE VAULT
Price: £16.99
From: numskull.co.uk
10 | RETRO GAMER
FEATURING DIGITISER 2000’S MR BIFFO
COLUMN Here’s my bio… Paul Rose
Paul Rose is probably better known as Mr Biffo – the creator and chief writer of legendary teletext
games magazine Digitiser. These days, he mostly writes for kids TV, but can still be found rambling on
about games, old and new, for his daily website, Digitiser2000.com.
Arcade perfect
s I write this, I’m about to head off shoot-’em-ups. The one I remember most vividly was There are other mechanical marvels I remember
12 | RETRO GAMER
A MOMENT WITH...
SHOWING OFF COOL RETRO-THEMED STUFF THAT’S GOING ON
Pixel Perfect
The ex-Ocean artist Simon Butler discusses his new venture Dinosaur Pie
imon Butler has been a the target audience. Here you can find
RETRO GAMER | 15
SEPTEMBER 2001 –
Nintendo unleashes the
GameCube, the rest of the
gaming world is caught
sitting on its hands, and a
tragedy disrupts release
schedules. Nick Thorpe
looks back at an
infamous month…
NEWS
SEPTEMBER 2001
On 1 September, England’s
football team handed Germany
a 5-1 defeat in Munich, [GameCube] Former bitter rival Sega
becoming only the second was the only third party with a game
ready for Nintendo’s launch.
team to defeat Germany at
home in a World Cup qualifier.
Carsten Jancker put Germany
ahead after six minutes, but
Michael Owen equalised six THE LATEST NEWS
FROM SEPTEMBER 2001
minutes later, with Steven Gerrard
putting England ahead in stoppage
time. Owen then completed a hat
trick in the second half, with Emile
A
Heskey rounding off the scoring. fter having the market This was significantly lower number Of The Sword and Scooby Doo: Classic
Charles Ingram, a former major practically to itself for of units than the Game Boy Advance Creep Capers.
in the British Army, cheated at the the year so far, the sold at launch earlier in the year, and Of course, Nintendo loyalists weren’t
game show Who Wants To Be A PlayStation 2 finally considerably fewer than the 900,000 the only ones looking to the future.
Millionaire? to win £1 million. He got some competition in the form PlayStation 2 consoles Sony shifted Dreamcast Magazine was reduced
was assisted by his wife Diana and of Nintendo’s GameCube, which at its launch a year and a half earlier. to reviewing old import games, and
lecturer Tecwen Whittock, a serial released in Japan with three Software numbers weren’t made even then the best one available was
quiz show contestant and former games – Luigi’s Mansion, Wave available, and reviews of the games the merely decent Industrial Spy:
Brain Of Britain semi-finalist, who Race: Blue Storm and Super would have to wait until the press got Operation Espionage (74%, Dreamcast
would cough when the correct Monkey Ball. The Japanese financial their import machines. Magazine). Gamers still on the original
answer was read out. newspaper Nikkei reported that launch The wait must have been PlayStation had choices, but few good
On September 11, members weekend sales were estimated to be excruciating, as there was once again ones as the month’s release schedule
of the terrorist group al-Qaeda around 280,000 to 300,000 from an very little going on in the UK. N64 was clogged with dreck like Roswell
hijacked four flights to commit initial shipment of 450,000 consoles. Magazine in particular was filled with Conspiracies (3/10 Official PlayStation
suicide attacks in the USA. Two previews for GameCube games Magazine, 49% Play), Who Wants To
planes were flown into the twin including Super Smash Bros Melee, Be A Millionaire? Junior (4/10 Official
towers of the World Trade Center Star Wars: Rogue Leader and Phantasy PlayStation Magazine, 37% Play),
in New York, and a third was Star Online. Of course, that was in part Flintstones: Viva Rock Vegas (4% Play)
flown into the US Department due to a dearth of actual N64 content, and Sabrina The Teenage Witch: A
of Defense HQ, the Pentagon in with only Paper Mario rereviewed Twitch In Time (1/10 Official PlayStation
Arlington, Virginia. A fourth flight to mark its UK release. Handheld Magazine). The only noteworthy game
was planned to strike a target in Nintendo fans had an easier time of of the month was The Italian Job, a
Washington DC, but crashed near things, with the magazine dishing out somewhat anachronistic film licence.
Stonycreek, Pennsylvania after 4/5 scores for Game Boy Advance Much like World’s Scariest Police
the passengers fought back. The games Bomberman Tournament and Chases, the game borrowed its mission-
attacks killed almost 3,000 people Hot Potato, and the same for Game based open world driving template from
[PS2] Lotus Challenge wasn’t flashy, overstated or
and injured over 6,000 others. exciting – but it was bloody hard. Boy Color games Tomb Raider: Curse the successful series of Driver games.
16 | RETRO GAMER
BACK TO THE NOUGHTIES: SEPTEMBER 2001
SEPTEMBER 2001
PC
[PlayStation] We didn’t want to do a joke about blowing 1 Operation Flashpoint
the doors off, so we merely referenced doing one.
(Codemasters)
With little else to shout about, Official 2 Diablo II: Lord Of
PlayStation Magazine put the game on Destruction (Vivendi)
its cover and its demo disc, and gave it 3 Emperor: Battle For Dune (EA)
a score of 8/10.
4 The Sims: House Party (EA)
For those PS2 owners expecting
the future now, pickings were still 5 Black & White (EA)
relatively slim. Lotus Challenge was the [GameCube] There’s no denying that Luigi’s Mansion looked lovely, but it didn’t inspire much enthusiasm at launch.
main review in Play, but Kuju’s racing PLAYSTATION 2
simulation failed to enthral reviewer Anderson of PC Zone, who praised the 1 Red Faction (THQ)
Mark Crawley. Noting that the game game’s multiple combat modes and 2 Rugby (EA)
“wants to be Ferrari F355,” he found effectively told plot. The game was
that the game “requires the kind of awarded 84%, with the main gripe 3 Escape From Monkey
precision and sobriety demanded by the being an antiquated look. Edge was Island (Activision)
most nightmarish of driving examiners” less impressed, however, awarding 4 The Bouncer (Sony)
and scored it 72%. Rescue pilot game the game 5/10 and opining that “the 5 Extermination (Sony)
City Crisis fared no better, with Will unwieldy and flabby interface conspires
Johnston remarking that it was “a to thwart the player’s attempts to get to N64
game whose mechanics could quite grips with the game universe”. Though
1 Banjo-Tooie (Nintendo)
easily be replicated on a mid-Eighties PC Zone was closer to the critical [PC] You can see what PC Zone meant about dull
LCD handheld game”, and awarding it consensus in this case. graphics – Arcanum is a bit bland to say the least. 2 Excitebike 64
70%. Edge considered the game “well In a rare case of real world events (Nintendo)
constructed and delicately designed”, affecting the gaming world, a number with Sega stating, “Although the game 3 Kirby 64: The Crystal (Nintendo)
but felt that it lacked variety and depth of games were impacted in the content does not deal with terrorism in 4 WWF No Mercy (THQ)
and gave the game 5/10. Importers aftermath of the terrorist attacks of 11 any way, it is possible for a determined
had more to be excited about thanks to September. Konami’s eagerly awaited individual to deliberately play the game 5 Conker’s Bad Fur Day (THQ)
games such as Gitaroo Man, Twisted Metal Gear Solid 2 depicted a terrorist in a manner that generates images
Metal Black and Ka, but UK gamers group operating in New York, but would similar to those we have seen on the MUSIC
would have to sit and wait. still make its November release date – news. We want to avoid causing any 1 Can’t Get You Out Of
Even PC gamers were subject to albeit with minor edits to remove the additional grief to those involved in My Head
a relatively dull month. If you weren’t World Trade Center from scenes. In this week’s tragedy and feel this is an (Kylie Minogue)
interested in Microsoft Train Simulator Japan, the forthcoming PS2 building appropriate action.” 2 Hey Baby (DJ Otzi)
(80% PC Zone), the big game of the demolition puzzle game Buile Baku Join us again next month for
3 Smooth Criminal
month was Arcanum: Of Steamworks had its planned 29 November release early GameCube impressions, the
(Alien Ant Farm)
& Magic Obscura. Blending steampunk postponed. The Dreamcast aerial countdown to the Xbox launch
elements into the usual high fantasy combat game Propeller Arena was and the departure of a much-loved 4 Mambo No 5 (Bob The Builder)
RPG setting, the game impressed Chris delayed until January 2002 worldwide, gaming magazine. 5 Luv Me Luv Me (Shaggy)
RETRO GAMER | 17
Ice Climber
MAKING A MOUNTAIN OUT OF A MOLEHIL
NES 1985 NINTENDO R&D 1
» RETROREVIVAL
P ACE BU T AP ACT
OM OU TE R S BIG AN IM IN
N’T C OME FRDE JUS T AS T O ARC AD E S T
EY DID ENS MA ND ED I N S
TCHTION OF ALEIN THEY BOUHIKADO JOINDISCUSSING A H O S
CEORLELEON EARTOHR WTHOMOHIRORANLISARTISTSCEININVADERS
H 1978. CREATS AND CULTUECTS OF SPA
V ELOPE R I NG EFF
OF TDHEE WIDE-RANG Words by D
avid Crook
es
RETRO GAMER | 21
10,000 players
Funny Stuff The Pretenders compete in the Bally Midway
Super Invader releases the song Disco release the hit song Space Invaders lands National Space Invaders releases a
becomes an early clone Space Invaders Space Invader on the Atari 2600 Superbowl run by Atari pinball version
1979 1980
“IT AHERALDED
NEW
ERA OF
ENTERTAINMENT
IN JAPAN” Tomohiro Nishikado
I n Japanamerica:
How Japanese Pop
Culture Had Invaded
the US, author Roland
» Iain Simons works at the
British Games Institute.
© KylaBorg
per establishment. Yet arcade games – Space Invaders
in particular – continued to attract as much negative
attention as it did positive. In 1981, George Foulkes,
Labour MP for South Ayrshire in Scotland tried to push
the Control of Space Invaders and Other Electronic
TELEVISION
Q Space Invaders has had an impact on the small
Games bill through the UK parliament. screen in a variety of ways. Not only was a BBC
series by celebrity builder Tommy Walsh called Space
Invaders, there have been numerous references to the
game in Futurama, Scrubs, Chuck, Danger Mouse and
Black Mirror among many others.
ARCHITECTURE
Q Many home interior design companies are called
‘Space Invaders’. But does the game’s influence
spread to blueprints? Yes, if NL Architects’ proposed
Space Invaders alternative tower block is anything to
go by. It was earmarked for South Korea.
FILM
Q Whether it’s Spaced Invaders or appearances in
» [PC Engine] With better weapons and lovely backdrops, Taito’s porting of sci-fi films such as Terminator 2: Judgement Day and
Space Invaders to the PC Engine in 1990 was a success.
Cherry 2000, Hollywood hasn’t been immune to the
classic title. Space Invaders has a role in Pixels and
there’s talk of a movie directly based on the series.
RETRO GAMER | 23
Space Invaders
Majestic Twelve: The Versions of the game A prize-winning riff Super Space Invaders appears in the The remake Space
Space Invaders Part IV hit the Game Boy and on the game offers a offers non-arcade action film Terminator 2: Invaders DX for arcades
launches Mega Drive £20 jackpot for home computers Judgement Day is released
1990 1991 1993
SPACE
INVADERS SPACE
INVADERS
1980, ATARI 2600 1999, PLAYSTATION
QAtari bagged the home licence from Taito QThis was one of a glut of Space Invaders
and created the 2600’s must-have title. It variants at the turn of the millennium but it
only had 36 aliens and three rather than four puts a fresh spin on the design. Modelled in 3D
defence barriers but there were a staggering and with a blistering soundtrack, players have
112 game variations along with an assortment to hit four aliens of the same colour in a row to
of shots, difficulty levels and a two-player receive different power-ups. There are nods to
modes. It sold very well indeed. 1978 in the intro, too.
RETURN OF THE
INVADERS SPACE
INVADERS
1985, ARCADE
QThe true-colour sequel launched seven years
EXTREME
2008, NINTENDO DS/PSP
after the original and it unleashed the invaders QProduced to coincide with Space Invaders’
like never before. The blocks of old were 30th anniversary, Space Invaders Extreme
supplemented by patterned waves of aliens stands as one of the finest remakes in the
that proved increasingly difficult to see off. series’ history. Four-hit combos would earn
Deflector invaders had to be shot right in the power-ups and it was possible to control when
centre otherwise your fire would bounce back. the UFO appeared. A sequel arrived in 2009.
MAJESTIC
THE SPACETWELVE: SPACE
INVADERS
INVADERS PART IV
1990, ARCADE
INFINITY GENE
2009, iOS/ANDROID
QAlso known as Super Space Invaders ’91, QAs another reimagining, Infinity Gene
this version was ported to 8-bit and 16-bit brought Space Invaders up to date with
computers and consoles. As well as charming simplicity, making the most of the
introducing boss invaders, the CG30 cannons touchscreens of mobile devices. It also added
could take more than one hit and it was the ability to unlock better weapons and
possible to play with a friend. rewarded the chain destruction of enemies.
SPACE
INVADERS DX SPACE
INVADERS
1993, ARCADE
QA number of games make up this classic:
FRENZY
2017, ARCADE
there are colour, monochrome and cellophane QYou can’t miss Raw Thrills’ Space Invaders
versions of the original. The most fun of all Frenzy. It plays on a nine-foot screen, uses
is the parody game. This replaced the iconic lightgun cannons as controllers and allows
Space Invaders sprites with characters you to identify and blast at individual aliens
from nine of Taito’s games including regardless of where they may be.
Bubble Bobble and Arkanoid.
24 | RETRO GAMER
THE IMPACT OF SPACE INVADERS
The game is chosen
Players can enjoy Space Invaders looks Space Invaders Space Invaders The PSP is blessed to represent Japan by
a Virtual Boy Space very different on the Anniversary celebrates 25 Revolution is launched on with the interesting Space the country’s Agency for
Invaders experience PlayStation years of the series the Nintendo DS Invaders Evolution Cultural Affairs
1995 1999 2003 2005 2006
RETRO GAMER | 25
Space Invaders is An art game Invaders!
included in the Game On Taito releases an is included at the GH ART Space Invaders Infinity
exhibition at the Barbican Space Invaders Get album called Space exhibition at the Games Space Invaders Gene launches on PS3
Centre, London Even appears on WiiWare Invaders 2008 Convention, Leipzig launches on iOS and Xbox 360
2006 2008 2009 2010
“IT HAD
THE CORRECT
BALANCE
BETWEEN RISK
AND REWARD” Nolan Bushnell
26 | RETRO GAMER
THE IMPACT OF SPACE INVADERS
» [Xbox 360] Launched for Xbox Live Arcade, Space Invaders Extreme saw
revamped graphics as well as new visualisers created by Jeff Minter.
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THE MAKING OF
BATALYX
The mid-Eighties was a period of transition for Jeff Minter, as he toyed
with new ways to interact with computers. Enter the mighty Batalyx,
with half a dozen minigames and a whole heap of inspired weirdness
Words by Paul Drury
HALLUCIN-O-BOMBLETS
A little bit of Asteroids DNA, a lot making this a more thoughtful shooter
of firepower and a plethora of odd than you might expect. “I like this
enemies to destroy make one,” smiles Jeff. “It’s fun. The idea
Hallucin-O-Bomblets an entertaining came from the bullets in your ship
and accessible opener. Though being your reaction mass. You had
dispatching a set number of baddies to fire away from the direction you
to progress to the next wave is not wanted to move.” Isn’t that rather
difficult in itself, the challenge is counterintuitive? “Yeah, but I like doing
to avoid frequent collisions, which that and when you get used to it, it’s
reduces your hit count and thus adds pretty cool.” The array of surreal foes
to the time needed to achieve the that swarm around your little ship
completion icon for this subgame. are not your typical alien adversaries,
Indiscriminate blasting does not help, either. From floppy disks to aggressive
‘Eyes Of Providence’, each has a
special significance for Jeff. “A lot of
the sprites in it were inspired by the
various people I knew on Compunet,
like the stylised cougar head was a
homage to this guy called Cougar.
The skull and crossbones represented
software piracy and the actual rotating
ship you control is from Bomb Jack. I
just like referencing games I’ve loved.”
And what about the giant spliffs that
try to smoke your ship? “Oh, that was » [C64] The title of each wave scrolls along the bottom of
just me,” Jeff winks. the screen and shows Jeff’s love of puns has a long history.
AMC II
Fans of Jeff’s early work will
immediately recognise this reboot
of one of his defining titles, which in
turn was his nod to the Atari 2600’s
The Empire Strikes Back, substituting
giant camels for AT-AT walkers. “I just
wanted to do a nicer version of Attack
Of The Mutant Camels,” he explains.
“The original was clunky and by this
time I’d done the Atari version, which
had lots more colour and a scrolling
foreground, so I wanted to do that
on the C64. Plus I was able to draw
better camels. The original ones had
looked like two fat men in a camel
suit.” The way the camels squat and
jump is also nicely handled here and
is a testament to how Jeff’s coding
skills had developed in just two years.
“I’d worked out how to do a smooth bothered him. “Ever since the first
scroll so yeah, it was technically more game, I felt guilty about encouraging
accomplished,” he agrees. “In fact, people to attack camels. So I made it » Jeff revisits
I think it’s probably the best version that it wasn’t the camels fault because Batalyx in the
pagges of Nature
of AMC there is.” Jeff also used this they were telepathically controlled. I Of The Beast,
revisiting to correct one other issue knew if I was bringing them back, they thhe newsletter
he produced for
from the original that had always had to be droids… Dromodroids!” Llaamasoft fans.
RETRO GAMER | 31
AWHAT
BITYOU
OF THE ACTIVATION
OF IRIDIS BASE
FANCY
Five more 8-bit minigame collections
More camel-orientated action as
you find yourself atop one of the hairy
beasts, heading for the titular base.
Though your eyes are drawn to the
directional points of your joystick plus
the fire button as the centre and as the
blocks light up, you must move your
stick to match the sequence. Imagine
LAZY JONES all-seeing pyramid on the horizon and the old handheld Simon but with a heap
1984 the colourful spheres swirling around of visual distractions. “This is essentially
QThis collection of 15 the head of your ride, you should, in a rhythm game,” muses Jeff. “I’d never
minigames (if you count the fact, be squinting at the small square played a rhythm action game [back
hassle of getting served at in the bottom left of the screen. Made then] but looking back, you can see it.
the bar as a game) from SID up of nine smaller blocks arranged in a I wanted something where you were
maestro Dave Whittaker 3x3 grid, these correspond to the eight sitting on the camel and something
features little tributes to about activating the pyramid so I had
arcade classics like Space Invaders, Frogger and Breakout hidden this idea of sequences you had to follow.
in various hotel rooms. There’s a lovely ‘kerdumpf’ noise when
you get it right. You could really feel it!”
FRANKIE GOES Performing 100 responses correctly to
TO HOLLYWOOD activate the base, signalled by a rainbow
1985 effect, can be tough, though you are
QDenton Designs showed allowed six mistakes. We like the
it too could experiment rhythmic swaying of the camel’s neck,
with the subgame concept, which helps get into the swing of things.
offering ten surreal “I had sat on a camel at this point and I
minigames, including the » [C64] The undulating landscape, the ominous pyramid and
wanted to get that experience across,”
political shooter Raid Over the swirling spheres can be very distracting. says Jeff. “Just without the smell.”
Merseyside and the ‘Two Tribes Video Meets Boot Hill’ of Talking
Heads, on your journey to the Pleasuredome.
CALIFORNIA
GAMES
1987
QWe could have chosen
any of the excellent Winter
Games and Summer Games
series but this gets the
CIPPY ON
THE RUN
nod due to the diversity
of the sports included, Cippy is, of course, an abbreviation
from skateboarding to surfing, and the addition of a hacky sack of Ancipital, the goat-man creature who
subgame makes it such a period piece, too. first appeared in the superlative Sheep
in Space and remains one of Jeff’s
WINTER CAMP favourite creations. “I absolutely love
1992 him,” he beams. “He’s such an excellent
QWe’d argue this late character and one of these days I really
release for the C64 has ought to do another Ancipital game. His
enough of a variety mechanic is so nice – walking on walls!”
between stages to merit the The task here is to traverse every » [C64] We would love to see Jeff revisit Ancipital on
‘minigame’ mantel, from the section of the grey platforms at the top modern consoles. Cippy in VR, perhaps?
32 | RETRO GAMER
THE MAKING OF: BATALYX
SYNCRO II BACK TO
BATALYX?
The most abstract of the get progressively harder, with
subgames and, for most players, invisible blocks and an increasing
the most taxing and downright amount of audio and visual static.
frustrating. The idea is to immobilise “This started out as a Compunet
a series of bouncing spheres by demo,” explains Jeff, Compunet
‘trapping’ them on a square that being a sort of protointernet for
is rotating at the same speed and the Commodore 64. “The original
in exactly the opposite direction. had a series of horizontal platforms
You can move your cursor to any and various Ancipitals that all ran
square to adjust the rotation of at different speeds and when they
all squares of that colour and if went off the end of one platform
you do (eventually) manage to they’d appear on the other side,”
trap one sphere, you’ll need to says Jeff. “You had to get one on
catch the other sharpish before it each platform by synchronising the
decides to float off. The eight levels speed of the platforms to get a goat
running in static on each one.” You
still following this, readers? “It takes Jeff Minter is unique in the field of videogames. Like a psychedelic
some getting used to but I liked unicorn, he’s an enigma, and he’s been producing distinctive titles for
the idea,” he continues. “It’s the over 35 years, blending familiar motifs and mechanics with new tech
closest thing to a puzzle game I’ve and innovations, oen revisiting old ideas on different platforms. Has
done! I was also interested in using he even considered returning to Batalyx, revamping the concept for
generative audio, so the chords modern consoles or even VR? “I’m not sure in this form”, he muses,
change according to the speed [of “but maybe taking one or two of the bits and turning them into bigger
the blocks] so you get these tonal things. All of the games could be taken as sketches for bigger games.
drones going on.” If John Cale made We’ll see. I definitely don’t look back and think, ‘That’s a bit shit!’ I still
» [C64] The sequel to a Compunet demo, this subgame is
8-bit soundtracks, this is what they enjoy playing it. It was me being experimental, hence Mama Llama
the one we find most challenging. might sound like. coming aer it, which some might say was too experimental!” That’s
a story for another day, perhaps.
PSYCHEDELIA
If you needed any more evidence that
1985 was Jeff’s ‘Year of Experimentation’,
other games, you can hit that button and
chill out for a while. Not everyone might
his only other full release that year besides have thought to buy Psychedelia when it
Batalyx was Psychedelia, a user-controlled came out… I mean, when I first wrote it, I
light synth. A fairly full version of it appears wanted to give it away because I thought
here and acts as a groovy kind of pause the idea was too good to be sold. Too pure
mode. “I loved Psychedelia so much I to commercialise!” There’s no completion
wanted to chuck a version in,” enthuses icon for this subgame, but it is a lovely
Jeff, “so if you get stressed out playing the way to take a break from the blasting and
appreciate that part of Jeff’s genius is
looking beyond the traditional idea of what
constitutes a ‘game’. “There are parallels to
I, Robot and the doodle mode they had in
there,” he explains. “You could choose to
play the game or play the ‘ungame’. I really
like that idea and this was me saying, ‘You
can play with these graphics and make nice
stuff!’ When I first invented, or discovered,
Psychedelia, I got the feeling I could really
do something with and it went on to become
Trip-A-Tron and all the visualisation stuff for
the Xbox. It was something I’d never thought
of doing with a computer before – a light
» [C64] Jeff says he “discovered more than invented” the idea of
synthesiser to music. It blew me away.” » [C64] Chillax everyone and dig those crazy patterns in this
the light synth and has revisited the concept over the years. unorthodox take on the pause mode.
RETRO GAMER | 33
Videopac
G7000 fact
QIf you’ve got a Videopac with built-in joysticks that don’t
work, don’t worry – they’re not wired to the motherboard.
They’re actually using connectors located inside the
console’s casing.
Videopac G7000
MANUFACTURER: Philips YEAR: 1978 COST: £150 (launch), £15+ (today)
hough its keyboard may fool you into thinking that it’s a computer, the Philips
in For m u la 1 to a hole in
se
From a crash cour nd tumble of BMX racing
a
one and the rough the ring, Codemasters’
and a few rounds in not have truly mimicked
may
budget simulators rtainly stormed the charts
real life but they ce vid Crookes
Words by Da
RELE ASE
THE HISTORY OF: CODEMASTERS SIMULATORS
IN G OF
T HE M A K
BMX SIMULA TOR
t
David Darling on the simulator tha
started Codemasters’ obsession
With a keen interest
in motorsports and
biking, Richard and
David Darling decided
to replicate the success
they’d had with BMX
Racers at Mastertronic
by producing a similarly
the
themed game for » [C64] BMX Simulator made its debut on
64, with other systems follow ing.
their new company, Commodore
Codemasters. From the
further than they had done
start, however, they decided to go
ation and making a game that
before, bringing physics into the equ
could on a Commodore 64.
sought to mimic real life as best they
ics at school and we liked
“We’d been really interested in phys
ogames,” says David. As
the idea of simulating real-life in vide
with bikes viewed from the
such, Richard began experimenting
ent could affect how they
I
top down, looking at how the environm
t was a little aside buried deep. As well as making games for the » [Amstrad CPC]
BMX Simulator gravity and the effects on the
deep within issue 67 of Crash budget publisher, the pair ended up was the first of handled. “He began to think about
id adds. “He considered the
magazine, but anyone who read owning half of the company and they many top-down bikes as they went over bumps,” Dav
racing games from physics would speed the bikes
it could have been forgiven for would work with other developers to
Codemasters. bumps and the banks and how the
letting out a small, snide snort. select the best titles to take to market. and slow them down.”
sic, with Richard devising
“Rumours have it that MouldCasters “We realised that a lot of programmers » David Darling
What emerged was an all-time clas
cofounded me progressively harder. It
are due to release Advanced Tortoise were coming to us with games about Codemasters seven different BMX courses that beca
a friend and there were action
Simulator later this year,” jibed the space, but that the ones which did really with his brother could be played competitively with
Richard. er of close finishes.
fictional writer Lloyd Mangram. But had well were based on existing themes,” y which was great to identify a winn
p ays
repl
features that we
Codemasters (the obvious butt of this David adds. “We also noticed that many “These were the kinds of innovative
d out,” David says. “Right
particular joke) actually produced such people liked their games to be realistic.” thhought would make the game stan
e titles that could be
a title, it’s unlikely many gamers would With that in mind, Richard had got frrom the start, we were trying to mak
have been surprised. down to work on BMX Simulator, fuull-price games at budget prices.”
s with. Players
Three years before that reference, seeking to capitalise on the huge It helped that it was easy to get to grip
le or right to career
Codemasters had released a popular interest in BMX bikes at the time. He would simply accelerate and push
e felt straightforward
game called BMX Simulator and created it in the Codies’ small office arround the tracks but while the gam
ps to the hay bales and
followed it up with plenty more. It was based at the Beaumont Business en nough, the obstacles – from the jum
ortant that players
1986 and the company’s cofounders Centre in Banbury, infusing the game g – made for tricky races. “It was imp
ing
nkin
baank
Richard and David Darling were drawing with as much realism as possible under felt challeenged and so I would help come
it to
on their experience of working for the constraints of the Commodore 64 up with ideas for the game and test
Mastertronic. “We’d made a game by working hard on the physics. ensure itt worked well,” says David.
called BMX Racers for them and it had “The whole idea was to avoid Richaard Darling upped the ante
sold very well,” says David. “So when making an arcade-style racer because with BM MX Simulator 2 in 1989. As well
we set up Codemasters, we thought there were already a good number of as adding a choice of tyre width and
we’d be able to replicate the success.” them around,” David continues. “It also chainwheel size which could affect
Such thinking was based on solid meant we could justifiably make use of the turrning and acceleration, there
evidence since the Darling brothers’ the word ‘simulator’ which was a term were tten new courses, dirt biking
involvement at Mastertronic had been people were familiar with thanks to and qu uarr y racing options as well the
.
the professional flight simulators being ability to play with three other pals
w e allowing two players
“We wer on
used in the aviation industry.” When
BMX Simulator subsequently sold well the jooysticks and another two on
for Codemasters, the Darlings were the kkeys and it worked really well,”
convinced they were on to a winner. sayss David. The game didn’t top the
Philip and Andrew Oliver were salees of BMX Simulator, which shied
quick to spot the potential, too. Having 5000,000 units, but it certainly showed
already produced a couple of games for Coddemasters’ ambition.
Codemasters – Super Robin Hood and
Ghost Hunters – the twins were looking
for their next project. As soon as they
» [Amstrad CPC] Pro Golf Simulator was a comprehensive set eyes on BMX Simulator, they knew
little golf game that enthusiasts were sure to enjoy . what it should be. “We wanted
RETRO GAMER | 37
THE M AK ING OF
GRAND PRIX
SIMULATOR
The story of the high-speed racing sim
as told by Phillip Oliver ulator,
“Within a minute of
seeing BMX Simulator,
it was obvious how
we’d create Grand Prix
Simulator,” says Philip
Oliver, who developed
the game alongside
brother, Andrew. “The
game showed us a way
» [C64] The blocky cars were annoying,
to capture the spirit of a but
otherwise Grand Prix Simulator was great
fun.
sport with good gameplay
on very limited technology. So we ado
pted the same top-down
view and took the same game desi
gn, simply changing the bikes
to cars.” The effect? Another bestselle
r.
The Olivers developed the game on
an Amstrad CPC, draing trum.
Prix Simulator to be converted to the Spec
in James Wilson to help with the grap
hics and getting Jon Paul » [ZX Spectrum] It took six months for Grand
Edridge to work on the audio. “We
started by drawing courses
created from a small number of repe
ated sprites and we produced to do a top-down car racing game Indeed it was. “We realised that it
a top-down car sprite with rotated
versions,” Philip explains of the along the same lines,” Philip says. “We made sense to have a sub-brand or
initial process.
This was carried out using Panda Spri
thought it would work perfectly.” badge and ‘simulator’ seemed to fit,”
tes, a toolset they had As huge, huge motorsport fans, the David explains. “It gave a flavour of
created themselves and sold to Inte
rceptor Soware in their Darlings instantly agreed. “We were the direction we were taking with the
pre-Codemasters days. But while it
proved effective, the twins had in the habit of choosing developers games and it also showed that we
to bear in mind the low resolution of
the game. “Players needed to based on their pedigree and ability were trying to be different. So many
be told it was a car,” Philip says of
the tiny motors which ended up to make high-quality games and the companies were making games from
looking like small bricks. And yet it
still made for a fun title. Olivers fit the bill,” David says. Yet the scratch, having one hit and then going
Not that it didn’t have some problem
s. “We based our collision aspiring Olivers had an ulterior motive on to produce a completely new game.
on reading the screen pixel colours
so if the car was on black then for wanting to produce what became But we felt that we could build some
it was the road, but if it was on gree
n then you were on the grass Grand Prix Simulatorr “Fast cars were good momentum.”
and therefore we had to add higher
friction,” Andrew explains. very aspirational for us as teenage boys BMX Simulatorr and Grand Prix
“It became a little trickier when we
had to deal with the bridges and when we saw the Darlings’ Toyota Simulatorr sold for a pocket-friendly £1.99
which we were keen to feature. Sad
ly this approach led to a bug MR2 and Celica we thought we could and Codemasters believed gamers
where you could crash the AI cars
and leave them very confused.” buy cars like those if we wrote a game were more likely to pick up further titles
Even so, the Olivers packed enough
goodies in the game to that sold really well,” Philip says. if they could see signs of consistency.
more than justify the £1.99 price tag.
Aside from allowing one or It became crucial to pick the right kind
two players to speedily race around
for three laps within a set n their bid to ensure it would be of sport or activity to maximise sales,
time limit in the hope of avoiding last
place, there were 14 tracks, a hit, the twins vowed to match although this was often done for personal
numerous obstacles and even som
e digitised speech counting you the quality they’d seen with as well as rational reasons.
down at the start of the race.
It took the Olivers about two months
Richard’s BMX Simulatorr on the “It was often a case of, ‘We’ve just
to write – Super Robin Commodore 64 in October 1986. been skiing with the Olivers so we’ll do
Hood was developed in half the time
– but it was completed over “That game had set the benchmark a skiing game,’” says David, “or we’d
December 1986 and January 1987.
“Our sixth form friends had in terms of gameplay and it showed see a trend such as the popularity of jet
returned from university and since
it was Christmas we were us exactly how we could create a car biking and consider it a decent theme.”
expected to spend time visiting rela
tives so that slowed us down,” racing game,” Philip continues. “We Past experience was also considered:
Philip says. “Super Robin Hood was
also number one in the charts simply adopted the same game design, ATV Simulatorr and Professional BMX
and we lost a few days ays to memeetings at Codemasters, intervie
ws changing bikes to cars.” The rest Simulatorr sought to build on the huge
with magazines and newspapers, time
seemed to slot in to place. appetite for motorsports.
spent taking royalty cheques to the
bank.” Opting for a top-down view, however, “The trick was to pick something
Foor all that, however, the Olivers wer
e saw the game lambasted by Activision, aspirational where players would say,
still disappointed, particularly with
the amid accusations that it was too similar
grapphics and the control of the cars.
to its conversion of Super Sprintt Both
“Mosts disappointing was how long it
the Olivers and Codemasters refuted
tookk for someone to convert it from the
the charge and refused to withdraw it
Amsstrad to the Spectrum – six mon
ths from sale, with the subsequent fuss
[the
e Spectrum version was endorsed
and press coverage soon having a
by Joh
J nny Dumfries, teammate of
positive effect. Grand Prix Simulator
Ayrrton Senna],” says Philip. “But the
sold more than 250,000 copies on
con
ntroversy from Activision claiming
the Commodore 64, ZX Spectrum,
we had copied Super Sprint helped:
Amstrad CPC and Atari 8-bit computers.
the
e press coverage boosted the sales.”
“The Simulatorr series of games was » [ZX Spectrum] ATV Simulator was surprisingly good
born,” says Philip. fun, with an enjoyable multiplayer mode.
38 | RETRO GAMER
THE HISTORY OF: CODEMASTERS SIMULATORS
K I NG O F
We wanted people to recognise TH E M A
Codemasters first and the FRUIT MACHINE
individual titles next
David Darling
SIMULATORabout the
Phillip and Andrew Oliver tell us
‘I’d love to play that’ because they This was definitely the case. All of title that raised eyebrows
wanted to do it in real life,” says Philip. Codemasters’ games carried a similar
Designed by James
“It was important that they had an idea eye-catching look which made them
Wilson and written by
of what the game would be and it was instantly recognisable to anyone scanning
Mark Baldock, Fruit
our job as developers to give them the the shelves. The hope was that they had
Machine Simulator was
best possible experience in that theme bought a previous title from the Codies
a controversial game –
given the constraints of the computers.” and that this would make them more
but not for the reasons
willing to take another to the till.
you’d imagine. Far from
E
ven so, one of the criticisms “It was important that the packaging
worrying the game could
levelled at Codemasters’ would carry through with all of our
encourage gambling, most » [ZX Spectrum]] You didn’t win real money, but
simulators was that the games and so we would have the p lar.
torr still proved popu
objectors were concerned Fruit Machine Simula
claims on the box did not familiar yellow splashes and numbers on
the game didn’t actually
always match the game. Were Fruit the spines,” David says. “We wanted ,
let you win anything and that, they said
Machine Simulator, Pro Skateboard people to recognise Codemasters first tless.
rendered it all rather poin
Simulator and Advanced Pinball and the individual titles next.” For this
But did it? The game certainly had
Simulator really “just like the real thing” strategy to work, however, the quality of
many features familiar to anyone who
as the back of the games’ packaging the games had to be reasonably high.
played a fruit machine, from cash box
claimed? And, indeed, was International “We tried really hard to make all of
to nudge to feature holds. It was also
Rugby Simulator “absolutely brilliant” our games look and play well,” David it
good fun for up to four players since
as David Darling was quoted about his continues, “and one of the ways we did your friends’
encouraged you to beat
company’s own game? that was to give our developers space.
winnings and it felt quite competitive
“Producing more accurate We’d leave them to make the actual
as a result.
simulations was beyond the capability
Despite that, its origins remained
of those 8-bit computers and beyond thee
odd since artist James Wilson wrote
our ability to code them,” admits
whole game as a lengthy description.
Andrew. “But in game development, thiss
Since James wasn’t a programmer,
everything’s a trade-off and we focused ent and h
he
was passed to Mark to implem
more on fun than simulation, but at in huge
did so, before seeing the game sell
budget prices, which is all that was d
dent
numbers. Sadly, James died in an acci
expected. Codemasters had great boxes the roya ies.
lties
and so he didn’t benefit from
that looked exciting, but were also his family, the Olivers stepped
With the money then earmarked for
informative. Within seconds of flipping a version to keep the cash
in and agreed to create the Amstrad
box over in the shop you knew roughly
flowing. Once again, it sold loads.
what you were getting.” we had such a slick pipeline
the Dizzy
“By the time we came to write this,
de their names with easier to just look at the
» The Oliver twins ma
d on a numb er of sims. for writing games that we felt it was
series, but also worke uced, reproduce all the
Spectrum game that had just been prod
ther with our own code,”
graphics elements and tie them toge
’t even look at the original
remembers Andrew Oliver. “We didn
right decision as it only took
Spectrum code, but it was clearly the
us a week to complete.”
ed to be reformatted given
In order to do this, the graphics need
was 256x192. But in deciding
that the Spectrum game’s resolution
ing a resolution of 160x200), it
to use the Amstrad CPC’s Mode 0 (giv
d use to 16. “We felt making
upped the number of colours they coul
more important,” Philip says.
Fruit Machine Simulator colourful was
problems with the text on the
“That, however, gave us quite a few
e four-pixels wide.”
buttons because some of our fonts wer
the Olivers also used
As was becoming their trademark,
ers with the technique in Super
digitised speech (they’d amazed play
d Prix Simulator). “It was very
Robin Hood, Ghost Hunters and Gran
it added an additional feature
basic and it took a lot of memory but
added this aer finishing the
and extra quality,” says Andrew. “We
spare memory.”
main game, making use of the available
trad Action gave the game
So what did they make of the fact Ams
ip says. “For some reason
zero per cent? “It was so absurd,” Phil
no physical money being
they could accept that, regardless of
virtual currency. Interestingly
involved, it was still fun to play with
Andrew and I did use real
enough, whilst debugging the game
er and the banker.”
money, taking it in turns to be the play
I
They’d decided early on to lend a twis game and trust that they’d do it well. t meant there was room for
t to the games that
inspired them by allowing the gam Only
O once they’d made it would we experimentation and this
e to scroll both vertically
and horizontally at different sections ddiscuss ways to improve a title. We was actively encouraged by
of the levels. “We also
chose to add a side-scrolling combat ccertainly didn’t dictate how it should be Codemasters. With Professional
section inspired by
games like Green Beret ever y other ddone from the beginning because we Ski Simulator, for example, the Olivers
level,” Jason adds.
To produce the game, Codemasters ddidn’t want to affect creativity.” attempted pseudo-3D isometric visuals
gave Optimus a
crossplatform development kit mad The Olivers back up that claim, by having the player view the action
e by a UK company called
PDS, which consisted of a PC conn saying
s the only real constraints on the from a 45-degree angle. It also tried to
ected to the Amstrad CPC
and Spectrum. “This allowed us to simulators
s were from the sports or put gamers in the shoes of the skier so
very quickly compile the
game for both platforms and it was activities
a themselves. “There were no that pushing left or right on the joystick
a huge advance compared » Jason Falcus
to the development soware we had rules
r for the creation of the games, but would move the stickman figure to
previously used.” Yet worked on SAS
developing simultaneously was still Combat Simulator. there was an understanding that they its left or right rather than yours. With
a challenge because each
machine had different display hard should be multiplayer which was rare in two-player action, the ability to compete
ware and limitations.
“I had to create a linear ‘buffer’ on those days,” affirms Philip. This came against the computer and a screen split
which the game was
projected, and then copy this buffer from David and Richard’s competitive into three, a good amount of thought
to the Amstrad and Spectrum
displays in different ways,” says Jaso streak and their penchant for wanting to had gone into the title. It even boasted
n. “I also had to allow for two
different sets of graphics – the Spe win at anything they turned their hands digitised speech. Not bad for a game
ctrum only allowed two colours
in any 8x8 pixel character square, to, especially videogames. Ultimately, made in a month by devs who admit
whereas the Amstrad allowed
individual pixels to be different colo though, the general theme of the game they were never looking for challenges.
urs. This was particularly
challenging when designing a scro was all that really mattered. “Pro Ski Simulator required us to
lling game on the Spectrum.”
Added to that was the realisation that “It was great to have the reference master the isometric design, code
Jason’s art skills weren’t
up to the standard needed. “We plac of the imagery and rules of a sport as and graphics, if we were to do justice
ed an ad in the local computer
shop and were soon approached by inspiration but we didn’t pay too much to the game,” says Philip. “We loved
a local guy called Adrian
Ludley who was an experienced gam attention to the real rules – it just set Marble Madness in the arcades and
es artist looking to move
back to the North East. He joined the the theme for us to then design a game thought it showed how the side of a
team and went on to do all
of the art for the game.e ” Once the game was complete, within the capabilities of the computer,” mountain could be achieved, and how
however,
it w
was ported to the Commodore 64, Andrew says. “You have to remember, traversing it would be fun. Sadly on
Am miga and Atari ST. “It allowed us in the early days, game design was the Spectrum and Amstrad, achieving
to sstart employing staff and build limited to what the computer could do. the speed and fluidity we wanted from
ourr first development studio,” That’s why it was the programmers that a scrolling screen was beyond the
Jasson continues. also did the game design. They often capability of the computers, so we were
Today, Jason has fond memories did the graphics too – we often did!” always disappointed with the results.
of the simulator games, especially It’s a shame but 8-bit, pixel mapped
beccause it didn’t really affect the way computers weren’t really suitable for
thee developers approached their scrolling games.”
titles. “It was really a tag and it was Still, they tried. With 4 Soccer
ag great decision because I’m sure it Simulators, Codemasters bowed to
helped contribute to the game goin the world’s biggest sport and came
g
to number one in the UK charts the up with a varied compilation based
we eek it was released,” he says. of the beautiful game that included
vertically-scrolling version of 11-a-side,
indoor soccer, soccer skills and street
» [C64] Every developer has at least one football title in its soccer. The fact that none of these are
library and Codemasters is no exception. It has several. enthusiastically spoken of today speaks
40 | RETRO GAMER
THE HISTORY OF: CODEMASTERS SIMULATORS
T
o that end, it seemed to Foul”. Codemasters also offered
matter little that Fruit to refund any gamers who already
Machine Simulator was had the original game.
handed a big fat zero in The upshot was that the
Amstrad Action despite being an Simulator branding had been
enjoyable game (“maybe it didn’t down but it was certainly not
» [ZX Spectrum] International Rugby Simulator brought a fit as well as Grand Prix and BMX out. What had received a bloody
game of side-on rugger to the 8-bits and the Atari ST. but it was still something we could nose, however, was an attempt
realistically simulate,” David says). to create another price point for
volumes (they were no Emlyn Hughes, Similarly, the Codies largely got away its simulators that was mid-way
Match Day II or Sensible Soccer) but with grabbing By Fair Means Or Foul between budget and full-price.
they nevertheless ended up on the from Superior Software and re-releasing Promoted by Codies’ marketing
main 8-bit computers as well as the PC it as Pro Boxing Simulator by simply chief Bruce Everiss as the » David Darling remains a huge motorspor
t fan and he
and NES and sold very well. changing the packaging and lending Codemasters Plus range, it came often competes in karting events even today
.
Meanwhile, Advanced Pinball it a new title screen. David does not with the bonus of two cassettes and
Simulator didn’t just attempt to translate remember much about this but it two modes: ordinary and expert.
the pinging of balls around a board to caused a minor furore at the time, albeit The first game in this range was Jet
computers, it tried to shoehorn a plot in one that blew over very quickly. Bike Simulator followed by Pro BMX
amid the trapdoors, rollover lanes and The big issue was that Codemasters Simulator, but the higher price point
mega-bumpers. labelled the game as a “new release” placed a little extra pressure on the
In some ways such frivolous and it meant that anyone who had development teams. “The extra price
additions would mask underlying faults, bought it at full price from Superior felt meant we had to put more in and so
in this case the disappointing ball cheated. Richard Darling went on to we’d give ourselves six to eight weeks
physics, but in the most part those were tell Crash magazine that it was a new on these games,” says Philip. “In reality
due to the constraints of the machines. release (for Codemasters, at least) it meant creating more courses, as
“Our initial intention was to create a “but it was really unfortunate and a there was only so much we could do
series of pinball games all based on the mistake not to indicate that the game within the game itself.”
same code, adding themes and new had been originally published with a Codemasters had felt that it would
mechanics over time just as arcades different name”. As a consequence, the be too much to go straight for the £9.99
did with real pinball machines,” says “new release” label was amended to price yet it yearned to show that it could
Andrew. “But towards the end of “previously known as By Fair Means Or produce more than budget games.
developing the game, we ended up
putting a lot of ‘bodge code’ in just to
cover up the poor ball movement so
that it was good enough to ship.”
For David, the odd blip here and
there was not such a big deal as long as
developers aimed high in the first place.
“There’s always a risk that if a game
isn’t good, then you don’t sell very many
and that, ultimately, limits the damage,”
he says. “We were at the point where
we were making so many simulators
that people were only remembering the
big ones anyway.”
RETRO GAMER | 41
CHART BUSTERS Three Codemasters simulators reache
d num ber one in the official Gallup charts
BMX SIMULATOR
QAccording to the blurb on the inlay
of BMX Simulator 2,
the original title spent more than 100 wee
ks in the British
computer software charts and it sold mor
e than half a
million copies making it, by far, the mos
t successful of all of
the Codies’ simulations.
4 SOCCER SIMULATORS
QPublished on the Codemasters PRO BOXING SIMULATOR
Gold label for £8.99 in
1988, this compilation of four football gam QEven though it was a re-release
es – 11-a-Side of Superior Software’s By
Soccer, Indoor Soccer, Soccer Skills and Fair Means or Foul, Pro Boxing Simulator
Street Soccer – seemed to floor the
was developed by Supersonic Software opposition in 1989 by selling incredibly
and it was later well. It may have had
re-released for £2.99. something to do with the fact ‘new relea
se’ was plastered
on the box, however.
in which tanks fired bullets which Simulator, even though that appeared
bounced off walls,” says Jason. “We to go against David’s original ethos – an
wanted to do something inspired by that arcade game and a simulator in one? It
fun mechanic but with a more detailed, was, however, a way of distinguishing
arcade-like graphic style.” it from the likes of Microsoft Flight
Advanced Pinball Simulator, Simulator given that it was not, in any
meanwhile, was made even more way, shape or form, as comprehensive
surreal with the addition of lightgun as its more expensive rival. Instead it
support when it appeared on the had players in various planes pitched in
flip-side of the Defender Light Gun battles from the two world wars (and a
compilation. The Olivers also built on proposed third conflict).
reference
» [C64] Many of the sims would include “The mandate was that they had Grand Prix Simulator with a sequel. By this point (1989 to 1990), the
and this
to Codemasters, such as Moto X Simulator,
helped to cement the overall brand. to be bigger and better than the usual “The original had various issues we simulators had been released as
games so that they would deserve the wanted to fix so we got on and did it,” a steady stream and there was a
higher price,” Philip continues. “The Philip remembers. feeling that the Codies had pretty
good news is that we were all on much exhausted the possibilities (Your
R
royalties so we’d get more money per evisiting old themes Sinclair had already lampooned the idea
game sold too.” with the simulators by popping Advanced Lawnmower
According to David, “the price made commercial sense. Simulator on the covertape of issue
reflected the extra costs of production “The games had a short shelf 45). That said, some decent, if
and development to some extent” (Jet life even if they were very good, so a above-average, games were still
Bike Simulator also came with a sticker year after release you wouldn’t be able being launched such as yet another
and a free colour poster). “But we didn’t to buy a copy,” Philip explains. “The motorsport title in Moto X Simulator.
» [Amiga] Bold and colourful, Pro Powerboat Simulator achieve anywhere near the volume of sequels were also great from a creative Players could also enjoy Pro Golf
was another top-down sim but we reckon in real-life the our £1.99 and later £2.99 games.” Cue point of view because you were always Simulator which had a cool course
racers don’t have bombs.
a return to simulators at the lower price, left with regrets that a game could have editor and Pro Tennis Simulator which
among them Super Tank Simulator been better. A follow-up was a good had a range of court surfaces, a simple
which was developed by Optimus way to improve a game and get it back interface and decent animation. Their
Software, headed up in Middlesbrough in the shops, selling to players that had instant playability pulled in gamers faster
by Jason Falcus. bought the first game, but also selling to than a serve by Samuel Groth.
This game had players rumbling new players.” What’s more, Pro Tennis Simulator
along in a tank, avoiding mines while One of the sequels was Fruit had a sense of realism that, say, Pro
shooting turrets and other vehicles. It Machine Simulator 2, proving that – Powerboat Simulator did not. As a
also included a shooting range section despite the scorn the original received – vertically scrolling racing game for up to
for variety. “We were inspired by classic it had performed well for the company. two players, it had you picking up fuel
old games from Atari consoles, I think, There was even room for Arcade Flight and seeing off your opponents with
42 | RETRO GAMER
THE HISTORY OF: CODEMASTERS SIMULATORS
A K IN G OF
T H E M
JET BIKE
SIMULATOR y
How the Oliver twins transported water
mopeds to your home
“Codemasters had got
a good reputation for
great games, but they
were always budget,
even though the quality
was there to justify
higher price points,”
says Philip Oliver. “It also
meant our games were » [Amstrad CPC] Jetting about at the Cotsw
old
f in the wate r park led to the creation of Jet Bike Simulator.
on a different shel
shops so the decision was
the Codemasters Plus range
made to produce a go-between.” Cue
costing gamers £4.99.
Simulator, was the first
Jet Bike Simulator, along with Pro BMX
l and it had been inspired by
some well-dropped mines (something the industry moved on and we got into » [Amstrad CPC] game to be released on this new labe
Super Tank ds. “His parents were rich
we’d hazard a guess doesn’t happen in Nintendo games,” David says. “On the Simulator had one of Philip and Andrew Oliver’s frien
we’d spend many wonderful
real life). But reality was also biting for consoles the cartridges were expensive loads of enemy and they had bought two jet skis so
using them,” says Philip.
the team at Codemasters. Not only was so we had to move to full-price and that fire to contend aernoons on the Cotswold water park
with – you could movies such as Police
competition nibbling but it needed to continued with the move to PlayStation. even deflect shots “We also saw them appear in some
aspirational toys that would be
move away from budget games in order Yet the core of the simulators stayed off the walls. Academy so we felt they were fun,
to survive in the long term. with us. We might have stopped using perfect for a racing game.”
Andrew Oliver plunged in,
“By this time, we were having the simulator brand but we didn’t Codemasters agreed, so Phillip and
to their other racing titles. In
problems with other companies stop the desire to make racing games thinking up ways to make it different
same top-down formula that
copying our idea and releasing games realistic and that’s still in the DNA of doing so, they decided to adopt the
rework the handling of the
with ‘simulator’ in the title and that Codemasters with the TOCA, DiRT and worked well with previous games but
was confusing for gamers.” says Formula 1 games.” water-based vehicles.
cles handle very
David. Zeppelin was one of the Philip agrees. “The Simulator series “Being in water would make the vehi
showing this in action on a
“offenders” with games such as Rally – and the Dizzy games, of course – differently but the tricky thing was
. “We came up with the
Simulator, Spaghetti Western Simulator, were the backbone of Codemasters,” humble Spectrum,” Andrew explains
jet skis. This gave the
Go-Kart Simulator and Professional he says. “Without these, we doubt idea of ‘jet bursts’ out the back of the
the amount of thrust and the
Go-Kart Simulator, but there was also the company would have survived.” appearance of water while showing
very helpful for the player.”
Turbo Boat Simulator by Silverbird Andrew says the simulators were able direction which we felt was visually
ations was giving the jet
Software, Future Bike Simulator by to evolve as the technology improved One of the most important consider
turning circles. “We wanted
Hi-Tech Software and, perhaps most and developers became au fait with skis the right amount of inertia and
d to lose the ability of agile
bizarrely but eye catching, Top Ten earlier titles. people travelling at maximum spee
could get the classic ‘risk-
Software’s Werewolf Simulator. “We enjoyed making them and we turning,” Andrew says. “This way we
to gaming. Faster is better, but
are happy they were fondly received reward’ pattern that’s so important
speed you could handle.”
harder, so you’d push yourself to a
C
odemasters sought to get and remembered well,” he says. “It
, they looked to create the
some extra mileage out was interesting to see other developers Once they had perfected such a feel
ld normally with ‘standard’
of its own offerings with attempted creating ‘simulators’, although courses, adding more than they wou
ting lakes because we’d
the Quattro compilations. we think having Goat Simulator was budget games. “We considered crea
we wanted variety and we
Quattro Sports contained Soccer taking the concept a little too far.” Not been used to racing around those but
ld be far more fun,” says
Simulator, Pro Tennis Simulator and as far as an Advanced Tortoise Simulator thought racing around dockyards wou
to get more environmental
BMX Simulator; Quattro Power but we get what he means. Philip. “By doing this, we had hoped
as large boats moving
Machines included Pro Powerboat moving objects into the courses such
many problems, and sadly we
Simulator; Quattro Arcade popped across the course but it gave us too
”
Fruit Machine Simulator, Grand didn’t get in as much as we wanted.
Prix Simulator and Advanced In the end, Jet Bike Simulat or didn ’t sell as well as other sims
get a few tweaks, re-recorded
Pinball Simulator either side of the because of the high price but it did
onship Jet Ski Simulator for
tape; Quattro Skills consisted of speech and a re-release as Champi
that Kawasaki had copyright
Professional Skateboard Simulator, £2.99. “We were slightly concerned
aer us, so we called them jet
Pro Tennis Simulator, International on the name jet ski and may come
idation behind the name.
Rugby Simulator and 11-A-Side bikes,” says Philip, explaining the trep
rly a name we could use
Soccer and on it went. “We later decided that jet ski was clea
.”
“We also ported our simulators without fear of being legally pursued
on the 16-bit machines, the Amiga
and Atari ST and they worked really
well for us for a few years until
espite being founded as early as 1982 an exclusive deal with the American company
44 | RETRO GAMER
BOSS RUSH Your guide to ending Raiden’s mechanical monstrosities
02 FLYING FOX
QA large mothership reverses onto the screen
04 GIJIDO
QThis is a moving fort that splits into three
and then starts launching scout ships towards pieces almost immediately – a large central
you before a final flurry of bullets. This boss is part and two smaller installations on each side.
slow and the scouts have predictable attacks Move to the far sides of the screen to take out
patterns, however it has tough armour so it the side units, then weave to the middle and
may take some time to destroy. back to take out the last part of the enemy.
01 DESERT SPIDER
QA large tank with multiple gun turrets pulls
03 PHALANX MKIII
QA giant gunboat breaks free of the dock and
out of a building and then joins another tank on then starts to move up the river unleashing its
fixed to the rails ahead of it. If you get in close, payload towards you. Shoot out the cannons as
you can kill the first tank before the second one quick as you can and this one is really easy to
even gets moving. Alternatively, wait until they beat. Also annihilate the dockyard for a batch
are both together then drop a bomb. of extra points.
PAINTING
PIXELS
Graphics man Shaun McClure on the
Jaguar, Falcon and PC ports of Raiden
How did you end up working
on Raiden?
Well, I actually wasn’t meant to! The existing
artist they were using was pretty crap and
the boss (Martin Hooley) was distinctly
unimpressed by his work. The other guy, I won’t tell you
his name to save embarrassment, was called into Martin’s
office and told in much less polite terms that his visuals
weren’t up to scratch. Then I was called in immediately
aer and asked to save the project. I had only just been
hired by Imagitec and it was very unusual for them to ask
the new guy to work on such an important title.
06 GUARDIAN
QTwo ancient-looking mechs warp into view.
08 DOREINEJI CORE
QA tank moves out from the enemy fortress
These two-headed metal beasts shoot bullets along a rail. As it moves arms come out from
out of their mouths as asteroids fly across the each side and bolt extra reinforcements onto it.
screen. Shoot them in the back of their heads Try to take it out before it locks into the base at
while avoiding the oncoming asteroids. Take the the other end of the rail. Drop a bomb as soon
top one out first then move on to the lower one. as the arms lock in to catch it at its weakest.
05 LAND CROWN
QA huge tank manoeuvres onto the screen,
07 ANTONOV MA27
QA mothership takes off from the space station
then two wings slide out from each side. It then and then shoots at you in all directions from
proceeds to despatch armoured drones. This both moving and stationary turrets. Wipe out
foe’s main weapon is a large central cannon, the top central turret first, as this is the most
but this can only shoot forward, so stay at the powerful, and the mobile turrets will never stop
sides and use homing missiles or Vulcan. coming. It’s much easier than it first looks.
RETRO GAMER | 47
CONVERSION CAPERS
FM TOWNS
QDefinitely one of the most
faithful conversions from the
original line-up, this port for the
obscure computer (and Marty
console) features a remastered CD
soundtrack and a widened play area.
It also offers different play modes.
ATARI LYNX ATARI JAGUAR
QThis version uses the Lynx’s QA launch game for Atari’s 64-bit
vertical orientation to keep the console, Imagitec’s port is often
arcade game’s aspect ratio. Sadly criticised for the huge status panel.
it was released incomplete, so it’s But this keeps the game to the
missing the music and gives you correct ratio and keeps the original
near-limitless bombs. That aside, design intact. It also features a
the design is pretty authentic. superb Jaguar-only soundtrack.
ATARI FALCON
QThe Falcon version was never
finished and exists as a four-player
demo that was picked up and
published by 16/32 Systems after
Atari Corporation’s demise. It’s a
shame as this conversion shows
real promise.
PC ENGINE PLAYSTATION
QThere are two versions of Raiden QReleased as Raiden Project, the
for the console, the original Hu-Card PlayStation game features nigh-on
edition and a Super CD-ROM port arcade-perfect ports of both the
» [Arcade] The giant warplanes come from the bottom of the screen, so
released a year later. The only original game and the sequel . It you must make sure you move out the way in time!
real difference is the enhanced also features a remastered CD
CD soundtrack with both versions soundtrack and a new FMV intro as
offering up solid ports of the original. well as a TATE mode for the purists.
are also other bonuses that can obtained during
the game, too, that increase your score in the form
PSP
of medals, which are usually revealed when you
QThe first portable version of the
destroy buildings, and the wizard (a cameo of
game since the Atari Lynx, you won’t
Wiz from one of Seibu’s earliest games) that will
be surprised to learn that this PSP
grant you 10,000 extra points. At the end of each
port is in fact just a conversion of
stage you are awarded an additional bonus for
the PlayStation game and was sold
the total number of medals collected multiplied by
exclusively in Japan for download
the number of bombs you have left. Should you
via the PlayStation store only.
PC DOS SNES manage to complete the entire game, then you are
QThe PC DOS port of Raiden is an QUsing the title Raiden Trad, this rewarded with 1 million points before the game
almost exact port of the Jaguar port is mostly good. The graphics loops back to the start, only with a higher difficulty.
version using the same graphical are authentic and there’s a good
he huge success of Raiden in the arcades
T
assets. The two main differences version of the original soundtrack
come in the form of a remixed too. Where it falls down massively is meant it was quickly snapped up for home
soundtrack and the removal of the in the removal of the simultaneous conversions by a variety of publishers.
large side panel. two-player mode, which is a shame. Most of these conversions turned out well
but the ports for the FM Towns, PlayStation and
Atari Jaguar (where it was a launch game) were
MEGA DRIVE the particular highlights. It also went on to spawn
QThis Sega port is similar to the
four direct sequels, with the most recent being
SNES and goes by the same name Raidenz V on the Xbox One and PS4, as well as
too. It’s also lacking the two-player a spin-off series in Raiden Fighters. When Seibu
sadly but does add a status panel at Kaihatsu went bust in 1993 the creators of the game
the side to preserve the aspect ratio. went on to form a new company called MOSS and
The graphics and sound are both promptly bought the rights from the liquidators
weaker than its rival conversion. in order to continue the series up to this very day.
PLAYSTATION 3 PS VITA
There’s no doubt that the Raiden series has gone on
QThis is the same game as the PSP QYou will be unsurprised to
to become one of the most beloved shoot-’em-up
port, a download-only version of the learn that this is once again the
franchises and one of the few that’s stood
PlayStation’s Raiden Legacy that was same game as the PSP and PS3
the test of time. But it all started right
sold via the Japanese PlayStation and coding duties are once again
here with the original game and
store. It’s sad that Sony never handled by Hamster Corporation.
if you haven’t yet played
released it in the west, especially Again, this was only made available
it then you definitely
given the game’s huge popularity. in Japan via download.
need to remedy that
very soon!
48 | RETRO GAMER
ULTIMATE GUIDE: RA
AIDEN
CONVERSION
QUINTET
Martin Hooley was the owner of Imagitec
and responsible for five Raiden ports
First of all, how did Imagitec land
the gig to do the Atari conversions
of Raiden?
Well, it all started when I was introduced to
Jack Tramiel by Robert Stein of Andromeda
Soware and it kind of went from there, really. Once he
saw what we could do he was very interested in working
with us and gave us loads of support in terms of giving us
development machines and hardware to work with. The
first title we did for Atari was licensed to them and was
to develop a port of Viking Child on the Lynx. From there
we ended up working on numerous games for the Atari
7800, Atari ST, Falcon, Jaguar, Jaguar CD and Lynx. We
already had experience of porting arcade shoot-’em ups,
with both Silkworm and Gemini Wing, so Raiden seemed
like a natural fit.
Lords Of Thunder
PLATFORM: PC ENGINE RELEASED: 1993 DEVELOPER: RED COMPANY
VEC TO R G R A PHICS
2 0 1 8 , W IR E FR AME N . MO OTED
AR SH LIGH T O F IS N O EXCE PT IO
EVEN IN TH E H , A N D S T A R IO N H A D THE
CR E DIBL Y CO O L M A Y NO T H AV E
S LOOK IN IGHT Y E L IT E , IT AMS?
GAME O R IVA L TH E M AN D … A N AG R
AS A GAME T UT IT DOES HAVE HISTORY
DEPTH, B Words by Graem
e Mason
H
aving already established itself as an in the UK, it was the ZX Spectrum that proved to
all-round premier software house with be the breakthrough for the young programmer.
early games such as The Hobbit and “I moved on to the Spectrum as soon as it came
Penetrator, as well as utilities and books, out; it had colour, and a decent screen resolution,”
Melbourne House began to cement its reputation he says. “The graphics chip also meant the screen
in the mid-Eighties. Way Of The Exploding Fist, could draw much quicker, although you had to work
Hampstead, Rock ‘N’ Wrestle, Terrormolinos, Fighting around the two colours per 8x8 block. Sir Clive was
Warrior and Gyroscope all saw release in 1985, in on a budget.” In space, no one can hear you scream.
addition to this lightning-fast space adventure from the Fortunately, as David acknowledges with a smile, you
mind of programmer David Webb. can get away with black and white graphics.
We rewind four years earlier, and David has just Starion was not David’s first game, having already
published his first program. A 1K ZX81 toolkit, the utility dabbled in a brace of programs that appear somewhatt
caught the attention of the-then fledgling antipodean familiar. “Spookyman and ETX were obviously not
» [ZX Spectrum] Once company which was keen to focus on the technical side original game designs,” he grins of his early efforts.
an enemy had been
despatched, it dropped a
of home computers. David, while at sixth form college The former is a Pac-Man clone (even the maze design
letter to collect. and latterly, university, was soon nurturing a profitable is virtually identical), the latter a copy of the film licence
ET although, to be fair, beyond its protagonist, it bears
IN THE
little resemblance to the infamous Atari game. Bedford- KNOW
based Abbex Electronics published both games after PUBLISHER:
taking note of David’s ZX81 Toolkit program. “I had Melbourne House
taught myself Z80 machine language using the ZX81,” DEVELOPER:
David Webb
he recalls. “That toolkit for the ZX81 with 1K of RAM
was my first commercial program which I sold via RELEASED:
1985
classified ads.” In addition to Abbex, Melbourne House
PLATFORM:
was also interested, although not primarily in games. ZX Spectrum,
“They first commissioned me to write a toolkit for the Amstrad CPC,
16K ZX81, that is, a 1K machine with the infamously Commodore 64
fragile 16K RAM pack hanging on the edge connector.” GENRE:
Shoot-’em-up
David met the publisher’s boss, Fred Milgrom, several
times. “Initially they tried to get me to code-for-hire, but
I soon negotiated that to an advance and royalty basis. I
guess the relationship was okay given that they ended
up publishing most of my work.” Despite the games
and utilities, it was David’s next creation for Melbourne
House that helped define his career. Super Charge
Your Spectrum, a series of machine code programs,
52 | RETRO GAMER
THE MAKING OF: STARION
was released in 1983 to an enthusiastic reception and In terms of games, the comparison, as
was called an ‘amazing collection’ by Your Spectrum with all wireframe vector graphics games
magazine. “I wrote Super Charge while doing my of the era, to Elite was inevitable, but in
A-levels and S-levels,” remembers David, “and it was a Starion’s case, awry. “Elite came out for
way for people to accelerate their BASIC programs with the BBC Micro while I was still working
chunks of machine code.” on Starion, so that was a bit annoying,” says David. “But the top two-thirds of the screen with the vectors and
David followed up with another book, Advanced it was not surprising that people were working on similar star field are 256x128 black or white pixels, so that is
Spectrum Machine Language, in 1984, but already things for other machines given that we all wanted to 4KB or RAM.” This view has to be refreshed while the
his publisher had recognised that there was potential push the machines harder.” Having originated in the beam from the CRT is not drawing it – which it does 50
for its author to create something special on the arcades with iconic titles such as Battlezone, wireframe times per second. “And the beam draws the display,
screen, as well as on the page. Now studying Maths graphic games had been slow to appear, at least in an left to right, one row of pixels at a time, and when it
at Oxford University, David felt a vector graphics and acceptably speedy form, on the home computers. reaches the bottom of the screen it flies back to the
motion simulation would come fairly easily to him, so top and starts again,” David continues. Now comes the
A
planned to build a game round this style of graphical ll that changed with Starion. Incredibly clever bit. “So you draw each frame in another 4K bank
display. Games instructions and inlays in the Eighties fast, it’s an exhilarating experience, of RAM and then swap it out when the interrupt signal
were prone to exaggeration; in the case of Starion, even today. We’ll get to the additional tells you the coast is clear, in order to avoid tearing.
the claims would be accurate. ‘The game utilises the gameplay elements shortly. But for now, Then, the routine for moving the new frame into the
most advanced vector graphics system ever developed how did David achieve that smooth and rapid display? video area of RAM had to be as efficient as possible in
for a home computer,’ exclaims the introduction to “I sacrificed a lot of sleep,” he half-grins. “There were CPU cycles. I figured out that I could do this by treating
David’s space adventure, as it also boldly proclaims actually several aspects to this. First, timing, and second, it like a huge stack and using Z80 push/pop instructions
itself ‘a multidimensional, 243 zone space-time travel coding as efficiently as possible.” The latter was a huge that were not intended for that purpose.” In addition, the
simulation’. The description was apt, given David’s part of programming in the Eighties; getting what you coder had to find time to get the Spectrum to handle
prime inspiration for his space adventure. “The main could out of the limited memory and technology was a other key elements of the gameplay such as reading
thing I wanted to do was push the Spectrum as far as skill that has served most veteran coders since. Clearly the player’s keyboard inputs and generating sound.
it could go with 48K of RAM and a 4MHz 8-bit CPU,” enthused by the straight-to-the-metal method of the era, It all sounds quite an exhausting amount of work but
he explains, “and generating the graphics smoothly.” David reveals how he made Starion tick. “Remember, whatever your depth of programming knowledge,
RETRO GAMER | 53
E W RF RE Five more wiry
wonders
E
BATTLEZONam ic
ete with its icon
e classic. Compl
wirefr
Q The original -destroy tank
on e is a sim ple search-and
viewfinder, Battl
ez d instantly
w ith th ose be autiful, clean an
plet e e
simulation, com than most of th
STAR WARSs, the arcades were the best place to le w ire fram e graphics. Slower
nethel ess.
Eightie ly the daddy recognisab of the genre no
Q In the early , an d this is arguab lis t, but a legend
e ga m es es on th is
experience wire
fr am y sit-down ga m
tic an d th rilling, the legendar
, fran
of them all. Fast e if you’re lucky
ov id es a fantastic experienc
cabinet still pr king order.
one in good wor
enough to find
David Webb. Fast 3D graphics something.” Piloting the time ship, the player had an SYSTEM: ZX
that had to be seen to be extraordinary task to perform: travel throughout time and SPECTRUM
believed elevated the game and correct the destruction wrought by aliens. Evil aliens, YEAR: 1982
its author, and gave publisher naturally, and this is accomplished by destroying their SUPER CHARGE
Melbourne House another huge spacecraft and collecting the resulting dropped letter. YOUR SPECTRUM
hit, selling over 100,000 copies. Once all the enemies within a time zone are destroyed, SYSTEM: ZX
the letters can be rearranged to give the name of a SPECTRUM
historically significant item stolen from a nearby time YEAR: 1983
AMSTRAD CPC zone. When all 27 time grids and 243 time zones have E.T.X.
Q Converted by David Webb
been corrected, a final code will allow the player to exit SYSTEM: ZX
from his own ZX Spectrum
the space-time continuum and become Event Zero, SPECTRUM
code, this Amstrad port of
assuming the title of Creator. Yes, you read that right: in YEAR: 1983
Starion proved to be the coder’s
Starion you get to become god. But to paraphrase Blade
final piece of videogame work.
Runner’s Roy Batty, not an easy task, to become your
It’s a great effort for David to
maker. “Well I didn’t expect every player to finish it,”
bow out on, too, offering all of
smiles David. “That’s still the case with most games,
the speed of the original game
together with a much-needed
dab of colour and improved
sound effects.
COMMODORE 64
Q The C64 version of Starion
was farmed out to another
coder, with Louis Madon
credited on the loading screen.
But while 3D displays could
work on the computer, Starion
is one of several examples
that got it wrong. The core » After working in games, David
moved to Hong Kong in 1991 and
design is there, but the slow
» [Amstrad] The status screen displayed crucial information. is now an activist.
speeds render this port
virtually unplayable.
54 | RETRO GAMER
THE MAKING OF: STARION
S
tarion was developed on David’s site, webb-site.com. The achievement of fame through
Memotech computer, connected to the Starion’s cassette inlay (as part of his print-based
Spectrum via the RS232 port housed contract, David had a right to be identified as author
on the ZX Interface, the pages of code of anything he produced for Melbourne House) and
squirted down a wire, ready for testing on its resultant earnings did little to dissuade the young
commercial platform. The result was met with coder. In a classic videogame moment, the deadline
almost universal acclaim, at least on the ZX Spectrum. crunch helped seal his career decision. “To get Starion
» [ZX Spectrum] Looks like the Galactic Empire from Star Wars made its
“Everything is drawn with extreme precision, very finished, I had a final push and coded for about 36 hours TIE fighter designs open source.
quickly and smoothly,” sang Crash magazine in its 94% straight,” he remembers painfully. “Melbourne House
Smash-awarding review. “I’m surprised by how sent someone to Oxford to stand over me and make
complex shapes can be spun, rotated and coffee, because they wanted to get the game out
whizzed towards you – I must say the before I left for Easter. So, in the end, it was a
effect is amazing.” Over 100,000 classic hackathon!”
RETRO GAMER | 55
Lotus III: The
Ultimate Challenge
DON’T SWEAT ABOUT THE SMALL STUFF
ATARI ST 1992 MAGNETIC FIELDS
» RETROREVIVAL
S T H A T C OULD
1 6 B I T G A ME T HI S
N’ T M A N Y AT I C ’, B U T
T HE RE A RE E S C RIBE D A S ‘C INE M E A RN S T HE T I T L E
D
T R U LY B E T U R E M A S T E R P I E C E R I P T O A W O R L D
N A D V EN F O R A T
AC T I O
O M E . J O I N U S
I S B E A U T IF UL
S IT
A N D T H E N U S T A S D E A D LY A S
T H AT ’ S J rds by Nick T
Wo
horpe
58 | RETRO GAMER
that Éric felt able to return to programming, which
he’d previously done during the Amstrad days.
This allowed him almost total control of the game,
from concept to programming, graphics and even
some sound effects. His only major collaborator
for the game was Jean-François Freitas, who
provided additional sound effects and composed
the game’s music.
As a result, Another World was not a normal
game at the time it arrived. Normally, the sort of
plot detail described above would be confined to
a game manual or a text prologue, but thanks to
its use of vectors, rather than predefined sprites,
Another World was able to show cinematic full-
screen animations in an era before full-motion
» [Amiga] Lester sips on a cool drink, shortly before leaving Earth
behind forever. video – and this meant that we were able to
watch the events unfold for ourselves. What’s
more, the game looked the same, so when the
L
ester Knight Chaykin is the sort of guy
who, if he were real, would be the object player was unexpectedly thrown into the deep
of everyone’s envy. Not only is he clearly a end and expected to rescue Lester from a watery
gifted physicist, he’s the owner of a pretty grave, the game looked just as good. Though
neat Ferrari and a proud bearer of ginger hair.
Indeed, everything seems to be pretty great for
Lester, until he returns to the lab one fateful night
for a cheeky bit of particle acceleration that goes
horribly wrong. One errant lightning bolt overloads
the system and suddenly Lester and his desk wind
up underwater on a planet that is decidedly not the
Earth we all know. We hate it when that happens.
But if the story of Another World as a game is
that of a single visionary going horribly wrong,
the story of the development is that of one getting
things right. The game was primarily driven
by Éric Chahi, who had previously worked as a
» [Amiga] Lester attempts to befriend his rescuer. The alien is
graphic artist for Delphine Software on Future about to demonstrate how unimpressed he is.
Wars. Though he wasn’t a programmer on that
game – that job fell to Paul Cuisset, who would go
on to create Flashback and Shaq Fu – there was
enough documentation available for the Amiga
RETRO GAMER | 59
backgrounds were ultimately constructed as Buddy), you can tell from his actions that he’s
HEART OF bitmaps rather than from polygons, the world
maintains a matching minimalist look throughout,
more than just someone to escape with.
Of course, the strong focus on the cinematic
THE ALIEN which gives the game a striking look. experience does result in a more rigidly defined
solution than most platform games. Because
Lester performs those context-sensitive actions
A
Though Another World is widely regarded nother World is best described as an
as a classic, you’d find few players who action adventure game, which uses the rather than allowing the player to tackle problems
even know that it received a sequel. That’s platform genre as a base. Your goal is to dynamically within the game’s systems, and
because Heart Of The Alien was tied to the guide Lester to survival on a planet where because enemies have to be in specific places
Mega-CD and only released in North America all of the local lifeforms seem intent on killing him – at specific times for crucial scenes, there’s no
and Brazil. The game arrived in 1994, well aer a kind of ‘Space Australia’ environment. Right from variation from game to game. It’s a short game,
the platform’s initial hype had subsided. the off, even the smallest flopping worm can carry too – in its original form, a perfect game will take
As the title suggests, Heart Of The Alien some deadly poison capable of killing our hero, and less than 20 minutes.
deals primarily with Lester’s alien friend Buddy that’s to say nothing of the beast that chases you Still, when Another World arrived on the 16-bit
and accomplice from the first game, who you’ll down if you can make it past those pests. It’s just computers in 1991 after two years of development,
play as. The game picks up where the original after this chase that you quickly learn about one of it was a revelation. Praise for the game focused
le off, with Buddy and a near-dead Lester Another World’s major strengths, context-sensitive on its unique control system, striking graphics and
flying in on the dragon-like creature from the controls. Though Lester has a standard set of smart storytelling. Amiga Power’s Mark Ramshaw
first game’s end sequence. A lengthy cinematic actions for most of the game, specific situations will noted that “the intuitiveness of the controls is quite
opening reveals more about Buddy and his require him to perform one-off feats like swinging remarkable” in an 89% review, while CU Amiga’s
world, showing that his home was attacked by a cage or picking up an object. In such cases, the Steve Keen gave the game 91% and opined
hostile forces before he was imprisoned, and single-button joystick controls respond naturally,
many of the first game’s events are recapped with the action you’re supposed to perform as a
from the alien’s perspective, showing what he player matching up with your first instinct.
got up to while absent from Lester’s view. The One of the great strengths of this system is that
game’s look and feel closely follow those of it allows the game to show you how things work,
its predecessor, and ultimately provides firm rather than telling you. After you first pick up a
closure to Lester’s story. laser blaster, your interactions with enemies will
The game was broadly well received, teach you about its three capabilities – shooting
earning 91% from Sega Pro in the UK, 84% enemies, shielding yourself and destroying
from Consoles+ and 85% from Player One obstacles. The game takes the same approach
in France. Éric Chahi was not involved in the to its narrative, too. Soon after Lester’s arrival on
development of the game besides approving this hostile planet, he’s imprisoned with a large
the initial concept, and doesn’t have a lot of humanoid alien. Though you never learn his name » [Amiga] You’ll be able to see Buddy in the foreground or
love for it. He states on his website “neither the during the game (he’s commonly nicknamed background, and sometimes even need to help him.
animations nor the game, entirely developed
by Interplay, were up to the job”.
ULTIMATE GUIDE: ANOTHER WORLD
CONVERSION CAPERS
ATARI ST SNES
1991 1992
QThe Atari does a good job here, with only Q This runs at a slightly lower resolution than
slightly different colours and a lack of music the home computer versions, but the jump move
compared to the Amiga release – and given is now assigned to the buttons rather than the
that the music was only present in the intro and joystick, which is a welcome improvement.
ending sequences, it’s no major loss. The sound There’s a new soundtrack, too, adding to the
effects are just fine, too. atmosphere during the game.
AMIGA PC DOS
1991 1992
QAs the original format for the game, the Amiga QResponding to criticism of the original release,
is a reference point for most other versions. It’s Delphine Software added more checkpoints to
worth noting that it’s a bit shorter and harder lower the frustration factor. Additional areas
than all except the Atari ST version. Still, you were also created to increase the play time – it’s
don’t miss too much – some might even argue about 15 per cent longer. As a result, this is the
that the pacing is tighter. first of the complete versions of the game.
MAC MEGACD
1993 1994
QThis is a straight conversion of the DOS Q The Mega-CD version is slightly different to
release, with nothing major or minor to the cartridge version, featuring an improved
distinguish it. That’s just fine by us, though, as resolution and added loading delays. The big
both versions are perfectly good ways to play the deal here is that the game contains an exclusive
game. As you might expect, you’ll need an older sequel, Heart Of The Alien. Frustratingly, this was
Mac OS to run this. only released in North America and Brazil.
RETRO GAMER | 61
Another World is the kind of
landmark game that should be
experienced by everyone that
cares about the medium
C
criticised for its short length, Éric Chahi added riticisms focused on the game’s short
additional scenes to the game – by his own length, rigidity and focus on trial-and-
account working 16-hour days, seven days a error solutions. In a 90% review for Zero,
week for two months. These take place shortly Duncan MacDonald noted that “this is
aer Buddy rescues Lester from the dead end not totally unlike a Don Bluth game,” a sentiment
corridor near to the end of the game, and actually shared by Trenton Webb of Amiga Format, who
add some unique puzzles. noted that “at its worst Another World has distinct
Aer Lester and Buddy escape the dead end, Dragon’s Lair /Space Ace overtones”. He also
they end up outside a guard station. Buddy walks complained that, “Time and time again it slays
into it and feigns surrender – to pass, you’ll need to you with no chance or choice, then dumps you
guide Lester around the outside and into the back back further than you wanted to go.” Despite the
entrance, allowing Buddy to overpower one guard criticism, he awarded the game 82% – the game’s
while you engage the other in a gunfight. Once low point in the UK press.
you’ve passed this, Buddy will throw Lester across After the initial release, Interplay signed up
a chasm. However, your alien friend fails to make to fight through a palace, a feat which involves Another World for an American release (renamed
the jump himself, preventing a deadly drop by baiting a guard into blowing a hole in the floor Out Of This World) and conversion to a variety of
clinging to a cloth shade. To rescue him you’ll need with grenades, holding one alien up at gunpoint, other platforms – but it did require some changes
and setting a caged beast free in order to scatter first. The game was extended slightly, with new
the waiting guards. Once you’ve made it back to scenes inserted immediately before Lester and
Buddy, a floor will appear beneath him allowing
a drop to safety, and the two of you teleport up to
hijack a vehicle.
If nothing else, this sequence shows just how
labour-intensive Another World was to create. For
all the time that Éric Chahi spent working on it, this
additional content only lasts about three minutes if
played without error. The addition is welcome, but
» [PS4] Buddy is being held up while Lester has to sneak
Amiga and Atari ST purists shouldn’t feel too hard
around behind his aggressors. done by for not getting it.
62 | RETRO GAMER
ULTIMATE GUIDE: ANOTHER WORLD
BEAUTIFUL DEATH
Another World’s cinematic tendencies meant that it featured
some striking death sequences – check these out
RETRO GAMER | 63
» PUSHING THE LIMITS
STUN Runner
Could Atari pack polygons into a portable game? No
– but you won’t care with a conversion this good
PLATFORM: LYNX DEVELOPER: ATARI GAMES CORPORATION RELEASED: 1991
Perfect Perspective
By shifting the position of the smaller
track cross-sections towards the
extreme edges of the larger, closer
ones, the coder was able to simulate
bends and perspective without
resorting to predrawn curves.
Super Scaling
The speed and smoothness of the
game wouldn’t have been possible
without the scaling capabilities of the
hardware. This also saved on storage,
reducing the number of animation
frames needed to convey distance.
Extreme Efficiency
All of the sprites in the game were
only drawn with enough animation to
travel 90 degrees around the tunnel,
then flipped horizontally and vertically
in-game. Tunnel quarters were
mirrored horizontally, too.
Colour Cheats
Not only did the main game’s palette
have to change incredibly quickly
when moving from tunnels to open
track segments, the status bar at the
bottom of the screen was an entirely
different palette to the top half.
iny En tertainm en t, ar i
tist Do
D ug Te nN apel set up a
Aer leaving Sh hiny de velopers. Mark
Lo re nzen an d othe r ex -S
studio with Mark ad ve ntur es led them to
lo ve of po int-an d-cl ick
explains how their e Neverhood
design the claymation cult classic Th
Words by Rory Milne
avid Perry’s sale of Shiny was working there,” Mark explains. “I went to
Entertainment to Interplay in 1995 college with Doug, and he recommended that I
came as something of a shock to join up. So when Doug was going to form his own
his staff, and in the period that group I felt like it was natural that I go with him.”
followed many of his firm’s key developers left Doug’s group became known as The Neverhood,
the acclaimed studio, including Earthworm Jim Inc, and this name would lend itself to the team’s
creator Doug TenNapel. first project, which grew from the developers’
IN THE Subsequently, Doug announced that he was
setting up his own design team, and a number of
weariness of working on platformers coupled with
their appreciation of an entirely different genre. “We
KNOW former Shiny developers opted to join him. Among all had an affinity for the point-and-click adventure
PUBLISHER: their number was artist and coder Mark Lorenzen, games that were coming out of LucasArts at the
DREAMWORKS
INTERACTIVE whose friendship with Doug dated back to long time – and for Myst,” Mark notes. “We had a
DEVELOPER: before their time at Shiny. “I first started doing work consensus that we all would enjoy working on that
THE NEVERHOOD, INC for Shiny because my best friend Doug TenNapel kind of a game, a narrative-driven game, and that
RELEASED: we wanted a break from platformers.”
1996 Doug’s team let artwork be the guiding force
PLATFORM: behind its efforts, and so before going near a
PC
computer they worked out their point-and-click
GENRE: adventure entirely on paper. “Most of what you
POINTANDCLICK
ADVENTURE saw in terms of interaction, props and objects was
all conceived before we started making the game,”
Mark discloses. “We storyboarded it out on paper.
Before we started shopping the idea around, we
had pretty much drawn the whole game out. So
collecting the video player disks, the pins to pop
balloons and the keys to turn locks – those kinds of
things – were all conceived upfront.”
Of course, characters were required to populate
» [PC] The musical doorbell puzzle is based around five monotone The Neverhood, and given that this task fell to
chimes and a mouthful of water. Doug it’s perfectly understandable that the player
66 | RETRO GAMER
THE MAKING OF: THE NEVERHOOD
Clayfighter
QReleased as a kid-friendly
claymation alternative to Street
» [PC] Surreal characters are a Fighter II and Mortal Kombat,
staple of The Neverhood, like the guy Clayfighter showcases a roster
who lives in his TV.
of bizarre fighters including
» [PC] Odd challenges define The an evil snowman and an Elvis
Neverhood, such as sending a impersonator called Blue Suede
projector and a mouse up a chute.
Goo. Beyond its novelty value, Clayfighter impresses by equipping its
malleable combatants with usefully deformed moves.
Clayfighter 2:
Judgement Clay
QAs well as being faster and
much more intense, Clayfighter’s
sequel turns the already odd
character he designed for the project – Klaymen – nature of the series up a notch by
DEVELOPER should bring to mind his popular Shiny character introducing a human banana and
HIGHLIGHTS Earthworm Jim. “There might have been a passing a giant octopus as fresh fighters.
THE NEVERHOOD awareness,” Mark concedes, “but it was certainly Clayfighter 2 improves on its predecessor by adding evil versions of each
SYSTEM: PC,PLAYSTATION not by design. It was just Doug’s penmanship; all character as bosses,
bosses nicer-looking
nicer looking sprites and 3D backdrops
backdrops.
YEAR: 1986 his characters tend to have that same aesthetic.
SKULLMONKEYS ABOVE There definitely wasn’t any plan to feed off Clayfighter
y g
SYSTEM: PLAYSTATION Earthworm Jim’s popularity. If there had been there
YEAR: 1998 would have been some other invertebrate in a
63 1/3
BOOMBOTS super suit – a starfish in a Tesla or something!” Q The N64 follow-up to the
SYSTEM: PLAYSTATION SNES originals, Clayfighter 63 1/3
YEAR: 1999 ther characters soon followed, combines strange new opponents
including the godlike Hoborg and his with characters from the first two
childish creation Willie Trombone, games and heroes from earlier
whose narration would include the Interplay titles like Earthworm
wrongful conclusion that – unlike the developers Jim. Nintendo’s 64-bit system allows for more convincingly rendered
– Hoborg had to create things to be happy. “I fighters to use far more sophisticated moves in a series of 3D arenas.
think the narrative that said Hoborg had to create
to be happy was really more evidence of Willie Platypus
Trombone’s naiveté than it was of a deeper truth Q To look at, you would imagine
of our worldview”, Mark clarifies. “Willie was Platypus was a love letter to
a famously unreliable narrator. He was telling Gradius, but its main influence
eyewitness accounts of what had happened, but it is actually 1942. Regardless,
was slanted by his ability to comprehend it.” Platypus is a faithful recreation of
A subsequent creation of Doug’s proved to be Eighties side-scrolling shooters
less innocent, in fact, the only aspect of its giant using visuals made entirely
crab-like design that lacked horror was its name: from photos of clay models. The game’s emphasis is on
» After The Neverho
od, Mark the ‘Weasel.’ “I think that it was called the ‘Weasel’ increasingly over the top foes and weapon upgrades.
rked on several
Loren zen wo
ation games. before Terry Tailor composed its musical theme,
other claym
which was a musical quote of ‘Pop Goes The
“We were trying to come up
with puzzles that were varied
ey
in what part of the brain th
taxed but also something we
The gaming legacy spawned by The Neverhood
I
up where The Neverhood left off,
n addition to character development, The logistical challenges, but
but its overall design owes more
Neverhood team also found time to produce the game’s beautiful clay
to Aladdin and the Earthworm
elaborate props to help pitch its project to universe and engrossing
Jim games, which many of its
a prestigious film production company that FMV narrative make
developers worked on previously.
was moving into games. “We made a wordless the journey through the
The PlayStation platformer
illustrated book for the express purpose of Neverhood an entirely
stands out from its 16-bit predecessors by filling its imaginative claymation
pitching,” Mark remembers. “And, as well, we immersive experience.
world with exploding monkeys and 32-bit effects.
made posters and little statues, because we wanted
to communicate what the aesthetic was; the
uniqueness and the novelty of it. Steven Spielberg
Klaymen
gave it a green light immediately, and from that
Gun-Hockey point we were expecting to be beholden to our
QThe Neverhood, Inc had nothing publisher, but instead DreamWorks gave us a great
to do with this budget Japan- amount of creative and operational agency.”
exclusive air hockey title for kids, That freedom allowed the designers to invent
and besides featuring Neverhood an new form of videogame based around digitally
characters, the polygon-model- capturing images of clay models and transforming
based Klaymen Gun-Hockey those images into sprites and levels. “In its actual
shares little with the other games in the series. It’s not bad for what it is, but execution it was still sprites and pixels,” Mark
it should never have been allowed to be a Neverhood title. argues. “It was just that instead of drawing out » [PC] The surrealist
those pixels in Deluxe Paint we were using first- environments meshed well
with The Neverhood’s
BoomBots off-kilter tone.
Armikrog
QInstead of Klaymen, Armikrog
features spaceman Tommynaut
and his dog Beak-Beak, but it’s
a follow-up to The Neverhood
in every other way. Designed
by former Neverhood, Inc
developers in 2015, the
Kickstarter-funded claymation title combines cutscenes with
beautifully rendered point-and-click puzzles and challenges.
THE MAKING OF: THE NEVERHOOD
RETRO GAMER | 69
MEGA
CAT
STUDIOS
» [NES] If Double Dragon taught us anything its that if a weapon is lying around, use it!
M
ega Cat Studios’ mission statement
of ‘waging war on boredom’ and
‘supporting the retro rennaissance’
should be enough grab any retro
gamer’s attention. The developer – which is behind
games such as Coffee Crisis (Mega Drive/PC), Little
Medusa (NES/PC), and Fork Parker’s Crunch Out
(SNES) – is made up of retro enthusiasts creating
physical cartridges of the company’s own modern
games for retro consoles. It has released games on
the NES, SNES and Mega Drive, as well as Steam and
modern consoles, and thanks to the passionate retro
community, the team shows no signs of stopping.
Since starting development of retro games in 2015,
Mega Cat has released nine games that feature a gamut
of outlandish elements – from bio-punk and death metal,
to android presidents, ninjas, Greek legends and, of
course, zombies. So what exactly goes into making new
retro-style games for old consoles? And how do you
cultivate games with the odd themes reminiscent of the
Eighties and Nighties? To get some insight, we tracked
down Mega Cat cofounder Zach Manko.
Creating a new, physical game for an older console
isn’t exactly an easy (or cheap) process. Each cartridge
has to have its own custom PCB board, shell, manual
and case. “All of our games are made in-house,” Zach
explains. “We own the cartridge injection moulds to do
custom colours, and all labels and box art are developed
by our team. Physical assembly can be a chore, but in a
world gone digital, nothing beats the feel of a hard copy
game in your hands. We do work with a partner for the
limited edition versions of our games, so we can offer
collector-worthy custom cartridges.”
Mega Cat makes a point to ensure its games feel
authentically retro and are designed to run on retro
hardware. “This of course means that we have to
work within the limitations of the retro systems.” Zack
elaborates. And perhaps the biggest limitation NES
» [NES] The detail on the trees and rooftops in the background make this
particular fight a spectacle.
MEGA CATNIP
Releases from Mega Cat Studios
that you should keep an eye out for
LITTLE MEDUSA
SNES/NES/GENESIS/PC
QA spiritual successor to Kickle Cubicle
with updated graphics and Greek
mythology wrapping. You play as the
Gorgon Artemiza and must petrify
enemies to bridge gaps and beat bosses.
It’s not light on content, either, with five
worlds and a secret bonus world if you can
We own cartridge injection beat the game fast enough.
RETRO GAMER | 71
» [NES] Little Medusa riffs off the NES game, Kickle Cubicle, but adds a
distinct Ancient Greek theme.
» A special NES released on Steam, PS4, and Xbox One, but game Take-This, a US charity dedicated to raising awareness
collector’s edition of
Little Medusa. development isn’t the big money maker that some about mental health issues. And if it sells well then who
may think it is. Originally, Mega Cat Studios plied its knows, perhaps this might mark a step forward for the
trade refurbishing old consoles. “We started by selling legitimacy of the retro scene and we may see more
modified Game Boys, Backlit Game Boy Advances, publishers looking into physical retro-style releases that
and Game Boy Colors,” Zach says. At this point Mega work on older systems.
Cat had 11 people working at the company, and actually Developing a game for Take-This isn’t Mega Cat’s
had more hands on deck than games developers. After first philanthropic endeavour. “We aim to do a few
plugging away on console mods for a time, the team philanthropic projects each year,” Zach pledges. The
started moving into game development and became a company’s first Kickstarter title, a neo-rogue brawler
developer-for-hire and used that contract work to form Coffee Crisis (Mega Drive) was made pro-bono to
the backbone of the studio. Now with a core team promote a niche heavy metal-themed coffee store.
of around 20 members, and nearly double that with Before that it made Germ Squashers for the NES
subcontractors and freelancers, Mega Cat is able to which was made to support the Children’s Miracle
juggle projects as necessary. And as it has built itself Network. Its most recent philanthropic creation, the NES
up, the team has been increasingly able to pursue its game Sitten Kitten is described as “the first and only
passion more and more. game designed for the feline gamer” was created in
Building upon the past but keeping an eye on the partnership with rescue shelters and adoption clinics to
future is the kind of mentality that breathes new life into find homes for neglected and abused cats.
retro gaming, and Mega Cat is not afraid bridging the
W
gap. The studio’s newest game Fork Parker’s Crunch hile there might not be as much
c a
Cat Studios. Out (SNES) is a game about indie game publisher money in the modern retro market,
Devolver Digital’s fictional corrupt CFO and the there is at least a market for
questionable motivational tactics he uses to keep his ‘artisanal cartridges’. And for the
» [NES] In Cod indie dev minions on task. And this is a pretty big deal serious collector, Mega Cat works closely with Rose
We Trust is an as this marks the first time Devolver Digital has involved Coloured Gaming to make custom cartridges. The
upcoming release.
Hopefully it plays as itself in retro games. The game itself is being developed limited edition run for Log Jammers (NES) actually has
good as it puns. with the intention of giving 100 per cent of the profits to a wooden shell while the upcoming Little Medusa has
been made with multiple layers of custom cut acrylic
and features intricate engraving and metallic gold inlays.
Mega Cat has also played the role of publisher to
small studios and solo devs and helped games like
Dushlan (NES) and Mega Marble World (Mega Drive)
get a physical release. And, as is to be expected from
any philanthropic retro enthusiast, it buys and repair old
consoles. “I want to rescue every Genesis I come by,”
Zach smiles. “We repair and refurbish them and we do
sell them on our website, but we pick them up at every
convention we go to.” Of course, reselling consoles that
are no longer manufactured isn’t going to work in the
long term so Mega Cat also offers console bundles; the
Hyperkin RetroN 1 and RetroDuo Portable Handheld
with collector quality boxes, custom controllers, and a
selection of games to boot.
Going forward, Zach says Mega Cat plans to assist
the retro scene by continuing to make games and
sharing what it learn with the wider game development
community. The team plans to keep working alongside
72 | RETRO GAMER
MEGA CAT STUDIOS
KEEPING THE
FIRE BURNING
More companies that are helping to
produce new experiences on old systems
ems
CRONOSOFT
QStarted in 2002 this UK based nonprofit publishing
house produces cassette games for the ZX Spectrum,
» [SNES] In Crunch Out, game devs are miserable but the money-hungry Fork Parker doesn’t care. Commodore 64, Vic-20, Amstrad, and Dragon-32.
Its games are very cheap, usually around £5, and
any profits the company makes goes to paying the
We started by selling modified game creators or improving the service. You’ve got to
admire the dedication of those involved.
Game Boys, Backlit Game Boy
Advances, and Game Boy Colors PSYTRONIK
P
Zach Manko Q Focusing on retro computer systems such as
the Commodore 64, Amstrad CPC, VIC-20 and ZX
Sppectrum, Psytronik has built up a catalogue of over
other retro and indie developers, helping the small-scale
50 games across various platforms. Publishing since
developers find somewhere to publish, and doing what
19993, it is one of the oldest retro publishers around,
it can for philanthropic causes.
annd it has games available on tape, CD, floppy disk or
On the helping other indies side of thing, a great
ass doow
wnl
nlooads
d from
from tch
t h.io.
i
example is the studio’s NES title, Expedition, which is a
NES port of the Android and iOS app for the card-based
RPG of the same name by Fabricate.io. Taking the core
design and wrapping it with classic 8-bit fantasy art and RETRO GAMES LTD
music changes the feel of the Expedition card game QA trio of console designers that got
which it also ships with. And to sweeten the deal, Mega together to create the C64 Mini and
Cat’s NES version has exclusive quests. have managed to get the licenncess
Mega Cat Studios is not alone in its endeavours, for 64 classic titles with moree to
other developers like FoxBot, John Lester, and Piko come. But in the meantime yoou caan
Interactive have been launching new SNES and NES load C64 games through a US SB drivve forr
projects via crowdfunding. And it’s not just games that an authentic emulation experience.
are coming out of the retro scene, every year there is
some new hardware that pushes the envelope on what
can be achieved. Whether that’s new, easier-to-use RETRO
R O AIINMENT
NMEN
NM ENT
EN TG
GAMES
AME
AM ES
homebrew kits that hobbyists can use, or even officially Q A Pittsburgh, PA retro developer that also create
licensed consoles like the C64 Mini and the Nintendo its own physical NES cartridges for its Haunted
Classic Mini range. Mega Cat offers useful tools like its series. Like Mega Cat, it releases games on Steam
SNES/Genesis 240p test suite cartridges which allow inn order to reach a wider audience. Check out
players to test and calibrate visual aspects like colour Haunted: Halloween ’85 or Haunted: Halloween ‘86
H
bleed check, PLUGE, gray ramp, and overscan. As well (CCurse Of Possum Hollow) for some retro-style
as a Mega Drive test cartridge which allows players beat-’em-up action.
to test and troubleshoot any part of the console or
peripherals to see what could be causing console faults.
As these retro developers continue to support one INFINITE NES LIVES
another and explore the limits of what can be done with QThe biggest hurdle in NES development is the
the old tech, it’s not too far fetched to think we may see lockout chip built into the cartridges. Thankfully
» Mega Cat’s partnership with Rose
Coloured Gaming has produced some amazing retro games in the coming years. With Infinite NES Lives is working to distribute working
some unique cartridge designs more and more nostalgic entrepreneurs turning their blank cartridges to developers. Its custom consoles,
using acrylic and wood.
attentions to the past to stand out from the increasingly controllers and games it has published take gamers
saturated modern indie market, it’s like living in the right back to the Eighties. It also publishes collections
golden age of cartridges all over again. of NES homebrew titles.
RETRO GAMER | 73
INTERESTING GAMES
YOU'VE NEVER PLAYED
GEA R
GAME ry
a ’s b a tte r y -hung o
Seg d oe s n’t get to
ld
handhe e these days, but
much lov actually plenty
there are hile games
of worthw th e y ju s t didn’t
–
to play ach our shores.
always rerpe checks out
Nick Tho iguing imports…
some intr
■ In the mid-Nineties, Sega seemed experience, you won’t be surprised to certain barrier enemies, while
intent on refocusing the Game find that they put together a platform only Zenki is capable of breaking
Gear’s software line-up to appeal game to represent Zenki. blocks from above or below.
to kids, acquiring the rights to The game starts off with the titular What’s nice about the platform
produce games based on a number character Zenki in his ‘demon god’ stages is that they’re not just
of popular anime licences – Yu Yu form, fighting in a short boss battle. graphically attractive, but varied and
Hakusho, Magic Knight Rayearth, This single-screen encounter gives interesting to play. Each has unique
» [Game Gear] Boss fights are the only stages to
Saint Tail, Doraemon and more. both Zenki and his opponent life bars, gimmicks – destructible floors, feature Zenki in his ‘demon god’ form, the most
Kishin Douji Zenki was part of and Zenki is able to select from four moving bars to hang from, and combat-oriented character in the game.
this licensing drive, and while different attack moves – a fireball, a even alternative exits leading to new
you might not have heard of it, its lightning spark, a dash and a tornado stages. Some stages are the usual
popularity in mid-Nineties Japan attack – by pressing the start button. left-to-right affairs, while others see
was unquestionable – the original After you win, you’ll head off to the you moving mostly vertically.
12-volume manga spawned a map to select one of the main action The game’s presentation is top
51-episode TV anime adaptation, plus stages, but these boss encounters notch, too. The graphics are good for
a short straight-to-video animated are frequent throughout the game. the Game Gear, and plenty of story
film and five videogames. In the main platform stages, you cutscenes add to the atmosphere.
The team assembled for this play as either a small version of The soundtrack by Saori Kobayashi
adaptation was quite a talented one. Zenki, or his shrine maiden friend is also good considering the
Producer Katsuhiro Hasegawa was a Chiaki. Zenki can attack enemies limitations of the system’s audio
Sega veteran whose previous work by curling into a ball, either when hardware. It’s not the most inventive » [Game Gear] The animation in Kishin Douji Zenki
is rather nice – just look at the detail as Chiaki drops
included The GG Shinobi and Deep jumping or by performing a forward of games, and if you’re a Game Gear in from above.
Duck Trouble. Director Hisayoshi roll from a crouching position, while fan you probably have a few good
Yoshida had worked on Sonic 3, Chiaki can use her magical powers platformers already. However, it’s
Sonic & Knuckles and Legend Of to shoot small flames or find single- an exclusive game for the system
Illusion, and his planning partner use spell tags to summon lightning, and a high quality one at that – not
Tadashi Ihoroi had experience on wind or fire. These unique skills something you’ll come across too
the 8-bit Sonic games Sonic Chaos grant different paths through the easily on the Game Gear, so it’s
and Sonic Triple Trouble. Given their stages, too – only Chiaki can defeat worth the £15-£25 it sells for.
74 | RETRO GAMER
MINORITY REPORT: GAME GEAR
KISHIN DOUJI ZENKI FX: KISHIN DOUJI ZENKI: SHINOBI II: THE SILENT FURY
VAJURA FIGHT BATTLE RAIDEN GAME GEAR
PCFX SNES Q If you’re just looking for
Q Renowned as one of the QThis Zenki game features a really good Game Gear
best games for the ill-fated more combat moves than platform game, it’s hard to
system, this take on the the Game Gear game, and go wrong with this one. The
Zenki story has a far greater much more in the way of first four stages each hide
focus on combat, with short platforming than the PC-FX a new ninja with different
beat-’em-up sections and game. It’s a pretty standard coloured outfits and abilities, and can be chosen in any
lots of bosses to fight. The production values and sprite action platformer on a format not short of them, but it’s order, before a fifth and final stage is unlocked. Yuzo
work are amazing, but it fetches sky-high prices. worth playing just for the sublime background graphics. Koshiro’s soundtrack is ace, too.
A GAME OF TAG
Q This icon shows the current
spell tag that Chiaki is carrying –
in this case, lightning. It’ll be useful
if we encounter any overwhelming
attacks, or barrier enemies.
DA BOMB
Q This floating orb
happens to be a bomb
– after a while it’ll
start flashing before
detonating and damaging
you. However, it can also
be used as a platform.
LIGHT IT UP
Q Chiaki’s standard flame attack
actually emanates horizontally
from the palm of her hand,
USEFUL ENEMIES explaining the slightly odd pose
Q Our baddie here happens to be
she’s adopted in this screenshot.
making the bomb float by blowing
it upwards. If we kill it, the bomb
will drop and destroy the ground
below, opening up a new route.
RETRO GAMER | 75
NINKUU GAIDEN: HIROYUKI DAIKATSUGEKI
■ PUBLISHER: SEGA ■ YEAR: 1995
76 | RETRO GAMER
MINORITY REPORT: GAME GEAR
BUSTER BALL
■ PUBLISHER: RIVERHILLSOFT ■ YEAR: 1992
RETRO GAMER | 77
THE HISTORY OF
H O W E ID E T I C R E C O V E R E D F R O M T H E
L AU N C H O F B U B S Y 3D T O D E L I V E R A N A C T I O N
F R A N C HI S E T H AT H E L P E D P U T T H E P L AY S TAT I O N ,
P S2 AND P SP ON GAMERS’ R ADARS
Words by Adam Barnes
R
egardless of whether or
not you’re a fan of the
PlayStation, it’s hard to deny
that the story of Sony’s first any concrete design attached to it, just
console helped catapult gaming into one element that had players absorb » [PlayStation]
the mainstream. Syphon Filter is just – or syphon – the game’s enemies. “I The ability to set
someone aflame
one slice of PlayStation history and it, have no idea who is responsible for that just by holding
too, has its own dedicated fanbase even original pitch,” says Richard Ham, lead the taser down
long enough will
to this day. However, the development designer on the original game and the forever remain
of the franchise is a tale that, as it turns creative vision that set a lot of how the a memorable
out, offers a perfect example of what series would come to be known. Richard PlayStation
moment.
it was like to develop games for Sony worked for Eidetic, a maligned developer
throughout its PlayStation and PS2 eras. that at the time had just had to suffer
In fact, the concept started within the release – and the scorn that came
Sony itself. This isn’t a fulfilling story with it – of the PlayStation’s Bubsy 3D. but let’s make it about being an assassin
of inspiration borne from the mind of a Richard explains that the project’s name or something like that.’”
developer keen to see a vision or story and setting had been associated to it It was with that concept that Eidetic
come to life: first, it was just a name by a producer at Sony, intended to be was put to work, Sony being one of the
within a corporate entity. There wasn’t a pseudo sci-fi title where mankind few publishers willing to “take a chance
was struggling to survive after a virus on us when pretty much no one else
had obliterated the Earth’s population. would”. It was this initial pseudo-sci-fi
It was supposed to blend elements of hitman theme that Richard – after being
fantasy with modern design in a way that appointment lead designer on the project
PlayStation Final Fantasy games had, but – wanted to change first. He was eager
once Eidetic had its hands on it the name to make a game that did something
‘Syphon Filter’ had shifted to a different different, a title that Eidetic could redeem
experience. “By the time it came to us,” itself with after the failings of Bubsy 3D.
says Richard, “the producer at Sony to “The first thing that I said was, ‘Okay,
who it had been assigned to was a big I dig this idea, but why set it in some
fan of anime and he loved Golgo 13, it’s a future tech-war-type thing? Let’s set
comic book series. It’s about an assassin- it today.’ Because at this time, back in
type guy, and he said, ‘Okay, we’ll keep the mid-Nineties, nobody was
this far-flung fantasy future type thing,
» [PlayStation] Syphon Filter suffered unfair comparisons to Metal
Gear Solid, though there were some parts that felt familiar.
RETRO GAMER | 79
CORE doing that, back then the idea of a big
the one that said, ‘You know what, I
don’t think people are going to want to
B
made no sense to anybody. But I pushed ut this only affected the
for it hard, because of two things I was story of the game, how it
There’s a fair amount of characters to keep track of excited about. First, I loved the movie would be played was based
Syphon Filter, here’s a selection of the most recognisable Assassins, starring Antonio Banderas. around Richard’s second
And I said, let’s keep all this Golgo thing, inspiration: John Woo-style gun-fu
GABRIEL ‘GABE’ LOGAN but look at how cool Assassins is, let’s cinema, which offered a sense of
QThe primary protagonist and the name that any set it in modern times.” Despite the action and style that he wanted to
level of Syphon Filter fan ought to know. He is the pushback from Sony, eventually it was see implemented into a videogame.
franchise’s Solid Snake, its Sam Fisher, and even on approved and tweaked in only one way “We had played GoldenEye, which was
the rare occasions when he hasn’t been playable he’s by an exec by the name of Connie Booth a revolutionary game, we had played
been a significant part of the story. – not the Fawlty Towers actor. “She was Tomb Raider – that had just come out
incredibly influential on the game in a lot – and in fact, from a gameplay point
of ways also,” says Richard. “She was of view, Tomb Raider and GoldenEye
LIAN XING were my two big influences.” Richard
QLogan’s second-in-command and one of the few
enjoyed the modern day spy setting of
characters to have appeared across the franchise, and
GoldenEye while the acrobatic, dual-pistol
has even been playable at times. Fun fact: in the PS2
combat of Tomb Raider had inspired him
and PSP games, Lian Xing was voiced by the same
to focus the game around this style of
actress that voiced Metal Gear Solid’s Mei Ling.
deft, agile combat to replicate the Hong
Kong cinema that he was so keen on.
MARA ARAMOV With everything set in stone from a
QAs a hired assassin, Mara Aramov is a recurring design perspective, Eidetic had to create
character throughout the series – and primarily as an the content to go with it. Richard tells
antagonist or mid-game boss. She has on occasion us of the barriers that Eidetic faced with
assisted Logan in his missions, but only when it has Syphon Filter, of how there are so many
benefitted her to do so. cutscenes inside corridors or office
» [PlayStation] You can’t have a spy game with a section in
Moscow and not have your agent have a gunfight in a nightclub.
TERESA LIPAN
QIntroduced in Syphon Filter 2, Teresa Lipan’s
assistance has since been constant throughout the
MAGGIE POWERS An action hero is only as good as their armoury of guns and gadgets
QYou can’t have an American spy story without the
de facto assistance from MI6. Powers – perhaps the
SILENCED SNIPER RIFLE
QPrimarily made available in missions where
sister of Austin? – is the typical Brit in these stories,
stealth is a focus, the ability to detect enemies
appearing in Syphon Filter 3 and helping Logan in
moving in the dark makes travelling about a level
every game since.
undetected a doddle.
LAWRENCE MUJARI
QAs a friend of Teresa, Lawrence Mujari was also
introduced in Syphon Filter 2 and has also been
a big part of the franchise’s various stories. As a
biochemical expert, his aim is to help eradicate the AIR TASER
Syphon Filter virus and cure infected allies. QPerhaps the most infamous weapon of them
all, the comical effect of setting enemies aflame
GARY STONEMAN by tasing them never gets old – even if it is
QThis ex-CIA operative and trained hitman features in supposed to be used for stealth.
a number of Syphon Filter games beginning in Omega
Strain, but is also playable at times, too. He’s your K3G4
typical US soldier, offering a hard-nosed approach to QDespite being held one-handed, this is an
his colleagues – but a valuable intelligence gatherer. assault rifle. It’s particularly notable for its ability
to shoot through flak jackets, meaning it is no
longer necessary to aim for the head.
COBRA
QThe unnamed player character of Omega Strain
replaces Gabe Logan as the primary protagonist
to help facilitate the multiplayer gameplay of the
PS2 game. Cobra can be customised to the player’s
preference and can be male or female.
9MM
QThe basic pistol and Gabe’s default weapon.
It comes permanently equipped with a silencer,
making it useful for stealth missions where
lethality doesn’t matter.
80 | RETRO GAMER
THE HISTORY OF: SYPHON FILTER
“I HAD MY
spaces just so they could streamline
their creation or how awkward motion HE AD DOWN,
capture sessions had led to a running
animation that looked like its protagonist
NOSE TO THE
had soiled themselves. It’s the solution
to its AI that Richard is most pleased
GRINDS TONE”
with: the “smoke and mirrors to just Richard Ham
give the effect and feeling of being
constantly under assault”. Richard
» [PlayStation]
explains how he had to run lines of The opening
scripting splines, or “spaghetti lines” as one occasion. “Yes, it was,” confirms to SF2 showed
he calls them, to spawn any number of Richard, “but I’ll be honest, I didn’t know just how much
Eidetic had
potential threats. “We have no control it at the time. I had my head down, nose learnt from the
over which ones will come, which lines to the grindstone, just trying to make the previous game.
they’ll take,” he adds, suggesting that game as best I could, but apparently we
this was how the AI came to be so well had problems with 989 Studios.” This
praised for its unpredictability. was a US division of Sony that made – but we came back and we got our
a lot of the decisions surrounding the energy, cheerleader-salesman-type thing. window and ultimately went ahead and
S
uch were the workarounds company’s published games in America, I just pitched him the game and talked shipped.” Syphon Filter was released
that was a necessary part but in the case of Syphon Filter it seems about what we have and where we’re on PlayStation in February 1999, and
of game development on that Richard had unknowingly saved going and what our difficulties were and was greeted with huge acclaim. Though
the PlayStation. Eidetic the title from being cancelled. “Connie how we’re going to solve those. And I it was met with comparisons to Metal
had arguably bitten off more than it came to me and said, ‘Richard, you’re just did my best to get him really excited Gear Solid, which had released only
could chew with the project, but with the lead designer, you’ve got to fly with about the game, and not because it was a handful of months prior, the slick
a little bit of ingenuity and a substantial me down to 989 Studios down in San Kelly Flock. Unbeknownst to me I had combination of stealth, gun combat and
amount of determination, it managed to Francisco.’ We got down there, and I get the future of the company in that demo, I player freedom all helped to give it a
make a standout title. But it took quite taken into Kelly Flock’s office, he was the had no idea, nobody told me this.” unique identity that many would come
some time to get to that point, and president of 989 Studios, he was one of Richard’s sales pitch did the job, since to love. But the threat of MGS had been
there was a lot of pressure from Sony; the biggest bigwigs in the industry, and he had saved the project and, with it, a knock to the team; with only a few
according to legend, Syphon Filter was I had to give him a demo of the game. I Eidetic’s survival. “Apparently I came months left until release and a number of
on the chopping block on more than just sat down and I did what I do, when back, we got whatever it was that we comparisons to Kojima’s classic – some
I need to be I’m an up-tempo, high- needed – I don’t know if we needed a of which couldn’t be changed so
budget expansion, a time expansion or
just needed faith from the upper-ups
DE
M16 AU300
QThe standard-issue assault rifle for games, QOne of the more fantastical weapons in the
the M16 is typically one of the first assault rifles series, the AU300 utilises an x-ray scope to allow
available to the player throughout the series and the player – and the special bullets – to shoot
is a general all-rounder weapon. through hard surfaces.
G18 M79
QA machine pistol with one of the highest QAppearing more rarely throughout the series
firerates in the series, the G-18 can obliterate for obvious reasons, the grenade launcher is
weak enemies but can leave Gabe exposed as the adept at handling large groups of enemies or
clip of bullets doesn’t last long. even armoured vehicles.
HK5 CROSSBOW
QThe Heckler and Koch is based on the MP5, a QRarely seen in the franchise, the crossbow is
widely used weapon in games. As a submachine a nonlethal weapon that is useful for debilitating
gun it’s quicker than a pistol, more agile than an targets rather than killing them – mainly useful
assault rifle but weaker over long range. against nonhostile targets.
SHOTGUN GRENADES
QThough it is primarily suited to short-range QThey come in various forms throughout
combat, the shotgun’s ability to knock enemies the series, but primarily they can be used
to the ground is advantageous in dealing with aggressively with their explosive variant or
bigger groups at medium range. during stealth with their poisonous gas type.
S AV I N G T H E W O R L D
To say Syphon Filter takes you across the world is a bit of an understatement…
BELARUS
ALASKA Q Travelling to Belarus to
Q Gabe doesn’t get sent to very many HELSINKI, FINLAND deal with disappearing cattle
glamorous locations, and the start of the NEW YORK CITY, Q A series of missions in the PSP might not seem like much
PSP games is no different with a series of NEW YORK game Dark Mirror culminates of an issue for Cobra, but it’s
missions set in the cold north of America. Q A repeat location for the franchise, in a battle against the game’s all connected to the Syphon
taking place inside an expo centre, antagonist at the Aerospace Filter virus in the long run.
the Agency’s biolab and even the Integrated Technologies HQ.
streets of the city itself.
CARTHAGE, MICHIGAN
Q Omega Strain opens with Cobra –
the player character – having to deal
with a terrorist threat in Carthage
over a series of missions. DUBLIN, IRELAND
Q On board the SS Lorelai, Gabe
joins up with MI6 to scuttle
the ship that is containing the
Syphon Filter virus.
NORTH BOSNIA
ATLANTIC SEA Q For a threat that initially
Q As a callback to SF3, Omega focused on the US, the Syphon
Strain has the player visit a Filter virus certain seems to
COLORADO salvage operation on a rig out in spread to a large number of
Q Starting in the Rocky the North Atlantic Sea. European countries.
Mountains then going via ZURICH,
the interstate and a train SWITZERLAND
ride across the state, Gabe’s Q Niculescu is the primary
adventures in Colorado antagonist of Omega Strain, and
ends with a crash. his tower is found in Zurich.
Cobra accompanies the famous PESCARA, ITALY
Gabe Logan to prove Niculescu’s Q An outbreak of the Syphon
connection to Syphon Filter. Filter virus also hits this town in
Italy. Players have to investigate
WASHINGTON, DC this, but naturally end up dealing
Q The opening stage of the
with a mob boss as well.
first game sets the tone and
what to expect. Terrorists
have taken over the streets of
Washington, and Gabe must
help combat the problem.
COSTA RICA
Q This location is the opening scene
for the original game, but actually
becomes playable in Syphon Filter 3
as part of its series of flashbacks.
IQUITOS, PERU
Q South America doesn’t feature too often
in the series, considering that’s the first
place we see. All the same, Peru is where
Gabe meets up with an old acquaintance.
MPUMALANGA,
SOUTH AFRICA
Q While not strictly part of the Syphon
Filter storyline, regularly appearing
character Mujari has a mission here
that introduces his involvement.
82 | RETRO GAMER
THE HISTORY OF: SYPHON FILTER
W
Q The snowy base of Rhoemer, the first ith the immediate it needed. For Richard, his desires lay
game’s antagonist and where Gabe success of the original more in the gameplay elements, where
confronts him. There’s also missions apparent from the start, he hoped to overcome the limitations he
set in both Ruzovka and Almaty. Eidetic wasn’t given a had met with during development. “I had
moment’s respite. Sony commissioned felt so constrained by the way that Jeff
a sequel and for Richard and the team [Ross, assistant designer] and I could
it was time to really make the most of populate levels. If we wanted to set
what they had wanted to achieve with up any kind of cool cinematic moment
the original. “There was no time to rest,” [in the original game] we had to beg,
TOKYO, JAPAN Richard says. “Syphon Filter 2 was just borrow and steal from the programmers
Q Appearing in the game at a us trying to fix everything that bugged schedule.” To alleviate this, Eidetic’s CEO
couple of points, typically as us about Syphon Filter, which was a Marc Blank created a scripting language
part of assassination missions foolish thing to do because we didn’t and taught the two designers to use it,
during with a high-level threat. have time for that, man… that was a ultimately giving them control over the
rush job.” With only a year to produce a game’s scripted moments. “And that’s
sequel, Eidetic had to cram in as much why, right from the get-go, you see
as it could, and there was a long list of guys parachuting into the levels,” says
things that the team wanted to fix. “John Richard. “We were having Mexican
[Garvin, designer] really wanted to get standoffs; we could do anything we
KABUL, the animations better,” explains Richard. wanted!” But the elation in Richard’s
AFGHANISTAN
“In Syphon Filter 2 the characters actually voice doesn’t last long. “And that was
Q Another location used to
had real, polygonal noses! That was a my single biggest mistake in my entire
introduce characters into the
big deal to him. And the cinematics are history of videogame development,” he
franchise. It’s where Gabe
much more bombastic, with bridges laments, adding that Mark had “given
and Lian Xing meet for the
us too much power”. Though Eidetic
first time.
would meet its deadline of March 2000,
and the sequel would match the
» [PlayStation] Syphon Filter 3 had
some cool additions – like a weapon
that can shoot through solid objects.
ABD AL KURI
COASTLINE, SOMALIA
Q Taking on pirates in the Somali
coastline certainly seems like
something Gabe would start a game
doing. This time he’s assisting the
USS St Helen. AUSTRALIA
Q A brief stint in the
Australian Outback has Lian
looking into test subjects,
and not kangaroos.
RETRO GAMER | 83
MEMORABLE success of its predecessor, Richard
D
espite this, it was clear the generated that would mesh in that could
INCOMING CHOPPER fanbase was still interested, be scripted ahead of time. We were
QSyphon Filter’s battle against a and with the PS2 on the going to be able to shoot double-fisted.
helicopter might’ve compared with horizon, Eidetic wanted to There were many things that we were
Metal Gear Solid’s equivalent, but be “on the ground floor”. The fact that going to do.” The concept was underway
it was a standout moment all the Sony had bought the company later in and trucked along for quite some time,
same. It was a pinnacle moment after 2000 and renamed it Sony Bend – after it even had a new AI in the works that
escalating a building from a stealth the small city in Oregon where the would avoid the issues of Syphon Filter
mission on the ground, through to an intense mission of deactivating missiles studio is based – only helped spark the 2. “It was going well,” recalls Richard,
before escaping through a silo, only to be met with this threat. developer’s imagination for what could “I was as excited as I’ve ever been
be possible on the next generation of in development.” The problem was,
COMMANDER PlayStation. “At the time everyone in Sony – now the company’s owner – felt
ASSASSINATION the office was addicted to two things, a third PlayStation Syphon Filter would
QWith the added flexibility to SF2’s Diablo and Counter-Strike. And just like be worth the cost, and persuaded the
scripting language, the developers before when I was so inspired by Tomb studio to switch the project from PS2 to
were able to create their own Raider and GoldenEye, now I was equally PlayStation, losing almost all of its unique
standout moments. As such there inspired by Diablo and Counter-Strike.” elements in the process. “I was like,
were quite a number of high-octane Set to be called Syphon Filter Online and ‘Seriously? I’ve come too far, you can’t
points to pick from, but this subdued puzzle which required assassinating a launch with the PS2, the game would make me go back,’” says Richard, who
commander without his ally noticing provided a great thrill after figuring it out. have a long list of features that could’ve didn’t go back. He helped get the project
been ahead of its time. “It was going started, but soon left and gave Jeff Ross
to have randomly generated real-world a chance to step in as lead designer. The
RUNAWAY TRAIN
3D levels,” says Richard, “it was going result was, understandably, a confused
QLong before Uncharted 2’s exciting
to be a multiplayer game with drop-in, game that had been crowbarred in to fit
battle aboard a train pelting it down
drop-out. It was going to have a meta the limited capabilities of the PlayStation
some mountainside tracks, Syphon
campaign, it was going to be 100 per within a development time of only eight
Filter 2 had already made the concept
months, resulting in a “hodge podge”
a real spectacle. The game itself is
that didn’t have the same quality of the
crammed with interesting, one-off
previous two games.
events but this was perhaps one of the most impressive setpieces that
had Gabe leaping from carriage to carriage, attack chopper in tow.
SUIT UP
QThe opening mission of Syphon
Filter 3 was special because it didn’t
throw players into the middle of a
firefight. A suited and booted Gabe
Logan simply rode an elevator to his
room in a hotel, where he found his
equipment ready to snipe his assassination target. It was a simple yet
brilliant way of opening a spy game.
84 | RETRO GAMER
THE HISTORY OF: SYPHON FILTER
“ I T WA S M Y S IN G L E
B I G G E S T M I S TA K E IN
M Y E N T IR E H I S T O R Y O F
V ID E O G A M E D E V E L O P M E N T ”
Richard Ham
» [PS2] Though
the graphics
and peripheral
details were
impressive in
Omega Strain, it
was a technical
the potential problems.” Just to get the challenge
B
ut at this point there was system to run smoothly was a challenge, implementing
already an expectation set in fact: “There was a lot of manhandling the engine to
allow for more
with Syphon Filter. Sony by the designers in terms of controlling open-ended
had seen that it was a brand the activation of the level geometry as gameplay.
it could push, Bend was geared up to well as the enemies. I wish we had more
work on the PS2 and the fans already time to focus on that. So, okay we built
had an idea of what to expect from the the level, we can play it for what it is, but by Mario 64 and Syphon Filter had to
name. John Garvin, the writer for the how can we possibly make it more fun?” compare itself to Metal Gear Solid, now
series up until this point, retained his This deviation didn’t necessarily the team was once again suffering the
creative control on the next project, while play out as hoped, either. The PS2 weight of expectation.
new designers stepped in to help bring wouldn’t end up the online device that
I
the new generation of Syphon Filter to Sony had hoped for it, and Omega t’s likely for this reason that the
life. “For Omega Strain, definitely the Strain suffered for it. In part its split developer decided to go back to
whole point was to make it online,” between multiplayer and single-player basics with the final two games.
says Scott Youngblood, the senior had restricted its design, but since it Rather than attempt to mix up the
designer on the project. “We invested was largely played single-player the genre, the next game – Dark Mirror –
heavily in the technology to be able to fans were rather disappointed with the would separate the single and multiplayer » [PSP] Surprisingly it took many years before the typical
underwater level made an appearance in the franchise.
do that.” The new generation of Syphon result. “It was kind of an experimental components completely. “We realised
Filter was to become online, taking the game,” recalls Scott, “no one had really that doing multiplayer in that way with
elements that Richard had hoped for made anything like that on a console Omega Strain didn’t quite work for
and blending them into a familiar mission before so it wasn’t known how well us,” explains Scott, “it didn’t satisfy the game for the PSP and released it
structure that allowed for cooperative it was going to be received.” After a our goals for single-player and it didn’t in 2006, but also ported the game to a
play over the internet. “For me it was year-and-a-half in development, Syphon satisfy our goals for multiplayer. And so higher resolution and larger screen for
a huge step into the multiplayer front, Filter: Omega Strain launched on PS2 we took a step back and asked what the PS2 a year later. This was similar to
and that’s what I found very interesting in May 2004 to a muted response. The could be done for a multiplayer Syphon the next and final game in the series,
and challenging about working on that problem was the “compromise” that Filter experience?” This meant two Logan’s Shadow, which was a run-of-
game,” says Scott. “Instead of having was made to try to appeal to a wider designers – Scott working on multiplayer the-mill sequel that released on PSP in
missions that were single-player or audience, which weakened both online and Ron Allen working on single-player 2007 alongside an online-only release
split-screen, now we had to deal with and offline aspects of the game. Things – to create two separate modes. The also for PSP that expanded on the online
the concept of players that all have their weren’t helped much by the release of latter looked back to the previous titles components of the two ‘proper’ Syphon
own PlayStation. It just got a lot more SOCOM two years prior, which not only to figure out what worked, while Scott Filter games on handheld. This latter
complicated in terms of the possibilities set a standard for how multiplayer should looked at what was becoming standard game, Combat Ops, empowered players
of what could go wrong.” work on PlayStation but also a tone for in the online multiplayer scene. What with user-generated content, allowing
And because the idea was so new, it the sorts of experiences that the PS2 was different, however, was the move for gamers to create and share their own
was hard for the team to find the right was about. Gone was the bombastic, to PSP. “That was a decision from the missions. Despite the quality of the three
balance. Scott explains that there was a action of Syphon Filter, now it was about studio,” says Scott, “they always wanted titles, however, the brand didn’t have the
lot of trial and error through testing, but slow, tactical combat. In much the way to make content for whatever the new pulling power that many of Sony’s other
even that wasn’t enough. “Unless you that Bubsy 3D had been obliterated platform was. The biggest challenge brands had achieved. As a result, despite
put it in front of thousands of players,” he for us was the translation to the smaller the rumours and hopes of a devoted
adds, “you’re not really going to see all screen, some things needed to be fanbase praying for a modern release of
called out more so they were more Syphon Filter, the franchise has remained
visible. But other than that it wasn’t too dormant for more than a decade. Despite
» [PS2] The
much different for us to develop on the bombast of the series, it has come to
move to a next PSP than it was for PS2.” To hedge its a stop with a fizz and not a bang. What
generation bets, however, Sony Bend developed is interesting, however, is that many
of hardware
didn’t mean the original Eidetic developers still remain at
game design Sony Bend, working on its first console
changed all that
dramatically.
title since Omega Strain. While zombie
survival game Days Gone certainly looks
the part, there’s an air of anticipation
about it – almost as if Bend has to prove
itself once again. And with PlayStation
classics like Crash and Spyro making
waves again, a Syphon Filter return is
entirely possible. Depending on Day’s
Gone’s performance, Bend could be in a
position to deliver on that in the future.
» [PSP] The PSP games were well received, and they were
masterfully handled by the team at Bend.
RETRO GAMER | 85
THE MAKING OF
WHEN
N THE DEVELOPERS OF NIPPON ICHI SOFTWARE
SOFTWAR
W E
DECIDED TO PURSUE A PASSION PROJECT, THE
NEARLY BOTTOMLESS STRATEGY RPG THAT
RESULTTED BECAME THE COMPANY’S DEFINING GAME,
AND GAVE IT A NEW MASCOT TO BOOT.
SOHEI NIIKAWA EXPLAINS HOW THIS
DEVILISHLY GOOD GAME WAS CREATED
Words by Nick Thorpe
SPREADING
DARKNESS
The original PS2 release isn’t the only
way to enjoy Disgaea – here are the
other conversions
DISGAEA: AFTERNOON OF
DARKNESS
PSP
QReleased for the PSP in 2006, this conversion of
Disgaea offers multiplayer battles and some new
optional bosses. However, the biggest addition
is Etna Mode, a new story featuring Etna as the
protagonist after she accidentally kills Laharl at the
beginning of the game.
RETRO GAMER | 87
MEET THE CAST Who’s who and why are they here? Find out with this primer
FLONNE
LAHARL Q An angel sent from Celestia to kill King LAMINGTON
Q The son of King Krichevskoy, overlord of Krichevskoy, only to find out that he’s QThis high-ranked angel is the one CAPTAIN GORDON
the Netherworld. At the start of the game, already dead. Flonne is a bit of a ditz and responsible for sending Flonne on her QAlongside his sidekicks Jennifer and
he awakes from a two-year nap to find strongly believes that everyone is capable quest to assassinate King Krichevskoy. Thursday (a robot, of course), he serves as
that his position as heir is highly disputed, of love, including demons. He’s calm and kind, but there may just be a defender of Earth. The kids love him, but
and sets out to reassert it. more to him than initially meets the eye. he’s slow on the uptake and easily tricked,
making him somewhat ineffective.
VYERS
ETNA Q This vain and dramatic demon is the early VULCANUS PRINNY
Q A demon who serves as Laharl’s vassal. She’s frontrunner in the race for the Netherworld’s QThis archangel is Lamington’s second QSinful human souls are sewn into these
a bit of a bully, especially towards the Prinny throne. Laharl has no respect for him, in command, and rather more outspoken peg-legged penguin bodies upon death,
squad she hired, and has very questionable and refers to him exclusively as ‘mid-boss’ and loud than his boss. He’s got no to toil in the Netherworld until they earn
loyalties. She also provides delusional after meeting him. time for demons, and views humans as reincarnation. They’re a bit lazy and fond of the
anime-style previews of coming chapters. essentially sheep that angels must herd. word ‘dood’ – and they explode when thrown!
“DURING THE MAKING OF THE GAME, on. The team’s previous game was La
Pucelle: Tactics, a strategy RPG, and
Pucelle: Tactics. These include Geo
Panels, tiles on the battle map which can
THERE WAS AN ANYTHING GOES Disgaea is a game of the same genre.
The usual trappings are all there – battles
grant special properties to the characters
standing on them, and Geo Symbols,
APPROACH… SEE WHAT WORKS” take place on isometric maps, and
each side takes turns executing orders.
which determine the properties given. If
destroyed, Geo Symbols can change the
SOHEI NIIKAWA
Characters have a range of physical Geo Panels on the map, damaging any
attacks and can join up in teams, or use character standing on them. “Previously
main character,” says Niikawa. “So, I to that you need something like heaven, special skills including magic attacks. in strategy RPGs, you either smacked
wanted to have two heroines. That said, or Celestia as it’s called in the Disgaea There are a variety of job classes and the enemies to death or used magic on
it wouldn’t be interesting to have both world,” explains Niikawa. “The idea of weapons, and plenty of items to equip. them. The cool thing about Geo Panels
of the heroines be demons, so I wanted having a world filled with demons and and Geo Symbols is that they create
one to be an angel.” a world filled with angels allows us to owever, the ‘anything goes’ a puzzle-like element, so you’re not
The devilish vassal Etna is a favourite
thanks to her bizarre ‘episode preview’
fantasies and general fondness for
insubordination, and she’s crucial to
getting the game off to the right start. “It
expand the plot and push it forward, and
that’s why Flonne exists.”
Still, the breakout characters of the
game were the Prinnies, who now serve
as the mascot of Nippon Ichi Software.
H approach can be found in
oddly amusing systems, such
as throwing. Characters can
lift others and throw them around, often
for extra movement. “This idea was
constrained to having to beat the enemy
in one particular way,” says Niikawa. “I
wanted to give the player that freedom.”
Disgaea’s other unique features
can be found outside of battle. For a
was important to create an impactful first “The design was left up to the character from the director,” we’re told. “During start, there’s the Dark Assembly. You
scene that just let players know what designer, Takehito Harada,” explains the making of the game, there was an can present proposals to this group of
kind of game, what kind of world this Niikawa. “The only thing I requested of anything goes approach – throw out senators, such as improving stats such
was,” says Niikawa, referring to Etna’s him, after explaining the world and the your ideas and see what works. So we as counterattack rates, which they
attempts to wake Laharl up with an kind of setting we were dealing with, all agreed when the idea was proposed, will vote on. “The Dark Assembly in
arsenal of weapons. “Within Disgaea’s was to create a mascot character. And I that this would be a really fun mechanic. and of itself is nonsensical. With most
genre, not many games have an opening got a penguin… we didn’t expect them In other strategy RPGs you have to go games, there are a clear set of rules and
like that.” Then there’s Flonne, a ditzy to become this popular!” tile by tile to reach your enemy, which is parameters within which you must play.
trainee angel who has seen a little too Though Disgaea’s setting was kind of boring. So we thought, ‘Throw We were thinking what could we do to
much anime – seemingly an odd fit unusual, it turned out that the game him over there and get to work!’” add something more interesting – maybe
with the demonic cast. “If you have a Nippon Ichi wanted to make was pretty Some of the systems used in all these rules that were in place didn’t
setting like the Netherworld, in contrast close to what it’d already been working Disgaea actually originate from La have to be there,” says Niikawa. Of
88 | RETRO GAMER
THE MAKING OF: DISGAEA: HOUR OF DARKNESS
BACK TO THE
NETHERWORLD
Sohei Niikawa discusses Disgaea’s
upcoming HD remake
A
anniversary of the series, so
progress is to visit the Item the person who came to ask for the there’s no better time to do it,”
World to improve your game, ‘I wrote this with Japanese otaku answers Niikawa. “Also, this is an
equipment. “Levelling up in mind, and I have all these parodies and excellent opportunity to allow fans of the series
items is fun, but just going to a menu references to manga and anime. I don’t to experience the game with high resolution
and hearing a ‘ping ping’ noise is not as think this is going to sell over there.’” graphics, so that it looks better than it ever has,
interesting,” says Niikawa. “So the idea The North American release took and give them one more chance to spend some
was, ‘What if a world existed within place in August 2003, and Koei published time with these characters.
these items?’ We could allow the player a European version in May 2004. “Another thing is, here we are being
92 | RETRO GAMER
I played some games
on my own computer
and learned how to write
assembly language
David Jones
RETRO GAMER | 93
Your first published game was Bonkers added to the game, so I still had my unique feature. We
SELECTED TIMELINE for the ZX Spectrum, would you say that was took the almost-complete game to Mastertronic and I
just an exercise in game programming before remember a meeting with Robert Maxwell and Richard
GAMES you tried bigger things? and David Darling where they were quite positive
QBONKERS [1984] ZX SPECTRUM Bonkers was an idea from Albert [Owen]. He was a about it, but Mastertronic had decided to create an
QDYNAMIC GRAPHICS (UTILITY) [1984] ZX bit vague about the design, but very happy with what education games range at the time so they wanted to
SPECTRUM I wrote. It was my first go at a game and I was quite see if they could push it in that direction. One of us, I
QDYNAMIC PROGRAMMING (UTILITY) [1984] pleased with it at the time, but I knew I could do better. can’t remember who, suggested having price values
ZX SPECTRUM for the objects so there would at least be a little bit of
QFINDERS KEEPERS [1985] ZX SPECTRUM How did you get to know Ray and Albert? arithmetic involved and that seemed to satisfy them.
QSPELLBOUND [198]5 ZX SPECTRUM I met Ray through Albert, and I met Albert because In the end they released it as a proper noneducational
QTYPE ROPE (UTILITY) [1985] ZX SPECTRUM somebody told me there was this ex-taxi driver running game in January 1985.
QFOURTH PROTOCOL [1985] ZX SPECTRUM a video rental shop who wanted to break into being a
QKNIGHT TYME [1986] ZX SPECTRUM games publisher. I followed up on that and it all worked How did the success of Finders Keepers
QSPELLBOUND 128K [1986] ZX SPECTRUM out very well. Albert has since died, but I met up with make you feel?
QSTORMBRINGER [1987] ZX SPECTRUM Ray a couple of years ago when Sheffield Hallam I was pretty pleased, but I wanted to go on and do
QECO WARRIORS [1990] PC University did one of their Games Britannia events something more ambitious for my next project.
QGNOME ALONE [1991] ATARI ST based upon Finders Keepers. They’d contacted me and
QCOSMIC SPACEHEAD [1993] PC I roped Ray into it, it was good to catch up with him. That next project turned out to be the excellent
QDARK STALKERS [1995] PLAYSTATION sequel, Spellbound. This was a big deviation
QOVERBOARD [1997] PLAYSTATION, PC Finders Keepers saw the introduction of Magic from its predecessor moving from a platform
QG-POLICE 2 [1999] PLAYSTATION, PC Knight, who features in a series of games. How game to a graphic adventure. Was Spellbound
QRC-REVENGE PRO [2001] PLAYSTATION 2 did the character come about? something that had been planned for a while,
QXGIII: EXTREME G RACING [2002] Albert came up with the initial character name and even before Finders Keepers, or was it developed
GAMECUBE, PLAYSTATION 2 there’s a bit of copyright-free art that he based the on the back of its success?
QDJ HERO [2009] appearance on. But again, he let me just write what Spellbound came about after I’d seen an early
PLAYSTATION 3, XBOX 360, WII I wanted to and Ray did the art. The actual gameplay Apple machine for a few minutes and realised how
QDJ HERO 2 [2010] for Finders Keepers, which was originally just called a windows system could be easily adapted to a text
PLAYSTATION 3, XBOX 360, WII Magic Knight, was meant to be similar to Manic Miner. adventure format. It was a new idea that didn’t start
QLITTLEBIGPLANET 3 [2014] But from the start I wanted to add something extra until a few months after Finders Keepers was released.
PLAYSTATION 3, PLAYSTATION 4 so that’s why the mazes are in there. I didn’t know it
would end up as a budget title so I thought I’d need to Do you remember how you developed the
push things a bit to compete. game at all?
By the time it was finished, Jet Set I started Spellbound by modifying Finders Keepers.
Willy had been released and I was I’d decided quite early on that Magic Knight should
relieved to see that mazes hadn’t been be taller so the first thing to do was rewrite the sprite
» [ZX Spectrum] Gordon, what can you give me for a lump of cheese and a tube of glue?
» [ZX Spectrum] Finders Keepers was originally intended to be like Manic Miner, but David soon had other plans.
94 | RETRO GAMER
IN THE CHAIR: DAVID JONES
routine to be 24x16 pixels. The latest games at the but I always knew I’d want to cram as much of it as
time had started using masked sprites rather than the I could into the 48k version. I did what I could and
earlier XOR type, so that also needed to be upgraded. added data compression and other systems to help
Generally, platform games had moved on so a full with that. Stormbringer was a bit of a drag to write.
graphic upgrade was required and my main interest John Maxwell, who was my main contact person at
was in getting a much more adventure feel into the Mastertronic, had moved on and I didn’t feel I had a
game with genuine puzzles to solve, like the ones I’d good working relationship with the new person. This
enjoyed when playing the old text adventures. meant that I couldn’t visit the office in the same way
While Finders Keepers took me a total of three to get an enthusiasm burst like I was used to. I had no
months, I think Spellbound was nearer to six months. appetite for working further with Mastertronic after this
If I’d known at the start what I was writing it would even though I had other games sketched out.
have been a lot quicker, but I was experimenting as
I went. Since then I’ve seen people design games Do you think those games will ever see the light
before starting to write them, and for a while, I was of day? Do you remember what they were called
persuaded that doing it that way makes more sense. or what they were about?
» [ZX Spectrum] There’s nothing like a plant and some chandeliers to
make you feel at home on a spaceship.
Though after gaining experience from developing other It’s possible that some version of these games might
projects, I am now pretty convinced that making it up eventually be seen, but there’s a lot of work involved
as you go along is at least equally as valid as a start with and there’s very little money in the games industry for I found the degree quite easy, but then I should have.
a design document. indie developers these days. If the games do appear After all, I’d been writing games for ten years by then
then one basic theme is more time travel, but more like and if I didn’t manage to do very well, it would have
Following Spellbound were the sequels the Michael Moorcock character Jerry Cornelius than shown that I wasn’t as good as I thought I was.
Knight Tyme and Stormbringer. How happy Doctor Who. Jerry Cornelius just appears in stories at
were you with these games and how was the different points in time without us knowing how or why Did you work on any games whilst at university?
development of these titles? he got there, unless I missed something. For those I worked on a number of games during that time,
Knight Tyme was the pinnacle of the technical content who know these books, I wouldn’t be adding in the mostly for a small company based in Stroud. They
of those games. I initially wrote it as one of the few extensive drug references and other non-family friendly weren’t my own designs and, frankly, they were pretty
original games for the newly released 128k Spectrum, factors that Jerry Cornelius is known for. much rubbish designed by the partner of the boss who
had no real clue. But they paid a few bills at the time
You spent a lot of time working on games for and I was happy with my code quality, at least.
the ZX Spectrum but when the Spectrum scene
started to die off, you no doubt started to look How did the opportunity come about for you
at the 16-bit market. What direction were you to start working at the revered Psygnosis after
looking to after that? finishing university?
Other things came up and I experimented with the A friend and fellow freelancer had applied to work at
Atari ST for a while. I was sad as I saw the Spectrum Psygnosis’ south west office, and when he told me his
market slipping away, but I knew that 16-bit would be reasons for going for a full time job I realised that they
better in many ways. were also valid for me so I also applied and I started
there two weeks after he did. I worked on Darkstalkers,
You completed your BSc(Hons) in Information Overboard and G-Police II while I was there. That was
Technology in 1991, was this something that you for about five years until the office was shut down.
wanted to do prior but not had time, or did you
» [ZX Spectrum] Good news banshee, it’s on Netflix now! We think feel that then was the time to do it? What was is like working at Psygnosis?
you’ve been stuck in that bottle for far too long. I thought it would be fun to get a degree, and it was. I mostly enjoyed working at Psygnosis, but apart
RETRO GAMER | 95
We managed to get
Acclaim to set up an
office nearby and take
on the entire team
David Jones
FINDERS
KEEPERS
An ode to the title that kicked
off Magic Knight’s stardom
» [ZX Spectrum] A robot with a cousin. How ludicrous.
from some social media contacts I am not in touch I told them I would resign, go and see the eclipse and
with anybody from there anymore. It was my first then return and offer my services to them again – just
experience of being employed full-time in the games to be polite about it. But because they’d started my
industry and having to work on games that I largely thinking about my future, I realised I could leave even
didn’t believe in, designed by people who couldn’t write sooner – so I did.
them themselves. I’d written some games before
which were designed by non-programmers, but only as After moving back into the world of
a freelancer, and I always had the option to turn them videogames, you became involved in the
Where it all began; the first screen of Finders
down. I did enjoy working on Overboard though and I development of the games DJ Hero and DJ
Keepers is certainly an iconic one. The king
managed to get a design idea into that. Hero 2 by FreeStyleGames. Were they as fun
sends you on a mission to find a birthday present
developing as they were playing them? And
for the princess (maybe she’d love a lump of
After spending five years at Psygnosis you whilst we’re on the subject – how would you
cheese?) by teleporting you to the castle to find
moved on another big name in the games rate your own DJing skills?
something suitable. Many hours later, after
industry, which was Acclaim. How was I’m rubbish at DJing, but those games were fun to
getting lost in a few mazes, doing a few trades
it working there? work on. Also that company, FreeStyleGames, was the
with Gordon and taking on a giant cat, you may
When the Psygnosis office was shut we managed to most engineering-oriented games company I’ve ever
find that feeling of satisfaction should you exit
get Acclaim to set up an office nearby and take on the worked for. There were a lot of very good practices
the castle triumphant. You also may find yourself
entire team. It was a sweet deal, we got redundancy used and the games were probably some of the best-
stuck in the aforementioned maze unable to
money from Psygnosis and some of us were kept quality code produced at that time.
escape the many ghosts and monsters found
on for a few months on the promise of a bonus for
lurking in the doldrums and hitting the ‘0’ key to
completing G-Police II. Then about a week after that In more recent years, you have taken the
start the game again.
we walked into the new Acclaim office. move across the sea to work abroad, currently
Finders Keepers captured the imagination
plying your trade in the Netherlands as a games
of many ZX Spectrum owners and just the
You took some time out from games after
mention of the game brings a smile to the face of
working for Acclaim. Did you feel you needed to
many, and went on to spawn more adventures
get away from games after working with them
for Magic Knight. Who was to know that the
for such a long time?
game would go on to become such a hit a go
No, I just realised I didn’t need to work full-time
down as one of the Speccy’s finest? Not only
anymore. I’ve always had more projects on the go than
that, but the character would also become an
time to do them, so it seemed like a good idea at the
icon of the ZX Spectrum scene as we followed
time. I actually only left Acclaim at that time because I
her exploits through space and time over the
wanted to take four weeks off to go to Australia. There
following three games.
was a total eclipse due and I’d told my producer about
two years in advance that I was going. When the
schedules for the current project were made, there was
no sign of my four weeks of holiday, so I questioned it
– to be met with, ‘You must be mad if you think you’re
getting that much time off!’ Well, it wasn’t something I
could move and I had income from rental properties so » [ZX Spectrum] Um, time to turn around and run away we think.
96 | RETRO GAMER
YOU ASK
THE QUESTIONS
The Magic Knight creator
Are there any tips you can share now?
answers your queries
Because after three decades, we are still
struggling to finish it! ZX_SPECTRUM_30: Be good to
I can’t really offer any tips this long after the release know if FK was always intended
of Spellbound, but there are YouTube videos of the to be a budget title and if
solution. If I was going to play it again myself I’d find Mastertronic were first choice?
a good one of those and keep it handy. I think I’d be
more likely to replay the 128K version of Knight Tyme
though. I think it’s the best of the trilogy. No, Magic Knight, as it was originally
called, was intended for £5.95 release
Are there any projects that you’re involved in at by Procom, the company set up by
the moment that we can look forward to seeing Albert Owen, father of Ray Owen, who
in the future? was the artist. But that company didn’t
» [ZX Spectrum] Maybe wearing a suit of armour during a thunderstorm Yes, there are a few things I’m working on currently. manage to survive so Albert arranged
wasn’t such a good idea. Firstly is my science fiction book, which is currently for us to meet Mastertronic and they
planned as a trilogy. The working title for the trilogy loved it so it became a budget game.
is The Ada Chronicles – as in Ada Lovelace, the
lecturer at Breda University. How did this mathematician who worked with Charles Babbage on
role come about? the Difference Engine. Another book I’m working on
I was looking for a way to get out of writing games is about how to write science fiction, currently called WIZWORDS: Why did Magic
and I’d explored the options of becoming a maths or The Writers’ Handbook – Science Fiction. I actually Knight have such a weird jump in
computer science teacher. I did some practice days wrote this first, which now feels a little arrogant, but Finders Keepers?
at a local school and I still believe I’d have been good my main reason for writing it was good. Far too much
at that, but teachers aren’t paid anywhere the sort of new science fiction uses broken or tired old tropes that
money that I am used to so I couldn’t really afford to earlier authors have covered. I realised I should write
do it. Then a friend told me that NHTV were looking a book about how to write decent science fiction. I’m Largely because I just did the simplest
for an experienced games programmer to teach and looking for a publisher at the moment. jump possible. Let’s call it a ‘magic’
landed that job. I’m enjoying it here and feeling like my Another project I’m working is The Magic Knight jump. It was just a straight line +1y for
experience is of use to our excellent students. Game Book – I wrote the first version of this around every change in x for (I think) 16 steps.
1988. It’s a fighting fantasy-style adventure book that
There was talk a while back that new versions now only exists on faded print out. I am reading this to
of Spellbound and Finders Keepers were being my computer and I will be editing it as a collaboration
worked on. Are these both still happening? between a young me and current me. DEKAY01: The mazes in Finders
Spellbound was looking good last time I saw it, Also there’s my board game, currently called Path Keepers were the most frustrating
but progress is quite slow due to Mike Hall, the of the Mage, which is a hex tile-based game that I’m parts of my childhood gaming.
programmer, having other commitments. Finders prototyping at the moment. Were they this hard intentionally?
Keepers+ is my own project and I progressed it quite
far before putting it on hold for a bit; my aim is to see Finally, how do you feel about the legacy of
how good I could have made it if I knew then what Magic Knight? It must be a good feeling that the
I don’t like people completing my
I know now. character has had such an impact on fans.
games quicker than it takes me to write
I really appreciate how loyal the fans have been. It’s not
them, so yes, they were meant to be a
What format will these games be released on a frequent thing, but every now and then somebody
challenge. But the maze enemies were
should they come to fruition? Is there any chance asks me what I do. I tell them I write games, to which
on simple paths and there were places
of a physical Spectrum release? they reply, ‘Anything I know?’ I ask them how long they
for Magic Knight to hide. Also, I had to
Spellbound is being rewritten in Unity so the target have played games, and if they are old enough to have
play test them a bit so there’s a limit to
platform is flexible and Finders Keepers+ is purely an played Spectrum games or say they like retro games,
how hard I’d make them.
assembly language project for the 48K ZX Spectrum. I’ll mention Magic Knight. It’s great when people tell me
No 128K version, and unless somebody wants to throw they loved playing those games because I loved writing
a wad of cash my way, there will be no Next version them and sometimes people have told me that they
either. If or when I complete Finders Keepers+ it is my are writing games themselves because of my games.
intention to do a limited cassette tape run of it. Obviously I realise, it’s not just my games, but it’s nice JOHNNAAAAAAA: What
to feel a part of it. are your thoughts on the
Are there any interesting stories that you’d like Spectrum Next, and what is the
to share from your long career? likelihood of writing or licensing
Just after Spellbound was released I was browsing the something for it?
computer and gadget shops in Tottenham Court Road
in London, when I spotted somebody buying the game.
I couldn’t help myself; I said to the buyer, ‘I wrote that!’
The Spectrum Next is, in my opinion,
– imagine my shock when he replied, ‘No, you wish
what should have been created next
you wrote it!’ Anyway, when Spellbound was released
after the 128K Spectrum. It would’ve
I had the confidence to insist that Mastertronic put my
been great back then and I expect I
name on the tape cover, so after I recovered from the
would have written for it, but I have too
shock of that statement, I showed him my name on
many active projects at the moment.
my credit card and he believed me. He was buying it for
However, if somebody with appropriate
his son so he asked for some tips and I think he asked
» [PS3] Despite not being a deft hand with the actual instrument, David levels of skill wants to discuss projects
me to sign it – but it was three decades ago so I’m not
took to the turntables to help produce FreeStyleGame’s DJ Hero. where they write the code and I design
100 per cent certain about the signing.
the game, then I am open to that.
Castlevania: Harmony
Of Dissonance
SLAYING WHILE ACCUMULATING
GAME BOY ADVANCE KONAMI 2002
» RETROREVIVAL
>> The
impossible
becomes true
and Shenmue
fans finally get
their much
asked for HD
reissue. In fact
it’s reissues
all round, with
Titan Quest,
Another World
and Okami all
being ported
to Switch
Shenmue I & II
“MAYBE I SHOULD GET ANOTHER?”
INFORMATION As fan followings involves exploration and information
FEATURED SYSTEM:
go, it’s fair to say gathering, fighting (using a real-time
PS4 that Shenmue’s is battle system), minigames and QTE
ALSO ON: amongst the most sequences. The games are as much
XBOX ONE, PC passionate in the about getting lost in the authentic
RELEASED: gaming business. environments as making progress BRIEF HISTORY
OUT NOW Years of relentless campaigning for through the story, and you’ll frequently At the time Shenmue was
released in 1999, its world felt
PRICE: a re-release have shown a clear and find yourself buying capsule toys, visiting more alive than anything seen
£24.99 unwavering belief that Yu Suzuki’s the arcade and just popping into random in a videogame before – but at a
PICKS OF magnum opus is special – but Sega shops to see what they’re like. Over the cost. AM2’s game was the most
PUBLISHER: expensive ever made at that
THE MONTH SEGA lost a lot of money on Shenmue before, course of the games, the story will take point, and despite selling a million
DEVELOPER: and it’s easy to get the feeling that it you from a sleepy Japanese suburb to copies, Sega took a big loss. With
D3T the sequel performing better
hasn’t put too much budget behind this Hong Kong and mainland China, with a despite also appearing on the
PLAYERS: new remaster. But before we address slow build that leads to some impressive Xbox, the series went on a long
1 that, let’s talk about how the games and memorable sequences, particularly hiatus until Yu Suzuki announced
a third game in 2015.
play today. during the second game.
Although Shenmue was never Open world adventures have moved
DARRAN originally billed as an RPG, that’s on considerably since 1999 and revisiting
Titan Quest » [PS4] Low-res textures essentially what it is. You play Ryo Shenmue is a potent reminder of that.
It’s not a fantastic port but from the original game have Hazuki, a young man out to avenge Ryo is a bit of a pain to control, getting
I can’t stop slaying satyrs, been left untouched, like this
centaurs and other Greek
punk’s jacket. the murder of his father, in a quest that stuck behind pedestrians and moving
monstrosities during my rather deliberately – particularly if you
lunch breaks. just want to move backwards, which
involves a full 180 degree turn, a couple
of steps forward and then another turn.
Additionally, the series has a reputation
for being somewhat idiosyncratic and
meandering, and the first game in
particular has a glacial pace, with very
DREW few action sequences until the late part
Okami HD of the story. Then there are odd design
Regardless of what choices – if a character won’t show up
system you play it on
until 7:00pm in the game, you just have
Okami is great. And the
Switch version just to occupy yourself until then as there’s
makes it more versatile. no option to let time pass. Shenmue II
W SOMETHING NEW
SHENMUE II DREAMCAST
THE ONLY
GAMING AWARDS
VOTED FOR BY
GAMERS
VOTING OPENS
21ST SEPTEMBER 2018
Visit www.gamesradar.com to cast your vote
facebook.com/goldenjoysticks @GoldenJoysticks
*DPHUƖ
» [Amstrad
CPC] Running
away from tthe
maestro and his
groupiees.
*UDHP Ġ
rocks and an explosive hard place.
How long did Bomb Jack to the side effects of his medication, hallucinates about
&RZL Ġ
Beer Edition take to create it caught the attention of searching for bones while being pursued by postmen
and who was involved? one of the musicians - Simone that Jack would and vampires. The chase starts behind the link at
I started the project one night JMD Bernachhia – who offered collect beers Kikstart.eu/pink-pills-cpc.
during October 2017 when I to help with the game music instead of bombs but I had to The other release is Mike The Guitar where the titular
grabbed my A500 from the and sound effects. The entire settle for just giving the player instrument just wants to play a little Nirvana but needs
attic and was looking through game took six months to code lots of points when collecting to collect plectrums to practise with and avoid the bust
my old source disks, I was in 68000 assembler using bombs on these extra rounds of Beethoven and his gang of sentient instruments.
reminiscing about how much Devpac, though later I moved due to my available time. Kikstart.eu/mike-guitar-cpc takes you there.
I enjoyed coding back in the to a cross assembler for speed.
day with aspirations of being a What sort of feedback have
games coder. On Halloween
2017 I posted on the English
So… why is it called the
Beer Edition?
you had so far?
The feedback has been really Everyone who plays
Amiga Board coders forum
about writing a sprite driver for
Well I do like a beer, growing
up in the Eighties around
positive, pretty much everyone
who plays it tells me it is close it tells me it is close to
a game, set off coding using
some Bomb Jack test sprites
Sunderland I spent a lot of
ten pence’s in the arcades
to the arcade so I’m quite
happy with the end result. the arcade
and it snowballed from there. playing Bomb Jack and when
I began by coding the I wasn’t there I was tinkering And finally, do you have any
enemy mummies walking with my Amiga so I thought future plans our readers » [CD32]
and falling off the platforms I’d combine the three- beer, would be interested in? Slamming
the brakes on
and by mid-December I had Amiga and Bomb Jack. The Coding is very time consuming before weaving
all the scenes in place along idea I had planned for beer and has to be balanced with through some
deadly traffic.
with the collision detection edition was to have landmarks family life, so I’m taking a break.
routines. If you look for my that are located within my I like the idea of making some
thread on the EAB coders favourite places to socialise, Amiga game coding tutorial
section I documented my entire so new rounds included videos to help other developers
progress every few days with in the game are Penshaw bring more games to the
YouTube videos! By January Monument (Sunderland), Amiga homebrew scene so I
2018 I announced I was making Big Ben (London), Chichen may do this, if not then I’ll make
an arcade port of the game in Itza (Mexico), and Edinburgh another Amiga game as it is
the main EAB forums where Castle. The original plan was so much fun.
» [Am
[A iga] Gathering a couple of enemies before the power-u
p expires.
RETR GAM
Head to the garden for some
bug splattering action with
Sinister Developments’ Atari ST
homage to the coin-op classic
Centipede. The action is mouse-
controlled and quite challenging,
even on the easiest difficulty, with
the player’s avatar spending most
of its time harassed by bouncing
spiders, snails which leave a
trail of mushrooms, fast-moving
scorpions and of course the
titular centipedes.
There are also occasional bonus
waves where lots of one enemy
pile into the play area. These last
for 20 seconds or until a life is lost
and braver players can rack up a
decent score during them. It’s not
a 100 per cent accurate conversion,
and the collisions have to be learnt
and allowed for, but Centipede is
solid enough to keep most happy.
Kikstart.eu/centipede-st will lead
you into the garden.
VR has finally matured by the year and out of the each screen to ascertain
3000 to the point where the populace what threats are present will work far
» [Atari ST] Avoiding the spider swarm. spend the majority of their time in better than a thud and blunder approach.
virtual worlds to avoid dealing with There are some slightly anachronistic
the dystopia that surrounds them. vending machines which freely serve
Pretty much any experience can be up more ammunition and life-restoring
created on a whim, allowing the user to medical packs and, while they might
experience and indeed interact with any not be particularly frequent, Richard
point in human history such as posing can also search the environment to find
for Da Vinci or sitting in the front row more supplies and the keys he’ll need
» [ZX Spectrum] Less than stealthily dealing
at a Beatles concert. But one particular to progress through the bunker. Not with one of the patrolling guards.
user named Richard Burton doesn’t want touching the mines is advisable though,
» [Atari ST] There’s lots of bugs in this program to enrich himself in this way and has since they’ll explode on contact.
that need blasting.
instead decided to simulate killing Hitler. Strange scenarios aside, The World
Richard will need to infiltrate the War Simulator: Part 2 is a reasonable if
bunker, take out guards along the way flawed top down shooter, entertaining
and, on finding their leader, deal with but marred by the random movement
him. Despite running on state of the art of the enemies and a few screens with
hardware, the AI managing the soldiers wider entrances where merely walking in
issn’t particularly bright so they wander at the wrong position can see the ‘hero’
around in a rather erratic manner – the unfairly gunned down without time to » [Amstrad CPC] Important keys can be found
in the oddest of places.
best strategy is lying in wait until one even retreat. That’s frustrating when it
wanders into the line of fire, although it
w happens, but the game is still playable
y so
becomes a reaction test when they do – more hardy VR warriors might ant
and, when they spot an intruder, they’re try their luck at the mission.
offten frustratingly accurate with their
sh hots which means quickly ducking in >> Score 70%
GRIDIRON PRISONNIER 2
PLATFORM: COMMODORE 16 PRICE: FREE PLATFORM: MASTER SSYTEM DEVELOPER: OFFGAME
DEVELOPER: FANTASY SOFTWARE DESIGNS DOWNLOAD: KIKSTART.EU/PRIS2SMS PRICE: FREE
DOWNLOAD: KIKSTART.EU/GRIDIRONC16
The future of TV game shows is all about
one-on-one action, pitting two people directly
against each other in a battle of wits and strategy.
The studio floor has been divided into a play area
which is nine tiles square, and the two players take
turns first selecting an adjacent cell to move into and
then placing an obstruction in any free space with the
intention being to wall their opponent up so they’re
stuck on a single tile while trying to avoid the same Running a railway is a tough
fate themselves. job especially if, as seems to be
» [C16] You two chaps look familiar, have we met before?
There’s not much else to it really, the console’s the case in Trolley Follies for the
AI plays reasonably well most of the time but single C64, you’re the only driver. You’ll
It might look a little like Jeff Minter’s player mode becomes repetitive quite quickly. have to pick up passengers and
classic blaster Gridrunner, but the Prisonnier 2 is one of those games that works best drop them off at their colour coded
objective in GridIron doesn’t involve with two players vying against each other for space on station of choice, pausing to act
shooting anything. Instead, the player has the playfield, so finding a friend with a second Master as signalman to switch the points
to collect all of the tokens scattered around System controller to compete against yields the best where necessary. The game also
the grid in order to progress to the next area. overall experience. comes with a level editor and users
There are enemies patrolling at the edges can submit their creations to the
of the playfield which will sling bullets at the >> Score 74% developer’s website behind
player’s craft when they’re aligned with it and, Kikstart.eu/trolley-follies-c64.
since the collectibles on the level are reset The unexpanded VIC 20 release
when a life is lost, it’s best to concentrate on Escape is an action game where
survival as a priority, gathering tokens only the exit for each maze-like stage
when it’s safe to do so. must be unlocked by collecting all
GridIron is fast, furious and challenging to of the key cards. The craft starts
the point where all three lives can be lost within moving when the level begins and
mere seconds if the player’s concentration can’t be stopped, so care must be
» [Master System] We’re going to build a
drifts but, along with occasionally being wall. It’s going to be a powerful wall.
taken to avoid collisions with walls
frustrating, is fun to play in short, high octane as well as the enemy. Run away to
bursts. There’s even a neat little level designer Kikstart.eu/escape-vic.
included for those gamers who fancy being a
little creative.
Sir
S Clive Sinclair was never happy about his
c
creation the ZX Spectrum being associated with
games and, in an alternative universe where he’s
evil as well as a genius, something is going to be
done
d about that. His newest invention is the C6,
a washing machine that erases the character from
Spectrum game sprites, deleting Horace, Sabreman and
Miner Willy from the public consciousness.
Enter our hero Jetboot Joe, a character who didn’t
quite get the leading role in a game despite trying for » [Windows] Having a smashing time with the boss
from a famous shoot ‘em up.
decades who now has to take on the heinous Sir Clive
and his minions by flying through large multidirectionally
zles, maybe it’s true here? scrolling stages and blasting pretty much everything
first works with jigsaw puz
» [C16] Finishing the edges w
within them to pieces. There’s lots to see in each area
with setpieces relating to famous Speccy games, as well
w
as bonus items to collect and power-ups delivered by
Horace as he floats through the playfield with a balloon.
CADE HEAVEN
ARC there this month, so look out for
PAPER ADVENTURES
PLAYS a feature I think would be great in
Retro o Gamer. I recently found out
about Arcade Club, an old mill in Bury,
Hi Darran,
I don’t know if you’ve seen or heard
SPACE INVADERS whicch is now home to the largest about a fan-produced magazine called
arcaade in Europe. I feel the more The Classic Adventurer. It’s fairly similar
peo ople that know about this place to Retro Gamer – lots of interviews
the better. It’s like warping to a with game creators and ‘making of’
time forgotten, when arcades articles – but it’s devoted entirely to
w
with classics such as Bubble text adventures and can be found at
Bobble, Power Drift, Mercs, classicadventurer.co.uk. Three issues
Sinistar and Golden Axe were have been released so far, although I
commonplace. only found about it a week or two ago.
Just after writing a 780- I think it should be given a mention in
word review on TripAdvisor Retro Gamer.
about how amazing it is, I Nicholas Campbell
thought the best exposure the
place could receive would be from It’s not escaped our attention,
he biggest retro game enthusiasts,
th Nicholas. We’ll be hopefully
thhe readers of Retro Gamer. running an article with its creator,
Beenjamin Tilbrook Mark Hardisty in a later issue of
We’ve jumped back in time to the magazine.
the progenitor of high score Maany thanks for getting in
challenges this month. Let’s see
how the team fared touuch Benjamin. We’re glad you SWITCH TO ROM?
enjooyed your time at Arcade Will Nintendo eventually release the
SAM 5,130 Club
b, and you’re right, it definitely back catalogue for all games over all
Boy, this is a tough game! It’s all deseerves to be in the magazine. their systems on the Switch? I’ve heard
well and good focusing on the
We’re actually planning to go up they are taking ROMs off the net, so
mystery UFO for points to start
with, but once you get a few levels in it’s just
a game of survival.
DREW 3,790
I don’t know how I got this score,
STAR LETTER
my eyes must’ve glossed over
and I found myself enter a
state of Zen. I haven’t even come close to
QUILTS AND BLANKETS
replicating it. Hi all, the blanket my very talented wife
Just finished the excellent Tetris article, crocheted, it’s an absolute beast that
NICK 3,140 I love how such a simple game has took months of her life to make! Her
I had the best score early on, but taken the world by storm over the other creations, including some retro
then went on holiday for a week course of the last three-and-a-half themed thingies can be found on
and got overtaken. I’d have tried
decades and is still evolving and Instagram @magicsheepcreations.
to take the crown back, but I was too busy
messing around with my Game Gear. finding new ways to hook us all over Anyway cheers for keeping the
again, without straying too far from the mag fresh for 183+ issues, it seems
humble origins of it’s original simple like no time at all since I picked up the
DARRAN 2,740 concept. It can be played on pretty first issue back in 2004 and thought
I got a great score before I went much any system from the ZX81 to it’d be an interesting one-off or short
on holiday and le it on Drew’s a PlayStation 4. lived niche publication.
desk via a post-it note. The note One comment I would make is that All the best,
mysteriously disappeared, leaving this
people always call it a puzzle game, Dave
lower score as my only documented effort.
but there’s no puzzle, there’s nothing
to solve, it’s a twitch arcade resource Glad you loved the article Dave
management game which perfectly and we’re massively impressed
encapsulates the ‘simple to play hard with your wife’s blanket. It looks
to master’ ethos that the very best absolutely lovely and we can
games have. imagine it’s the perfect thing to
As you can tell, I’m a huge fan, wrap up in while you’re reading » Dave’s quilt looks absolut
ely marvellous.
We’re quite jealous!
and I thought I’d share a picture of the next issue.
CONTACT US
Snail Mail: Retro Gamer,
Future Publishing, Richmond House,
33 Richmond Hill, Bournemouth,
Dorset, BH2 6EZ
Email: [email protected] Future PLC Richmond House, 33 Richmond Hill,
Bournemouth, Dorset, BH2 6EZ
Editorial
Editor Darran ‘Large Invader’ Jones
[email protected]
01202 586237
DISCUSSED THIS MONTH Production Editor Drew ‘Small Invader’ Sleep
Senior Staff Writer Nick ‘Medium Invader’ Thorpe
Game Gear Advanced Senior Designer Sam ‘UFO’ Ribbits
This month Nick decided to buy a TV Tuner Brand Director, Games Tony Mott
for his Game Gear. He’s then spent the past Senior Art Editor Warren Brown
couple of weeks finding various things to run Photographer James Sheppard
through it. Highlights include an Xbox 360
running Street Fighter V and a selection of old Contributors
Adam Barnes, Anna Blackwell, David Crookes,
VHS wrestling tapes. He’s currently planning
Paul Davies, Paul Drury, Kieren Hawken, Jason Kelk,
to connect it to a Game Boy Player. Don’t ask us JȸƏƺȅƺxƏɀȒȇً«ȒȸɵژxǣǼȇƺً¨ƏɖǼ«Ȓɀƺ
» Classic Adventurer is the latest project from Mark why. It seems to keep him happy, though.
Hardistry. Expect an interview in a future issue. Advertising
Media packs are available on request
Commercial Director Clare Dove
is this all part of a Nintendo master [email protected]
» If you’re using old Advertising Director Tom Parkinson
plan to keep it all in house for their own consoles you should always [email protected]
download service? try and hook them up to a CRT. Account Director Kevin Stoddart
[email protected]
Craig Johnson
International
hardware. Maybe you have already Retro Gamer is available for licensing.
While the idea of every single covered this (if so what edition was it Contact the International department to discuss
partnership opportunities.
Nintendo-owned game appearing so I can procure a copy) but it would International Licensing Director Matt Ellis
on Switch is the stuff dreams are be great to see an article on the topic. [email protected]
made of, it’s highly unlikely to Perhaps covering the best CRTs Subscriptions
Email enquiries [email protected]
happen. The recent news about for a retro gaming set up and also UK orderline & enquiries 0344 848 2852
Nintendo cracking down on certain covering some of the more weird and Overseas order line and enquiries +44 (0) 344 848 2852
Online orders & enquiries www.myfavouritemagazines.co.uk
ROM sites is most likely to protect obscure CRT models. Magazines Marketing Director Sharon Todd
its intellectual property and to Cheers from a happy subscriber. Circulation
send a direct message, rather than Chris Cheeseman Head of Newstrade Tim Mathers
Production
because it has plans to release its Head of Production Mark Constance
entire back catalogue. We’ll cross We completely agree with you Production Project Manager Clare Scott
Advertising Production Manager Joanne Crosby
our fingers, though. Chris when it comes to CRTs, they Digital Editions Controller Jason Hudson
really are the best for playing retro Production Controller Vivienne Calvert
Your say We are committed to only using magazine paper which is derived from
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managed forests, conforming to strict environmental and socioeconomic
Every month, Retro Gamer asks a question standards. The manufacturing paper mill holds full FSC (Forest Stewardship
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on the forum and prints the best replies.
This month we wanted to know… All contents © 2018 Future Publishing Limited or published under licence. All
rights reserved. No part of this magazine may be used, stored, transmitted or
What’s your earliest memory of reproduced in any way without the prior written permission of the publisher.
Future Publishing Limited (company number 2008885) is registered in
Space Invaders? 0ȇǕǼƏȇƳƏȇƳáƏǼƺɀِ«ƺǕǣɀɎƺȸƺƳȒǔˡƬƺيªɖƏɵRȒɖɀƺًÁǝƺȅƫɖȸɵً ƏɎǝ
1UA. All information contained in this publication is for information only and
is, as far as we are aware, correct at the time of going to press. Future cannot
Brendan Randall the early Eighties. I remember accept any responsibility for errors or inaccuracies in such information. You
Played it with my dad in the the sounds and thought it was a are advised to contact manufacturers and retailers directly with regard
to the price of products/services referred to in this publication. Apps and
Arcades in about 1979-1980 I was lot of fun! websites mentioned in this publication are not under our control. We are
only about four so he used the not responsible for their contents or any other changes or updates to them.
ÁǝǣɀȅƏǕƏɿǣȇƺǣɀǔɖǼǼɵǣȇƳƺȵƺȇƳƺȇɎƏȇƳȇȒɎƏǔˡǼǣƏɎƺƳǣȇƏȇɵɯƏɵɯǣɎǝɎǝƺ
joystick while I mashed the fire @YeOldGamerSteve
companies mentioned herein.
button… been hooked on games My first was the official arcade
If you submit material to us, you warrant that you own the material and/
ever since. game in late 1978, I walked into » [Arcade] Space Invaders has been causing a lot of arguments in the or have the necessary rights/permissions to supply the material and
an arcade and there’s like 120 office this month. you automatically grant Future and its licensees a licence to publish
your submission in whole or in part in any/all issues and/or editions of
Bruno Pierre Space Invader machines, all lined publications, in any format published worldwide and on associated websites,
Never seen it in arcades here in up row upon row. Let me tell you, Josey Wales I have one of my own now, a social media channels and associated products. Any material you submit
is sent at your own risk and, although every care is taken, neither Future
Brazil, only on the Atari 2600. it was hard to find a free one! And Atari. Aged four. I would play Taito upright.
nor its employees, agents, subcontractors or licensees shall be liable for
the sound of all that was amazing it when my brothers were at loss or damage. We assume all unsolicited material is for publication unless
Dave Dragert and ear-shattering. Haha. school. We had a couple other @VituaOllie64 otherwise stated, and reserve the right to edit, amend, adapt all submissions.
I found the 1978 arcade version games but Space Invaders was I played some sort of version
at a Pizza Hut back in 1980. Simon McD my favourite. I’d make up my on my Uncle’s PC in the early
Millendreath Holiday Village, own storyline while I played. Nineties. Great that such
Robert Forthun Damli Cornwall, 1982. Will have been an iconic classic was still
A friend of mine had a neighbour, about six years old. Remember Tim Keeling one of my very first gaming
which had Space Invaders on thinking that Galaga and Phoenix I used to play it in Kwik Save. I experiences, over a decade aer
his computer. This was back in looked miles better! think it was the Midway version. it first appeared.
Future plc is a public Chief executive Zillah Byng-Thorne
company quoted on the Non-executive chairman Peter Allen
London Stock Exchange !ǝǣƺǔˡȇƏȇƬǣƏǼȒǔˡƬƺȸ Penny Ladkin-Brand
(symbol: FUTR)
www.futureplc.com Tel +44 (0)1225 442 244
QUICK GUIDES TO HELP YOU
GET THE BEST FROM YOUR GAMES
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04 before 1985, don’t use a JAMMA connector. If
that’s the case with your board, you’ll need an
adaptor. If your game uses more than three buttons, you
everything you need except a may need extra wiring known as a ‘kick harness’ – named
game and controller. after Street Fighter II ’s kick buttons.
» Some older games, usually ones from Nintendo, never lose value so they’re a
worthwhile investment, provided you can look after them.
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TORY BEHIND THE
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ALSO INSIDE...
Team17, Fallout, 1943, 16-bit Loading Screens, Krusty’s Fun House,
Storm Lord, David Mullich, Wonder Boy In Monster Land and much more
DANAN THE JUNGLE FIGHTER
» Danan’s a man on a mission – not only has the
neighbouring tribe killed his guardian Jimba, they’re
trying to unseal the evil god Gilbas. Short on clothes,
long on rippling musculature and unsure as to whether
or not he’s related to the similarly-named warrior Rastan,
our hero fights his way through the Amazon to defeat the
ancient threat. Here’s a look at what happens when he
succeeds in his quest
01 02 03
» Gilbas is defeated, but not dead. In » Given that Jimba’s dead and everything, » Danan doesn’t want to do it alone,
fact, Danan says that he can never be Danan doesn’t have a home to go to though. He mentions that he could use a
truly dead, so long as humans desire anymore, so he decides to stick around companion, and Linda says “I was hoping
the things they were never meant to and stop any other miscreants from you’d ask.” Danan, failing spectacularly
have. Linda responds with a depressingly awakening the fearsome ancient evil that at reading the mood of the conversation,
accurate assessment of human nature. has once again been sealed away. busts out this classic invitation.
04 05
» Somehow, despite being on the receiving end of one of the » Off they trot back to a nearby house – which presumably has
least romantic lines ever delivered by an action hero, Linda is just been empty, waiting for them to make this noble sacrifice.
overcome with emotion and decides that she’ll stick around in But if Gilbas can be defeated by a man equipped with no body
the jungle for the rest of her life, too. Why bother? They don’t armour and a simple knife, he’s not that bloody dangerous, is
even have pizza delivery or Wi-Fi. he? Get over yourself, Danan.